更新性能分析器及更改部分注释

This commit is contained in:
YHH
2025-06-30 20:33:45 +08:00
parent f88a402b0c
commit 992338d924
48 changed files with 3322 additions and 1038 deletions

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "a1f43720-46e1-4d07-b56a-c9307e45726c",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,98 @@
import { Core } from '@esengine/ecs-framework';
import { Component, _decorator } from 'cc';
import { GameScene } from './scenes/GameScene';
const { ccclass, property } = _decorator;
/**
* ECS管理器 - Cocos Creator组件
* 将此组件添加到场景中的任意节点上即可启动ECS框架
*
* 使用说明:
* 1. 在Cocos Creator场景中创建一个空节点
* 2. 将此ECSManager组件添加到该节点
* 3. 运行场景即可自动启动ECS框架
*/
@ccclass('ECSManager')
export class ECSManager extends Component {
@property({
tooltip: '是否启用调试模式(建议开发阶段开启)'
})
public debugMode: boolean = true;
private isInitialized: boolean = false;
/**
* 组件启动时初始化ECS
*/
start() {
this.initializeECS();
}
/**
* 初始化ECS框架
*/
private initializeECS(): void {
if (this.isInitialized) return;
// ECS框架初始化开始
try {
// 1. 创建Core实例启用调试功能
if (this.debugMode) {
Core.create({
debugConfig: {
enabled: true,
websocketUrl: 'ws://localhost:8080',
autoReconnect: true,
updateInterval: 100,
debugFrameRate: 30,
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
}
});
// ECS调试模式已启用
} else {
Core.create(false);
}
// 2. 创建游戏场景
const gameScene = new GameScene();
// 3. 设置为当前场景会自动调用scene.begin()
Core.scene = gameScene;
this.isInitialized = true;
// ECS框架初始化完成
} catch (error) {
console.error('ECS框架初始化失败:', error);
}
}
/**
* 每帧更新ECS框架
*/
update(deltaTime: number) {
if (this.isInitialized) {
// 更新ECS核心系统
Core.update(deltaTime);
}
}
/**
* 组件销毁时清理ECS
*/
onDestroy() {
if (this.isInitialized) {
// ECS框架清理
this.isInitialized = false;
}
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "b89656f0-6320-4b6d-81cd-447bf811230c",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,153 @@
# ECS框架启动模板
欢迎使用ECS框架这是一个最基础的启动模板帮助您快速开始ECS项目开发。
## 📁 项目结构
```
ecs/
├── components/ # 组件目录(请在此添加您的组件)
├── systems/ # 系统目录(请在此添加您的系统)
├── scenes/ # 场景目录
│ └── GameScene.ts # 主游戏场景
├── ECSManager.ts # ECS管理器组件
└── README.md # 本文档
```
## 🚀 快速开始
### 1. 启动ECS框架
ECS框架已经配置完成您只需要
1. 在Cocos Creator中打开您的场景
2. 创建一个空节点(例如命名为"ECSManager"
3.`ECSManager` 组件添加到该节点
4. 运行场景ECS框架将自动启动
### 2. 查看控制台输出
如果一切正常,您将在控制台看到:
```
🎮 正在初始化ECS框架...
