feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁 (#395)
* docs: add editor-app README with setup instructions * docs: add separate EN/CN editor setup guides * feat(ecs): add @NetworkEntity decorator for auto spawn/despawn broadcasting - Add @NetworkEntity decorator to mark components for automatic network broadcasting - ECSRoom now auto-broadcasts spawn on component:added event - ECSRoom now auto-broadcasts despawn on entity:destroyed event - Entity.destroy() emits entity:destroyed event via ECSEventType - Entity active state changes emit ENTITY_ENABLED/ENTITY_DISABLED events - Add enableAutoNetworkEntity config option to ECSRoom (default true) - Update documentation for both Chinese and English
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# @esengine/ecs-framework
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## 2.6.0
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### Minor Changes
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- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
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### 新功能
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**@NetworkEntity 装饰器**
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- 标记组件为网络实体,自动广播 spawn/despawn 消息
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- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
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- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
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**ECSRoom 增强**
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- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
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- 自动监听组件添加和实体销毁事件
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- 简化 GameRoom 实现,无需手动回调
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### 改进
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**Entity 事件**
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- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
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- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
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- 使用 `ECSEventType` 常量替代硬编码字符串
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### 使用示例
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```typescript
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import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
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@ECSComponent('Enemy')
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@NetworkEntity('Enemy')
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class EnemyComponent extends Component {
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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}
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// 服务端
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const entity = scene.createEntity('Enemy');
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entity.addComponent(new EnemyComponent()); // 自动广播 spawn
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entity.destroy(); // 自动广播 despawn
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```
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## 2.5.1
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### Patch Changes
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