移除eventhandler装饰器

This commit is contained in:
YHH
2025-09-29 09:35:02 +08:00
parent 2947ddeb64
commit 61fcd52c65
9 changed files with 7 additions and 1192 deletions

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@@ -1,433 +0,0 @@
import { Scene } from '../../../src/ECS/Scene';
import { Entity } from '../../../src/ECS/Entity';
import { Component } from '../../../src/ECS/Component';
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
import { Matcher } from '../../../src/ECS/Utils/Matcher';
import { EventBus } from '../../../src/ECS/Core/EventBus';
// 测试组件
class TransformComponent extends Component {
public x: number = 0;
public y: number = 0;
public rotation: number = 0;
constructor(...args: unknown[]) {
super();
if (args.length >= 1) this.x = args[0] as number;
if (args.length >= 2) this.y = args[1] as number;
if (args.length >= 3) this.rotation = args[2] as number;
}
}
class VelocityComponent extends Component {
public vx: number = 0;
public vy: number = 0;
constructor(...args: unknown[]) {
super();
if (args.length >= 1) this.vx = args[0] as number;
if (args.length >= 2) this.vy = args[1] as number;
}
}
class HealthComponent extends Component {
public health: number = 100;
public maxHealth: number = 100;
constructor(...args: unknown[]) {
super();
if (args.length >= 1) this.health = args[0] as number;
if (args.length >= 2) this.maxHealth = args[1] as number;
}
}
// 简单的事件装饰器实现(用于测试)
function EventHandler(eventType: string, priority: number = 0) {
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
const originalMethod = descriptor.value;
// 在原型上标记事件处理器信息
if (!target.constructor._eventHandlers) {
target.constructor._eventHandlers = [];
}
target.constructor._eventHandlers.push({
eventType,
methodName: propertyKey,
priority,
handler: originalMethod
});
return descriptor;
};
}
// 自动初始化事件监听器的基类
class EventAwareSystem extends EntitySystem {
private eventListenerIds: string[] = [];
constructor(matcher: Matcher) {
super(matcher);
}
public override initialize(): void {
super.initialize();
this.initializeEventHandlers();
}
private initializeEventHandlers(): void {
const eventHandlers = (this.constructor as any)._eventHandlers;
if (!eventHandlers || !this.scene?.eventSystem) {
return;
}
// 按优先级排序并注册事件处理器
eventHandlers
.sort((a: any, b: any) => b.priority - a.priority)
.forEach((handlerInfo: any) => {
const listenerId = this.scene!.eventSystem.on(
handlerInfo.eventType,
handlerInfo.handler.bind(this),
{ priority: handlerInfo.priority }
);
this.eventListenerIds.push(listenerId);
});
}
public cleanup(): void {
// 清理事件监听器
if (this.scene?.eventSystem) {
this.eventListenerIds.forEach(id => {
// 注意这里需要修改EventSystem来支持通过ID移除监听器
// this.scene!.eventSystem.removeListener(id);
});
}
this.eventListenerIds = [];
}
}
// 使用装饰器的测试系统
class DecoratedMovementSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
public receivedEvents: any[] = [];
public entityMovedEvents: any[] = [];
constructor() {
super(Matcher.empty().all(TransformComponent, VelocityComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
for (const entity of entities) {
const transform = entity.getComponent(TransformComponent)!;
const velocity = entity.getComponent(VelocityComponent)!;
const oldX = transform.x;
const oldY = transform.y;
// 更新位置
transform.x += velocity.vx;
transform.y += velocity.vy;
// 发射实体移动事件
if (this.scene?.eventSystem) {
this.scene.eventSystem.emit('entity:moved', {
entityId: entity.id,
entityName: entity.name,
oldPosition: { x: oldX, y: oldY },
newPosition: { x: transform.x, y: transform.y }
});
}
}
}
@EventHandler('entity:moved', 10)
onEntityMoved(data: any): void {
this.entityMovedEvents.push(data);
}
@EventHandler('entity:health_changed', 5)
onHealthChanged(data: any): void {
this.receivedEvents.push({ type: 'health_changed', data });
}
@EventHandler('system:initialized', 15)
onSystemInitialized(data: any): void {
this.receivedEvents.push({ type: 'system_initialized', data });
}
}
class HealthSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
public receivedEvents: any[] = [];
constructor() {