🔧 ECS调试模式已启用可在Cocos Creator扩展面板中查看调试信息
🎯 游戏场景已创建
✅ ECS框架初始化成功
🚀 游戏场景已启动
```
### 3. 使用调试面板
ECS框架已启用调试功能您可以
1. 在Cocos Creator编辑器菜单中选择 "扩展" → "ECS Framework" → "调试面板"
2. 调试面板将显示实时的ECS运行状态
- 实体数量和状态
- 系统执行信息
- 性能监控数据
- 组件统计信息
**注意**:调试功能会消耗一定性能,正式发布时建议关闭调试模式。
## 📚 下一步开发
### 创建您的第一个组件
`components/` 目录下创建组件:
```typescript
// components/PositionComponent.ts
import { Component } from '@esengine/ecs-framework';
import { Vec3 } from 'cc';
export class PositionComponent extends Component {
public position: Vec3 = new Vec3();
constructor(x: number = 0, y: number = 0, z: number = 0) {
super();
this.position.set(x, y, z);
}
}
```
### 创建您的第一个系统
`systems/` 目录下创建系统:
```typescript
// systems/MovementSystem.ts
import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
import { PositionComponent } from '../components/PositionComponent';
export class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(PositionComponent));
}
protected process(entities: Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(PositionComponent);
if (position) {
// TODO: 在这里编写移动逻辑
console.log(`实体 ${entity.name} 位置: ${position.position}`);
}
}
}
}
```
### 在场景中注册系统
`scenes/GameScene.ts``initialize()` 方法中添加:
```typescript
import { MovementSystem } from '../systems/MovementSystem';
public initialize(): void {
super.initialize();
this.name = "MainGameScene";
// 添加系统
this.addEntityProcessor(new MovementSystem());
// 创建测试实体
const testEntity = this.createEntity("TestEntity");
testEntity.addComponent(new PositionComponent(0, 0, 0));
}
```
## 🔗 学习资源
- [ECS框架完整文档](https://github.com/esengine/ecs-framework)
- [ECS概念详解](https://github.com/esengine/ecs-framework/blob/master/docs/concepts-explained.md)
- [新手教程](https://github.com/esengine/ecs-framework/blob/master/docs/beginner-tutorials.md)
- [组件设计指南](https://github.com/esengine/ecs-framework/blob/master/docs/component-design-guide.md)
- [系统开发指南](https://github.com/esengine/ecs-framework/blob/master/docs/system-guide.md)
## 💡 开发提示
1. **组件只存储数据**:避免在组件中编写复杂逻辑
2. **系统处理逻辑**:所有业务逻辑应该在系统中实现
3. **使用Matcher过滤实体**系统通过Matcher指定需要处理的实体类型
4. **性能优化**:大量实体时考虑使用位掩码查询和组件索引
## ❓ 常见问题
### Q: 如何创建实体?
A: 在场景中使用 `this.createEntity("实体名称")`
### Q: 如何给实体添加组件?
A: 使用 `entity.addComponent(new YourComponent())`
### Q: 如何获取实体的组件?
A: 使用 `entity.getComponent(YourComponent)`
### Q: 如何删除实体?
A: 使用 `entity.destroy()``this.destroyEntity(entity)`
---
🎮 **开始您的ECS开发之旅吧**
如有问题请查阅官方文档或提交Issue。

View File

@@ -0,0 +1,11 @@
{
"ver": "1.0.1",
"importer": "text",
"imported": true,
"uuid": "ca94b460-6c6a-4f72-9ec1-ab5fcd2e0e0a",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "3c7bd2b3-6781-482c-be41-21f3dde0e2ab",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,66 @@
import { Component } from '@esengine/ecs-framework';
/**
* 生命值组件
* 管理实体的生命值、最大生命值等
*/
export class Health extends Component {
/** 当前生命值 */
public currentHealth: number = 100;
/** 最大生命值 */
public maxHealth: number = 100;
/** 是否死亡 */
public isDead: boolean = false;
/** 生命值回复速度 (每秒) */
public regenRate: number = 0;
constructor(maxHealth: number = 100) {
super();
this.maxHealth = maxHealth;
this.currentHealth = maxHealth;
}
/**
* 受到伤害
*/
public takeDamage(damage: number): void {
this.currentHealth = Math.max(0, this.currentHealth - damage);
this.isDead = this.currentHealth <= 0;
}
/**
* 治疗
*/
public heal(amount: number): void {
if (!this.isDead) {
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
}
}
/**
* 复活
*/
public revive(healthPercent: number = 1.0): void {
this.isDead = false;
this.currentHealth = Math.floor(this.maxHealth * Math.max(0, Math.min(1, healthPercent)));
}
/**
* 获取生命值百分比
*/
public getHealthPercent(): number {
return this.maxHealth > 0 ? this.currentHealth / this.maxHealth : 0;
}
/**
* 重置组件
*/
public reset(): void {
this.currentHealth = this.maxHealth;
this.isDead = false;
this.regenRate = 0;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "90369635-a6cb-4313-adf1-64117b50f2bc",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,76 @@
import { Component } from '@esengine/ecs-framework';
import { Color } from 'cc';
