feat(core): 添加持久化实体支持跨场景迁移
实现实体生命周期策略,允许标记实体为持久化,在场景切换时自动迁移到新场景。 主要变更: - 新增 EEntityLifecyclePolicy 枚举(SceneLocal/Persistent) - Entity 添加 setPersistent()、setSceneLocal()、isPersistent API - Scene 添加 findPersistentEntities()、extractPersistentEntities()、receiveMigratedEntities() - SceneManager.setScene() 自动处理持久化实体迁移 - 添加完整的中英文文档和 21 个测试用例
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docs/en/guide/scene-manager.md
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docs/en/guide/scene-manager.md
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# SceneManager
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SceneManager is a lightweight scene manager provided by ECS Framework, suitable for 95% of game applications. It provides a simple and intuitive API with support for scene transitions and delayed loading.
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## Use Cases
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SceneManager is suitable for:
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- Single-player games
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- Simple multiplayer games
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- Mobile games
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- Games requiring scene transitions (menu, game, pause, etc.)
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- Projects that don't need multi-World isolation
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## Features
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- Lightweight, zero extra overhead
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- Simple and intuitive API
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- Supports delayed scene transitions (avoids switching mid-frame)
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- Automatic ECS fluent API management
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- Automatic scene lifecycle handling
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- Integrated with Core, auto-updated
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- Supports [Persistent Entity](./persistent-entity) migration across scenes (v2.2.22+)
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## Basic Usage
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### Recommended: Using Core's Static Methods
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This is the simplest and recommended approach, suitable for most applications:
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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// 1. Initialize Core
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Core.create({ debug: true });
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// 2. Create and set scene
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class GameScene extends Scene {
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protected initialize(): void {
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this.name = "GameScene";
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// Add systems
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this.addSystem(new MovementSystem());
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this.addSystem(new RenderSystem());
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// Create initial entities
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const player = this.createEntity("Player");
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player.addComponent(new Transform(400, 300));
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player.addComponent(new Health(100));
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}
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public onStart(): void {
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console.log("Game scene started");
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}
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}
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// 3. Set scene
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Core.setScene(new GameScene());
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// 4. Game loop (Core.update automatically updates the scene)
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function gameLoop(deltaTime: number) {
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Core.update(deltaTime); // Automatically updates all services and scenes
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}
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// Laya engine integration
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Laya.timer.frameLoop(1, this, () => {
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const deltaTime = Laya.timer.delta / 1000;
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Core.update(deltaTime);
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});
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// Cocos Creator integration
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update(deltaTime: number) {
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Core.update(deltaTime);
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}
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```
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### Advanced: Using SceneManager Directly
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If you need more control, you can use SceneManager directly:
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```typescript
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import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
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// Initialize Core
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Core.create({ debug: true });
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// Get SceneManager (already auto-created and registered by Core)
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const sceneManager = Core.services.resolve(SceneManager);
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// Set scene
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const gameScene = new GameScene();
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sceneManager.setScene(gameScene);
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// Game loop (still use Core.update)
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function gameLoop(deltaTime: number) {
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Core.update(deltaTime); // Core automatically calls sceneManager.update()
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}
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```
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**Important**: Regardless of which approach you use, you should only call `Core.update()` in the game loop. It automatically updates SceneManager and scenes. You don't need to manually call `sceneManager.update()`.
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## Scene Transitions
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### Immediate Transition
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Use `Core.setScene()` or `sceneManager.setScene()` to immediately switch scenes:
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```typescript
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// Method 1: Using Core (recommended)
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Core.setScene(new MenuScene());
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// Method 2: Using SceneManager
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const sceneManager = Core.services.resolve(SceneManager);
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sceneManager.setScene(new MenuScene());
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```
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### Delayed Transition
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Use `Core.loadScene()` or `sceneManager.loadScene()` for delayed scene transition, which takes effect on the next frame:
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```typescript
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// Method 1: Using Core (recommended)
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Core.loadScene(new GameOverScene());
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// Method 2: Using SceneManager
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const sceneManager = Core.services.resolve(SceneManager);
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sceneManager.loadScene(new GameOverScene());
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```
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When switching scenes from within a System, use delayed transitions:
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```typescript
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class GameOverSystem extends EntitySystem {
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process(entities: readonly Entity[]): void {
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const player = entities.find(e => e.name === 'Player');
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const health = player?.getComponent(Health);
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if (health && health.value <= 0) {
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// Delayed transition to game over scene (takes effect next frame)
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Core.loadScene(new GameOverScene());
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// Current frame continues execution, won't interrupt current system processing
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}
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}
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}
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```
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## API Reference
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### Core Static Methods (Recommended)
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#### Core.setScene()
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Immediately switch scenes.
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```typescript
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public static setScene<T extends IScene>(scene: T): T
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```
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**Parameters**:
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- `scene` - The scene instance to set
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**Returns**:
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- Returns the set scene instance
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**Example**:
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```typescript
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const gameScene = Core.setScene(new GameScene());
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console.log(gameScene.name);
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```
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#### Core.loadScene()
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Delayed scene loading (switches on next frame).
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```typescript
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public static loadScene<T extends IScene>(scene: T): void
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```
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**Parameters**:
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- `scene` - The scene instance to load
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**Example**:
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```typescript
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Core.loadScene(new GameOverScene());
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```
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#### Core.scene
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Get the currently active scene.
