refactor(core): 代码结构优化 & 添加独立 ECS 框架文档 (#316)
Core 库优化: - Scene.ts: 提取 _runSystemPhase() 消除 update/lateUpdate 重复代码 - World.ts: 可选链简化、提取 _isSceneCleanupCandidate() 消除重复条件 - Entity.ts: 移除过度设计的 EntityComparer - 清理方法内部冗余注释,保持代码自解释 文档改进: - 为 core 包创建独立 README (中英文) - 明确 ECS 框架可独立用于 Cocos/Laya 等引擎 - 添加 sparse-checkout 命令说明,支持只克隆 core 源码 - 主 README 添加 ECS 独立使用提示
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<h1 align="center">
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@esengine/ecs-framework
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</h1>
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<p align="center">
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<strong>适用于 JavaScript 游戏引擎的高性能 ECS 框架</strong>
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</p>
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<p align="center">
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<a href="https://www.npmjs.com/package/@esengine/ecs-framework"><img src="https://img.shields.io/npm/v/@esengine/ecs-framework?style=flat-square&color=blue" alt="npm"></a>
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<a href="https://github.com/esengine/esengine/blob/master/LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square" alt="license"></a>
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<img src="https://img.shields.io/badge/TypeScript-5.0+-blue?style=flat-square&logo=typescript&logoColor=white" alt="TypeScript">
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<img src="https://img.shields.io/badge/zero-dependencies-brightgreen?style=flat-square" alt="零依赖">
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</p>
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<p align="center">
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<a href="./README.md">English</a> | <b>中文</b>
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</p>
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---
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## 概述
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一个独立的、零依赖的 ECS(实体-组件-系统)框架,可与**任何** JavaScript 游戏引擎配合使用:
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- **Cocos Creator**
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- **Laya**
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- **Egret**
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- **Phaser**
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- **或你自己的引擎**
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这个包是 [ESEngine](https://github.com/esengine/esengine) 的核心,但可以完全独立使用。
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## 安装
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### npm / pnpm / yarn
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```bash
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npm install @esengine/ecs-framework
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```
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### 仅克隆源码
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如果你只想要 ECS 框架源码(不需要完整的 ESEngine):
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```bash
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# 第一步:克隆仓库骨架,不下载文件内容(需要 Git 2.25+)
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git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git
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# 第二步:进入目录
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cd esengine
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# 第三步:指定要检出的目录
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git sparse-checkout set packages/core
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# 完成!现在你只有 packages/core/ 目录,其他文件夹不会下载
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```
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## 快速开始
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// 定义组件(纯数据)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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y = 0;
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}
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@ECSComponent('Velocity')
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class Velocity extends Component {
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dx = 0;
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dy = 0;
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}
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// 定义系统(逻辑)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(Position);
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const vel = entity.getComponent(Velocity);
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pos.x += vel.dx * Time.deltaTime;
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pos.y += vel.dy * Time.deltaTime;
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}
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}
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}
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// 初始化
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Core.create();
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const scene = new Scene();
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scene.addSystem(new MovementSystem());
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const player = scene.createEntity('Player');
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player.addComponent(new Position());
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player.addComponent(new Velocity());
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Core.setScene(scene);
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// 游戏循环(与你的引擎循环集成)
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function update(dt: number) {
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Core.update(dt);
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}
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```
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## 集成示例
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### Cocos Creator
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```typescript
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import { _decorator, Component as CCComponent } from 'cc';
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import { Core, Scene } from '@esengine/ecs-framework';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private scene: Scene;
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onLoad() {
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Core.create();
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this.scene = new Scene();
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// 注册你的系统...
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Core.setScene(this.scene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### Laya
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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export class Main {
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private scene: Scene;
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constructor() {
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Core.create();
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this.scene = new Scene();
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Core.setScene(this.scene);
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Laya.timer.frameLoop(1, this, this.onUpdate);
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}
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onUpdate() {
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Core.update(Laya.timer.delta / 1000);
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}
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}
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```
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## 特性
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| 特性 | 描述 |
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|------|------|
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| **零依赖** | 无外部运行时依赖 |
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| **类型安全查询** | 流畅的 API,完整 TypeScript 支持 |
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| **变更检测** | 基于 Epoch 的脏标记优化 |
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| **序列化** | 内置场景序列化和快照 |
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| **服务容器** | 系统的依赖注入 |
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| **性能监控** | 内置性能分析工具 |
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## 文档
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- [API 参考](https://esengine.cn/api/README)
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- [架构指南](https://esengine.cn/guide/)
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- [完整 ESEngine 文档](https://esengine.cn/)
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## 许可证
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MIT 协议 - 可自由用于商业和开源项目。
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---
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<p align="center">
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<a href="https://github.com/esengine/esengine">ESEngine</a> 的一部分 · 可独立使用
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</p>
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