super(Matcher.empty().all(HealthComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
for (const entity of entities) {
const health = entity.getComponent(HealthComponent)!;
// 模拟健康值变化
if (health.health > 0) {
const oldHealth = health.health;
health.health = Math.max(0, health.health - 1);
// 发射健康值变化事件
if (this.scene?.eventSystem && oldHealth !== health.health) {
this.scene.eventSystem.emit('entity:health_changed', {
entityId: entity.id,
entityName: entity.name,
oldHealth,
newHealth: health.health,
isDead: health.health <= 0
});
}
}
}
}
@EventHandler('entity:health_changed', 8)
onHealthChanged(data: any): void {
this.receivedEvents.push(data);
// 如果实体死亡,禁用它
if (data.isDead) {
const entity = this.scene?.findEntityById(data.entityId);
if (entity) {
entity.enabled = false;
}
}
}
}
describe('装饰器系统测试', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene();
scene.name = "DecoratorTestScene";
});
describe('事件装饰器基础功能', () => {
test('装饰器应该正确注册事件处理器', () => {
const movementSystem = new DecoratedMovementSystem();
// 检查装饰器是否正确注册了事件处理器信息
const eventHandlers = (DecoratedMovementSystem as any)._eventHandlers;
expect(eventHandlers).toBeDefined();
expect(eventHandlers.length).toBe(3);
// 检查事件处理器信息
const entityMovedHandler = eventHandlers.find((h: any) => h.eventType === 'entity:moved');
expect(entityMovedHandler).toBeDefined();
expect(entityMovedHandler.priority).toBe(10);
expect(entityMovedHandler.methodName).toBe('onEntityMoved');
});
test('系统初始化时应该自动注册事件监听器', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统正确初始化
expect(movementSystem.entities.length).toBe(1);
// 运行一次更新应该触发entity:moved事件
scene.update();
// 检查事件是否被正确处理
expect(movementSystem.entityMovedEvents.length).toBe(1);
expect(movementSystem.entityMovedEvents[0].entityId).toBe(entity.id);
expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(1);
expect(movementSystem.entityMovedEvents[0].newPosition.y).toBe(1);
});
});
describe('多系统事件交互', () => {
test('多个系统应该能够响应同一事件', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
entity.addComponent(new HealthComponent(10));
const movementSystem = new DecoratedMovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 运行几次更新
scene.update();
scene.update();
scene.update();
// 检查健康系统是否处理了健康变化事件
expect(healthSystem.receivedEvents.length).toBeGreaterThan(0);
// 检查移动系统是否也接收到了健康变化事件
const healthChangedEvents = movementSystem.receivedEvents.filter(e => e.type === 'health_changed');
expect(healthChangedEvents.length).toBeGreaterThan(0);
});
test('事件优先级应该正确工作', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 发射系统初始化事件(如果有的话)
if (scene.eventSystem) {
scene.eventSystem.emit('system:initialized', {
systemName: 'DecoratedMovementSystem',
timestamp: Date.now()
});
}
// 检查事件是否被接收
scene.update();
// 验证不同优先级的事件都被处理了
const systemInitEvents = movementSystem.receivedEvents.filter(e => e.type === 'system_initialized');
expect(systemInitEvents.length).toBeGreaterThanOrEqual(0);
});
});
describe('装饰器系统的时序问题', () => {
test('先添加实体再添加装饰器系统 - 事件应该正常工作', () => {
// 先创建实体
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(5, 5));
entity.addComponent(new VelocityComponent(2, 3));
// 然后添加装饰器系统
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统正确识别了实体
expect(movementSystem.entities.length).toBe(1);
// 运行更新,应该触发事件
scene.update();
// 检查事件装饰器是否正常工作
expect(movementSystem.entityMovedEvents.length).toBe(1);
expect(movementSystem.entityMovedEvents[0].oldPosition.x).toBe(5);
expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(7);
});
test('动态添加组件后装饰器事件应该正常', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
const entity = scene.createEntity("DynamicEntity");
entity.addComponent(new TransformComponent(0, 0));
// 初始状态:系统不匹配
expect(movementSystem.entities.length).toBe(0);
// 动态添加速度组件
entity.addComponent(new VelocityComponent(1, 1));
// 系统应该匹配
expect(movementSystem.entities.length).toBe(1);
// 运行更新,事件应该正常触发
scene.update();
expect(movementSystem.entityMovedEvents.length).toBe(1);
});
});
describe('装饰器系统的清理', () => {
test('系统移除时应该清理事件监听器', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统已添加