/**
* 渲染组件
* 存储实体的渲染相关信息
*/
export class Renderer extends Component {
/** 颜色 */
public color: Color = new Color(255, 255, 255, 255);
/** 是否可见 */
public visible: boolean = true;
/** 渲染层级 */
public layer: number = 0;
/** 精灵名称或纹理路径 */
public spriteName: string = '';
/** 大小 */
public size: { width: number, height: number } = { width: 32, height: 32 };
/** 透明度 (0-1) */
public alpha: number = 1.0;
constructor(spriteName: string = '', color?: Color) {
super();
this.spriteName = spriteName;
if (color) {
this.color = color;
}
}
/**
* 设置颜色
*/
public setColor(r: number, g: number, b: number, a: number = 255): void {
this.color.set(r, g, b, a);
}
/**
* 设置透明度
*/
public setAlpha(alpha: number): void {
this.alpha = Math.max(0, Math.min(1, alpha));
this.color.a = Math.floor(this.alpha * 255);
}
/**
* 设置大小
*/
public setSize(width: number, height: number): void {
this.size.width = width;
this.size.height = height;
}
/**
* 显示/隐藏
*/
public setVisible(visible: boolean): void {
this.visible = visible;
}
/**
* 重置组件
*/
public reset(): void {
this.color.set(255, 255, 255, 255);
this.visible = true;
this.layer = 0;
this.spriteName = '';
this.size = { width: 32, height: 32 };
this.alpha = 1.0;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "bf51f134-6ea5-4a26-8b15-0ed20fe1d605",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,50 @@
import { Component } from '@esengine/ecs-framework';
import { Vec3 } from 'cc';
/**
* 变换组件
* 存储实体的位置、旋转和缩放信息
*/
export class Transform extends Component {
/** 位置 */
public position: Vec3 = new Vec3(0, 0, 0);
/** 旋转 (度数) */
public rotation: Vec3 = new Vec3(0, 0, 0);
/** 缩放 */
public scale: Vec3 = new Vec3(1, 1, 1);
/** 移动速度 */
public speed: number = 100;
constructor() {
super();
}
/**
* 设置位置
*/
public setPosition(x: number, y: number, z: number = 0): void {
this.position.set(x, y, z);
}
/**
* 移动
*/
public move(deltaX: number, deltaY: number, deltaZ: number = 0): void {
this.position.x += deltaX;
this.position.y += deltaY;
this.position.z += deltaZ;
}
/**
* 重置组件
*/
public reset(): void {
this.position.set(0, 0, 0);
this.rotation.set(0, 0, 0);
this.scale.set(1, 1, 1);
this.speed = 100;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "09de6e5b-7bb7-4de8-8038-67be5ae955bc",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,77 @@
import { Component } from '@esengine/ecs-framework';
import { Vec3 } from 'cc';
/**
* 速度组件
* 存储实体的移动速度和方向
*/
export class Velocity extends Component {
/** 速度向量 */
public velocity: Vec3 = new Vec3(0, 0, 0);
/** 最大速度 */
public maxSpeed: number = 200;
/** 摩擦力 (0-1, 1表示无摩擦) */
public friction: number = 0.98;
constructor() {
super();
}
/**
* 设置速度
*/
public setVelocity(x: number, y: number, z: number = 0): void {
this.velocity.set(x, y, z);
this.clampToMaxSpeed();
}
/**
* 添加速度
*/
public addVelocity(x: number, y: number, z: number = 0): void {
this.velocity.x += x;
this.velocity.y += y;
this.velocity.z += z;
this.clampToMaxSpeed();
}
/**
* 应用摩擦力
*/
public applyFriction(): void {
this.velocity.multiplyScalar(this.friction);
// 当速度很小时直接设为0避免无限减小
if (this.velocity.length() < 0.1) {
this.velocity.set(0, 0, 0);
}
}
/**
* 限制到最大速度
*/
private clampToMaxSpeed(): void {
const currentSpeed = this.velocity.length();
if (currentSpeed > this.maxSpeed) {
this.velocity.normalize().multiplyScalar(this.maxSpeed);
}
}
/**
* 获取当前速度大小
*/
public getSpeed(): number {
return this.velocity.length();
}
/**
* 重置组件
*/
public reset(): void {
this.velocity.set(0, 0, 0);
this.maxSpeed = 200;
this.friction = 0.98;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "10c40371-267a-4016-a8b5-9f803e68e72b",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,5 @@
// 导出所有组件
export { Transform } from './Transform';
export { Health } from './Health';
export { Velocity } from './Velocity';
export { Renderer } from './Renderer';

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "dfc46d23-7ad6-4a21-914c-35d948185f93",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "39da4804-e61e-440e-b73d-544963bd3901",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,130 @@
