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

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@@ -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();
}
}