expect(scene.entityProcessors.count).toBe(1);
// 移除系统
scene.removeEntityProcessor(movementSystem);
expect(scene.entityProcessors.count).toBe(0);
// 清理事件监听器
movementSystem.cleanup();
// 验证事件监听器已清理(这里主要是检查不抛出异常)
expect(() => {
if (scene.eventSystem) {
scene.eventSystem.emit('entity:moved', { test: true });
}
}).not.toThrow();
});
});
describe('边界情况测试', () => {
test('没有装饰器的系统应该正常工作', () => {
class SimpleSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(TransformComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
}
}
const entity = scene.createEntity("SimpleEntity");
entity.addComponent(new TransformComponent(1, 1));
const simpleSystem = new SimpleSystem();
expect(() => {
scene.addEntityProcessor(simpleSystem);
}).not.toThrow();
expect(simpleSystem.entities.length).toBe(1);
scene.update();
expect(simpleSystem.processedEntities.length).toBe(1);
});
test('空事件数据应该正常处理', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 发射空事件
if (scene.eventSystem) {
scene.eventSystem.emit('entity:health_changed', null);
scene.eventSystem.emit('entity:health_changed', undefined);
scene.eventSystem.emit('entity:health_changed', {});
}
// 系统应该能够处理空数据而不崩溃
expect(() => {
scene.update();
}).not.toThrow();
});
});
afterEach(() => {
// 清理场景
scene.destroyAllEntities();
// 清理系统并清理它们的事件监听器
const processors = [...scene.entityProcessors.processors];
processors.forEach(processor => {
if (processor instanceof EventAwareSystem) {
processor.cleanup();
}
scene.removeEntityProcessor(processor);
});
});
});

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@@ -1,4 +1,4 @@
import { EventBus, GlobalEventBus, EventHandler, AsyncEventHandler } from '../../../src/ECS/Core/EventBus';
import { EventBus, GlobalEventBus } from '../../../src/ECS/Core/EventBus';
import { IEventListenerConfig, IEventStats } from '../../../src/Types';
import { ECSEventType, EventPriority } from '../../../src/ECS/CoreEvents';
@@ -477,53 +477,3 @@ describe('GlobalEventBus - 全局事件总线测试', () => {
});
});
describe('事件装饰器测试', () => {
// Mock class for testing decorators
class TestClass {
public receivedEvents: any[] = [];
@EventHandler('decorator:event')
handleEvent(data: any) {
this.receivedEvents.push(data);
}
@AsyncEventHandler('async:decorator:event')
async handleAsyncEvent(data: any) {
this.receivedEvents.push(data);
}
}
test('EventHandler装饰器应该能够自动注册监听器', () => {
const instance = new TestClass();
// 手动调用初始化方法来注册装饰器定义的监听器
if (typeof (instance as any).initEventListeners === 'function') {
(instance as any).initEventListeners();
}
const eventBus = GlobalEventBus.getInstance();
eventBus.emit('decorator:event', { message: 'decorated event' });
expect(instance.receivedEvents.length).toBe(1);
expect(instance.receivedEvents[0].message).toBe('decorated event');
});
test('AsyncEventHandler装饰器应该能够自动注册异步监听器', async () => {
const instance = new TestClass();
// 手动调用初始化方法来注册装饰器定义的监听器
if (typeof (instance as any).initEventListeners === 'function') {
(instance as any).initEventListeners();
}
const eventBus = GlobalEventBus.getInstance();
await eventBus.emitAsync('async:decorator:event', { message: 'async decorated event' });
expect(instance.receivedEvents.length).toBe(1);
expect(instance.receivedEvents[0].message).toBe('async decorated event');
});
afterEach(() => {
GlobalEventBus.reset();
});
});

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@@ -1,375 +0,0 @@
import { Scene } from '../../../src/ECS/Scene';
import { Entity } from '../../../src/ECS/Entity';
import { Component } from '../../../src/ECS/Component';
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
import { Matcher } from '../../../src/ECS/Utils/Matcher';
// 测试组件
class PositionComponent extends Component {
public x: number = 0;
public y: number = 0;
constructor(...args: unknown[]) {
super();
const [x = 0, y = 0] = args as [number?, number?];
this.x = x;
this.y = y;
}
}
class VelocityComponent extends Component {
public vx: number = 0;
public vy: number = 0;
constructor(...args: unknown[]) {
super();
const [vx = 0, vy = 0] = args as [number?, number?];
this.vx = vx;
this.vy = vy;
}
}
class HealthComponent extends Component {