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```typescript
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public static get scene(): IScene | null
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```
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**Returns**:
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- Current scene instance, or null if no scene
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**Example**:
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```typescript
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const currentScene = Core.scene;
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if (currentScene) {
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console.log(`Current scene: ${currentScene.name}`);
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}
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```
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### SceneManager Methods (Advanced)
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If you need to use SceneManager directly, get it through the service container:
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```typescript
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const sceneManager = Core.services.resolve(SceneManager);
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```
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#### setScene()
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Immediately switch scenes.
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```typescript
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public setScene<T extends IScene>(scene: T): T
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```
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#### loadScene()
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Delayed scene loading.
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```typescript
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public loadScene<T extends IScene>(scene: T): void
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```
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#### currentScene
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Get the current scene.
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```typescript
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public get currentScene(): IScene | null
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```
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#### hasScene
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Check if there's an active scene.
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```typescript
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public get hasScene(): boolean
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```
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#### hasPendingScene
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Check if there's a pending scene transition.
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```typescript
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public get hasPendingScene(): boolean
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```
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## Best Practices
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### 1. Use Core's Static Methods
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```typescript
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// Recommended: Use Core's static methods
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Core.setScene(new GameScene());
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Core.loadScene(new MenuScene());
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const currentScene = Core.scene;
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// Not recommended: Don't directly use SceneManager unless you have special needs
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const sceneManager = Core.services.resolve(SceneManager);
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sceneManager.setScene(new GameScene());
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```
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### 2. Only Call Core.update()
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```typescript
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// Correct: Only call Core.update()
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function gameLoop(deltaTime: number) {
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Core.update(deltaTime); // Automatically updates all services and scenes
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}
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// Incorrect: Don't manually call sceneManager.update()
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function gameLoop(deltaTime: number) {
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Core.update(deltaTime);
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sceneManager.update(); // Duplicate update, will cause issues!
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}
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```
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### 3. Use Delayed Transitions to Avoid Issues
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When switching scenes from within a System, use `loadScene()` instead of `setScene()`:
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```typescript
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// Recommended: Delayed transition
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class HealthSystem extends EntitySystem {
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process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const health = entity.getComponent(Health);
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if (health.value <= 0) {
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Core.loadScene(new GameOverScene());
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// Current frame continues processing other entities
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}
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}
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}
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}
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// Not recommended: Immediate transition may cause issues
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class HealthSystem extends EntitySystem {
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process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const health = entity.getComponent(Health);
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if (health.value <= 0) {
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Core.setScene(new GameOverScene());
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// Scene switches immediately, other entities in current frame may not process correctly
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}
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}
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}
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}
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```
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### 4. Scene Responsibility Separation
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Each scene should be responsible for only one specific game state:
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```typescript
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// Good design - clear responsibilities
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class MenuScene extends Scene {
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// Only handles menu-related logic
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}
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class GameScene extends Scene {
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// Only handles gameplay logic
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}
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class PauseScene extends Scene {
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// Only handles pause screen logic
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}
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// Avoid this design - mixed responsibilities
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class MegaScene extends Scene {
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// Contains menu, game, pause, and all other logic
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}
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```
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### 5. Resource Management
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Clean up resources in the scene's `unload()` method:
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```typescript
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class GameScene extends Scene {
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private textures: Map<string, any> = new Map();
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private sounds: Map<string, any> = new Map();
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protected initialize(): void {
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this.loadResources();
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}
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private loadResources(): void {
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this.textures.set('player', loadTexture('player.png'));
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this.sounds.set('bgm', loadSound('bgm.mp3'));
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}
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public unload(): void {
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// Cleanup resources
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this.textures.clear();
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this.sounds.clear();
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console.log('Scene resources cleaned up');
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}
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}
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```
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### 6. Event-Driven Scene Transitions
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Use the event system to trigger scene transitions, keeping code decoupled:
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```typescript
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class GameScene extends Scene {
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protected initialize(): void {
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// Listen to scene transition events
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this.eventSystem.on('goto:menu', () => {
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Core.loadScene(new MenuScene());
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});
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this.eventSystem.on('goto:gameover', (data) => {
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Core.loadScene(new GameOverScene());
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});
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}
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}
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// Trigger events in System
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class GameLogicSystem extends EntitySystem {
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process(entities: readonly Entity[]): void {
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if (levelComplete) {
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this.scene.eventSystem.emitSync('goto:gameover', {
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score: 1000,
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level: 5
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});
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}
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}
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}
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```
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## Architecture Overview
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SceneManager's position in ECS Framework:
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```
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Core (Global Services)
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└── SceneManager (Scene Management, auto-updated)
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└── Scene (Current Scene)
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├── EntitySystem (Systems)
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├── Entity (Entities)
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└── Component (Components)
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```
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## Comparison with WorldManager
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| Feature | SceneManager | WorldManager |
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|---------|--------------|--------------|
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| Use Case | 95% of game applications | Advanced multi-world isolation scenarios |
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| Complexity | Simple | Complex |
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| Scene Count | Single scene (switchable) | Multiple Worlds, each with multiple scenes |
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| Performance Overhead | Minimal | Higher |
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| Usage | `Core.setScene()` | `worldManager.createWorld()` |
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**When to use SceneManager**:
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- Single-player games
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- Simple multiplayer games
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- Mobile games
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- Scenes that need transitions but don't need to run simultaneously
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**When to use WorldManager**:
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- MMO game servers (one World per room)
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- Game lobby systems (complete isolation per game room)
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- Need to run multiple completely independent game instances
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## Related Documentation
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- [Persistent Entity](./persistent-entity) - Learn how to keep entities across scene transitions
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- [WorldManager](./world-manager) - Learn about advanced multi-world isolation features
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SceneManager provides simple yet powerful scene management capabilities for most games. Through Core's static methods, you can easily manage scene transitions.
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