import { Scene } from '@esengine/ecs-framework';
import { Color } from 'cc';
import { MovementSystem, HealthSystem, RandomMovementSystem } from '../systems';
import { Transform, Health, Velocity, Renderer } from '../components';
/**
* 游戏场景
*
* 这是您的主游戏场景。在这里可以:
* - 添加游戏系统
* - 创建初始实体
* - 设置场景参数
*/
export class GameScene extends Scene {
/**
* 场景初始化
* 在场景创建时调用,用于设置基础配置
*/
public initialize(): void {
super.initialize();
// 设置场景名称
this.name = "MainGameScene";
console.log('🎯 游戏场景已创建');
// 添加游戏系统
this.addEntityProcessor(new MovementSystem());
this.addEntityProcessor(new HealthSystem());
this.addEntityProcessor(new RandomMovementSystem());
// 创建测试实体
this.createTestEntities();
}
/**
* 创建测试实体
*/
private createTestEntities(): void {
console.log('🚀 开始创建测试实体...');
// 创建玩家实体
const player = this.createEntity("Player");
player.addComponent(new Transform());
player.addComponent(new Health(150));
player.addComponent(new Velocity());
player.addComponent(new Renderer("player", new Color(0, 255, 0, 255)));
const playerTransform = player.getComponent(Transform);
const playerHealth = player.getComponent(Health);
if (playerTransform) {
playerTransform.setPosition(0, 0);
playerTransform.speed = 120;
}
if (playerHealth) {
playerHealth.regenRate = 5; // 每秒回复5点生命值
}
// 创建一些敌人实体
for (let i = 0; i < 10; i++) {
const enemy = this.createEntity(`Enemy_${i}`);
enemy.addComponent(new Transform());
enemy.addComponent(new Health(80));
enemy.addComponent(new Velocity());
enemy.addComponent(new Renderer("enemy", new Color(255, 0, 0, 255)));
const enemyTransform = enemy.getComponent(Transform);
const enemyVelocity = enemy.getComponent(Velocity);
if (enemyTransform) {
// 随机位置
const x = (Math.random() - 0.5) * 800;
const y = (Math.random() - 0.5) * 600;
enemyTransform.setPosition(x, y);
enemyTransform.speed = 80;
}
if (enemyVelocity) {
enemyVelocity.maxSpeed = 120;
enemyVelocity.friction = 0.95;
}
}
// 创建一些中性实体(只移动,无生命值)
for (let i = 0; i < 5; i++) {
const neutral = this.createEntity(`Neutral_${i}`);
neutral.addComponent(new Transform());
neutral.addComponent(new Velocity());
neutral.addComponent(new Renderer("neutral", new Color(255, 255, 0, 255)));
const neutralTransform = neutral.getComponent(Transform);
const neutralVelocity = neutral.getComponent(Velocity);
if (neutralTransform) {
const x = (Math.random() - 0.5) * 600;
const y = (Math.random() - 0.5) * 400;
neutralTransform.setPosition(x, y);
neutralTransform.speed = 60;
}
if (neutralVelocity) {
neutralVelocity.maxSpeed = 80;
neutralVelocity.friction = 0.99;
}
}
}
/**
* 场景开始运行
* 在场景开始时调用,用于执行启动逻辑
*/
public onStart(): void {
super.onStart();
console.log('🚀 游戏场景已启动');
// TODO: 在这里添加场景启动逻辑
// 例如创建UI、播放音乐、初始化游戏状态等
}
/**
* 场景卸载
* 在场景结束时调用,用于清理资源
*/
public unload(): void {
console.log('🛑 游戏场景已结束');
// TODO: 在这里添加清理逻辑
// 例如:清理缓存、释放资源等
super.unload();
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "dbf17c21-6f4a-4f87-8568-7ac5a2ec10cd",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "f8f0d97b-46f6-49ff-9fe5-b31eee989963",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,67 @@
import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { Health } from '../components';
/**
* 生命值系统
* 处理生命值回复、死亡检测等逻辑
*/
export class HealthSystem extends EntitySystem {
constructor() {
// 处理具有Health组件的实体
super(Matcher.empty().all(Health));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
const deltaTime = Time.deltaTime;
for (const entity of entities) {
this.processEntity(entity, deltaTime);
}
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity, deltaTime: number): void {
const health = entity.getComponent(Health);
if (!health) return;
// 如果实体已死亡,跳过处理
if (health.isDead) return;
// 处理生命值回复
if (health.regenRate > 0) {
const regenAmount = health.regenRate * deltaTime;
health.heal(regenAmount);
}
// 检查是否需要标记为死亡
if (health.currentHealth <= 0 && !health.isDead) {
health.isDead = true;
this.onEntityDied(entity);
}
}
/**
* 当实体死亡时调用
*/
private onEntityDied(entity: Entity): void {
console.log(`💀 实体 ${entity.name} 已死亡`);
// 这里可以添加死亡相关的逻辑
// 比如播放死亡动画、掉落物品等