public health: number = 100;
constructor(...args: unknown[]) {
super();
const [health = 100] = args as [number?];
this.health = health;
}
}
// 测试系统
class MovementSystem extends EntitySystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
// 简单的移动逻辑
for (const entity of entities) {
const position = entity.getComponent(PositionComponent)!;
const velocity = entity.getComponent(VelocityComponent)!;
position.x += velocity.vx;
position.y += velocity.vy;
}
}
}
class HealthSystem extends EntitySystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(HealthComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
// 简单的健康检查逻辑
for (const entity of entities) {
const health = entity.getComponent(HealthComponent)!;
if (health.health <= 0) {
// 标记为死亡,但不在这里销毁实体
entity.enabled = false;
}
}
}
}
describe('ECS系统时序问题测试', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene();
scene.name = "TimingTestScene";
});
describe('实体添加时序问题', () => {
test(' 先添加实体再添加系统 - 暴露时序问题', () => {
// 第一步:先创建并添加实体
const player = scene.createEntity("Player");
player.addComponent(new PositionComponent(10, 20));
player.addComponent(new VelocityComponent(1, 1));
player.addComponent(new HealthComponent(100));
const enemy = scene.createEntity("Enemy");
enemy.addComponent(new PositionComponent(50, 60));
enemy.addComponent(new VelocityComponent(-1, 0));
enemy.addComponent(new HealthComponent(80));
// 验证实体已创建
expect(scene.entities.count).toBe(2);
// 第二步:然后添加系统(这里可能出现时序问题)
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证系统已添加
expect(scene.entityProcessors.count).toBe(2);
// 关键测试:检查系统是否正确识别了已存在的实体
console.log("MovementSystem匹配的实体数量:", movementSystem.entities.length);
console.log("HealthSystem匹配的实体数量:", healthSystem.entities.length);
console.log("Player组件:", player.components.map(c => c.constructor.name));
console.log("Enemy组件:", enemy.components.map(c => c.constructor.name));
// 预期结果移动系统应该匹配到2个实体都有Position+Velocity
expect(movementSystem.entities.length).toBe(2);
// 预期结果健康系统应该匹配到2个实体都有Health
expect(healthSystem.entities.length).toBe(2);
// 运行一次更新看看
scene.update();
// 检查系统是否处理了实体
expect(movementSystem.processedEntities.length).toBe(2);
expect(healthSystem.processedEntities.length).toBe(2);
// 检查移动逻辑是否生效
const playerPos = player.getComponent(PositionComponent)!;
expect(playerPos.x).toBe(11); // 10 + 1
expect(playerPos.y).toBe(21); // 20 + 1
});
test(' 先添加系统再添加实体 - 正常工作的情况', () => {
// 第一步:先添加系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证系统已添加但没有实体
expect(scene.entityProcessors.count).toBe(2);
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
// 第二步:然后创建并添加实体
const player = scene.createEntity("Player");
player.addComponent(new PositionComponent(10, 20));
player.addComponent(new VelocityComponent(1, 1));
player.addComponent(new HealthComponent(100));
const enemy = scene.createEntity("Enemy");
enemy.addComponent(new PositionComponent(50, 60));
enemy.addComponent(new VelocityComponent(-1, 0));
enemy.addComponent(new HealthComponent(80));
// 验证实体已创建
expect(scene.entities.count).toBe(2);
// 关键测试:检查系统是否正确识别了新添加的实体
console.log("MovementSystem匹配的实体数量:", movementSystem.entities.length);
console.log("HealthSystem匹配的实体数量:", healthSystem.entities.length);
// 预期结果:系统应该自动匹配到新实体
expect(movementSystem.entities.length).toBe(2);
expect(healthSystem.entities.length).toBe(2);
// 运行一次更新
scene.update();
// 检查系统是否处理了实体
expect(movementSystem.processedEntities.length).toBe(2);
expect(healthSystem.processedEntities.length).toBe(2);
});
});
describe('组件动态修改时序问题', () => {
test(' 运行时动态添加组件 - 检查系统响应', () => {
// 先设置好系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 创建只有位置组件的实体
const entity = scene.createEntity("TestEntity");
entity.addComponent(new PositionComponent(0, 0));
// 初始状态:只有健康系统不匹配,移动系统不匹配
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
// 动态添加速度组件
entity.addComponent(new VelocityComponent(5, 5));
// 关键测试:移动系统是否立即识别到这个实体
console.log("添加VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
expect(movementSystem.entities.length).toBe(1);
// 动态添加健康组件
entity.addComponent(new HealthComponent(50));
