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# system
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系统是ecs的核心。你的游戏逻辑应该在这里进行处理,所有的实体及组件也会在这里进行集中处理。用于处理实体的系统叫做 `es.EntityProcessingSystem`。 你需要继承他并实现`processEntity(entity: Entity)`方法。
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```typescript
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export class ASystem extends es.EntityProcessingSystem {
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processEntity(entity: Entity){
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}
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}
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```
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系统也依赖于场景,如果想要系统被激活则需要使用场景中`addEntityProcessor`方法。系统被实例化需要传入一个`es.Matcher` 参数。
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```typescript
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export class MainScene extends es.Scene {
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onStart() {
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this.addEntityProcessor(new ASystem(es.Matcher.empty().all(AComponent)));
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}
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}
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```
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## Matcher
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matcher是系统的匹配器,用于匹配满足条件的实体传入系统进行处理。如果想要一个空的匹配器则直接 `es.Matcher.empty()`
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- all
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同时拥有多个组件
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```typescript
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es.Matcher.empty().all(AComponent, BComponent);
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```
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- one
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拥有任意一个组件
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```typescript
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es.Matcher.empty().one(AComponent, BComponent);
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```
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- exclude
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拥有某些组件,并且不包含某些组件
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```typescript
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// 不包含CComponent或者DComponent
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es.Matcher.empty().all(AComponent, BComponent).exclude(CComponent, DComponent);
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// 不同时包含CComponent和DComponent
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es.Matcher.empty().all(AComponent, BComponent).exclude(CComponent).exclude(DComponent);
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```
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## 获取系统
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```typescript
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export class MainScene extends es.Scene {
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onStart() {
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const aSystem = this.getEntityProcessor(ASystem);
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}
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}
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```
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## 移除系统
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```typescript
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export class MainScene extends es.Scene {
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onStart() {
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this.removeEntityProcessor(aSystem);
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}
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}
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```
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