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('❤️ 生命值系统已启动');
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "074b3e3a-351e-4d95-b502-5a7dab8efc8d",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,71 @@
import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { Transform, Velocity } from '../components';
/**
* 移动系统
* 处理具有Transform和Velocity组件的实体移动
*/
export class MovementSystem extends EntitySystem {
constructor() {
// 使用Matcher设置系统处理的组件类型
super(Matcher.empty().all(Transform, Velocity));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
const deltaTime = Time.deltaTime;
for (const entity of entities) {
this.processEntity(entity, deltaTime);
}
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity, deltaTime: number): void {
const transform = entity.getComponent(Transform);
const velocity = entity.getComponent(Velocity);
if (!transform || !velocity) return;
// 应用摩擦力
velocity.applyFriction();
// 根据速度更新位置
const deltaX = velocity.velocity.x * deltaTime;
const deltaY = velocity.velocity.y * deltaTime;
const deltaZ = velocity.velocity.z * deltaTime;
transform.move(deltaX, deltaY, deltaZ);
// 简单的边界检查 (假设游戏世界是 -500 到 500)
const bounds = 500;
if (transform.position.x > bounds) {
transform.position.x = bounds;
velocity.velocity.x = -Math.abs(velocity.velocity.x) * 0.5; // 反弹并减速
} else if (transform.position.x < -bounds) {
transform.position.x = -bounds;
velocity.velocity.x = Math.abs(velocity.velocity.x) * 0.5;
}
if (transform.position.y > bounds) {
transform.position.y = bounds;
velocity.velocity.y = -Math.abs(velocity.velocity.y) * 0.5;
} else if (transform.position.y < -bounds) {
transform.position.y = -bounds;
velocity.velocity.y = Math.abs(velocity.velocity.y) * 0.5;
}
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('🏃 移动系统已启动');
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "5e556e6d-ddd5-415c-b074-3cbdb59ed503",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,80 @@
import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { Transform, Velocity } from '../components';
/**
* 随机移动系统
* 让实体随机改变移动方向
*/
export class RandomMovementSystem extends EntitySystem {
/** 每个实体的下次方向改变时间 */
private nextDirectionChangeTime: Map<number, number> = new Map();
constructor() {
// 处理具有Transform和Velocity组件的实体
super(Matcher.empty().all(Transform, Velocity));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
const currentTime = Time.totalTime;
for (const entity of entities) {
this.processEntity(entity, currentTime);
}
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity, currentTime: number): void {
const velocity = entity.getComponent(Velocity);
if (!velocity) return;
// 检查是否需要改变方向
const nextChangeTime = this.nextDirectionChangeTime.get(entity.id) || 0;
if (currentTime >= nextChangeTime) {
// 随机生成新的移动方向
const angle = Math.random() * Math.PI * 2; // 0-360度
const speed = 50 + Math.random() * 100; // 50-150的随机速度
const newVelocityX = Math.cos(angle) * speed;
const newVelocityY = Math.sin(angle) * speed;
velocity.setVelocity(newVelocityX, newVelocityY);
// 设置下次改变方向的时间1-3秒后
const nextInterval = 1 + Math.random() * 2;
this.nextDirectionChangeTime.set(entity.id, currentTime + nextInterval);
}
}
/**
* 当实体被添加到系统时
*/
protected onAdded(entity: Entity): void {
// 为新实体设置初始方向改变时间
const initialDelay = Math.random() * 2; // 0-2秒的初始延迟
this.nextDirectionChangeTime.set(entity.id, Time.totalTime + initialDelay);
}
/**
* 当实体从系统中移除时
*/
protected onRemoved(entity: Entity): void {
// 清理实体的时间记录
this.nextDirectionChangeTime.delete(entity.id);
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('🎲 随机移动系统已启动');
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "ed1688a1-b44f-4588-ae6a-080a6af38a94",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,4 @@
// 导出所有系统
export { MovementSystem } from './MovementSystem';
export { HealthSystem } from './HealthSystem';
export { RandomMovementSystem } from './RandomMovementSystem';

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "586d2e9b-054b-457b-b44c-dafda0a73b6e",
"files": [],
"subMetas": {},
"userData": {}
}