// 关键测试:健康系统是否立即识别到这个实体
console.log("添加HealthComponent后HealthSystem实体数:", healthSystem.entities.length);
expect(healthSystem.entities.length).toBe(1);
// 运行更新确认处理
scene.update();
expect(movementSystem.processedEntities.length).toBe(1);
expect(healthSystem.processedEntities.length).toBe(1);
});
test(' 运行时动态移除组件 - 检查系统响应', () => {
// 先设置好系统
const movementSystem = new MovementSystem();
scene.addEntityProcessor(movementSystem);
// 创建完整的可移动实体
const entity = scene.createEntity("MovableEntity");
entity.addComponent(new PositionComponent(0, 0));
entity.addComponent(new VelocityComponent(5, 5));
// 确认系统识别了实体
expect(movementSystem.entities.length).toBe(1);
// 动态移除速度组件
const velocityComponent = entity.getComponent(VelocityComponent);
if (velocityComponent) {
entity.removeComponent(velocityComponent);
}
// 关键测试:移动系统是否立即移除了这个实体
console.log("移除VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
expect(movementSystem.entities.length).toBe(0);
// 重新添加速度组件
entity.addComponent(new VelocityComponent(3, 3));
// 关键测试:移动系统是否重新识别到这个实体
console.log("重新添加VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
expect(movementSystem.entities.length).toBe(1);
});
});
describe('系统初始化时序问题', () => {
test(' 系统initialize方法调用时机', () => {
// 创建实体
const entity1 = scene.createEntity("Entity1");
entity1.addComponent(new PositionComponent(10, 10));
entity1.addComponent(new VelocityComponent(1, 1));
const entity2 = scene.createEntity("Entity2");
entity2.addComponent(new PositionComponent(20, 20));
entity2.addComponent(new VelocityComponent(2, 2));
// 创建系统但先不添加到场景
const movementSystem = new MovementSystem();
// 检查系统初始状态
expect(movementSystem.entities.length).toBe(0);
// 添加系统到场景
scene.addEntityProcessor(movementSystem);
// 关键测试:系统是否在添加时正确初始化并发现已存在的实体
console.log("系统添加后发现的实体数:", movementSystem.entities.length);
// 这个测试会暴露initialize方法是否被正确调用
expect(movementSystem.entities.length).toBe(2);
});
test(' 批量实体操作的时序问题', () => {
const movementSystem = new MovementSystem();
scene.addEntityProcessor(movementSystem);
// 批量创建实体
const entities = scene.createEntities(5, "BatchEntity");
// 为所有实体添加组件
entities.forEach((entity, index) => {
entity.addComponent(new PositionComponent(index * 10, index * 10));
entity.addComponent(new VelocityComponent(index, index));
});
// 关键测试:系统是否识别了所有批量创建的实体
console.log("批量操作后系统实体数:", movementSystem.entities.length);
expect(movementSystem.entities.length).toBe(5);
// 运行更新确认处理
scene.update();
expect(movementSystem.processedEntities.length).toBe(5);
});
});
describe('事件装饰器时序问题', () => {
// 模拟使用事件装饰器的系统
class EventDecoratedSystem extends EntitySystem {
public receivedEvents: any[] = [];
constructor() {
super(Matcher.empty().all(PositionComponent));
// 模拟装饰器初始化
this.initEventListeners();
}
// 模拟 @EventListener('entity:moved') 装饰器
private initEventListeners() {
// 这里应该通过装饰器自动完成
scene.eventSystem?.on('entity:moved', (data) => {
this.onEntityMoved(data);
});
}
public onEntityMoved(data: any) {
this.receivedEvents.push(data);
}
protected override process(entities: Entity[]): void {
// 处理实体移动并发射事件
for (const entity of entities) {
const pos = entity.getComponent(PositionComponent)!;
// 模拟移动
pos.x += 1;
// 发射移动事件
scene.eventSystem?.emit('entity:moved', {
entityId: entity.id,
position: { x: pos.x, y: pos.y }
});
}
}
}
test(' 事件装饰器系统的初始化时序', () => {
// 先创建实体
const entity = scene.createEntity("EventTestEntity");
entity.addComponent(new PositionComponent(0, 0));
// 然后添加使用事件装饰器的系统
const eventSystem = new EventDecoratedSystem();
scene.addEntityProcessor(eventSystem);
// 验证系统正确识别了实体
expect(eventSystem.entities.length).toBe(1);
// 运行更新,应该触发事件
scene.update();
// 关键测试:事件装饰器是否正确工作
console.log("接收到的事件数量:", eventSystem.receivedEvents.length);
expect(eventSystem.receivedEvents.length).toBe(1);
// 验证事件数据
const event = eventSystem.receivedEvents[0];
expect(event.entityId).toBe(entity.id);
expect(event.position.x).toBe(1); // 移动后的位置
});
});
afterEach(() => {
// 清理场景
scene.destroyAllEntities();
// 手动清理系统
const processors = [...scene.entityProcessors.processors];
processors.forEach(processor => scene.removeEntityProcessor(processor));
});
});