使用Lerna 和 monorepo管理项目结构
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442
packages/core/src/ECS/Scene.ts
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442
packages/core/src/ECS/Scene.ts
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import { Entity } from './Entity';
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import { EntityList } from './Utils/EntityList';
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import { EntityProcessorList } from './Utils/EntityProcessorList';
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import { IdentifierPool } from './Utils/IdentifierPool';
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import { EntitySystem } from './Systems/EntitySystem';
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import { ComponentStorageManager } from './Core/ComponentStorage';
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import { QuerySystem } from './Core/QuerySystem';
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import { TypeSafeEventSystem } from './Core/EventSystem';
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import { EventBus } from './Core/EventBus';
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/**
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* 游戏场景类
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*
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* 管理游戏场景中的所有实体和系统,提供场景生命周期管理。
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* 场景是游戏世界的容器,负责协调实体和系统的运行。
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*
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* @example
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* ```typescript
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* class GameScene extends Scene {
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* public initialize(): void {
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* // 创建游戏实体
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* const player = this.createEntity("Player");
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*
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* // 添加系统
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* this.addEntityProcessor(new MovementSystem());
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* }
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* }
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* ```
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*/
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export class Scene {
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/**
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* 场景名称
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*
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* 用于标识和调试的友好名称。
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*/
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public name: string = "";
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/**
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* 场景中的实体集合
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*
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* 管理场景内所有实体的生命周期。
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*/
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public readonly entities: EntityList;
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/**
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* 实体系统处理器集合
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*
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* 管理场景内所有实体系统的执行。
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*/
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public readonly entityProcessors: EntityProcessorList;
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/**
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* 实体ID池
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*
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* 用于分配和回收实体的唯一标识符。
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*/
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public readonly identifierPool: IdentifierPool;
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/**
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* 组件存储管理器
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*
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* 高性能的组件存储和查询系统。
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*/
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public readonly componentStorageManager: ComponentStorageManager;
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/**
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* 查询系统
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*
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* 基于位掩码的高性能实体查询系统。
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*/
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public readonly querySystem: QuerySystem;
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/**
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* 事件系统
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*
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* 类型安全的事件系统。
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*/
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public readonly eventSystem: TypeSafeEventSystem;
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/**
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* 场景是否已开始运行
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*/
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private _didSceneBegin: boolean = false;
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/**
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* 获取系统列表(兼容性属性)
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*/
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public get systems(): EntitySystem[] {
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return this.entityProcessors.processors;
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}
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/**
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* 创建场景实例
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*/
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constructor() {
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this.entities = new EntityList(this);
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this.entityProcessors = new EntityProcessorList();
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this.identifierPool = new IdentifierPool();
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this.componentStorageManager = new ComponentStorageManager();
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this.querySystem = new QuerySystem();
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this.eventSystem = new TypeSafeEventSystem();
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if (!Entity.eventBus) {
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Entity.eventBus = new EventBus(false);
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}
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if (Entity.eventBus) {
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Entity.eventBus.onComponentAdded((data: any) => {
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this.eventSystem.emitSync('component:added', data);
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});
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}
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this.initialize();
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}
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/**
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* 初始化场景
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*
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* 在场景创建时调用,子类可以重写此方法来设置初始实体和组件。
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*/
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public initialize(): void {
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}
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/**
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* 场景开始运行时的回调
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*
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* 在场景开始运行时调用,可以在此方法中执行场景启动逻辑。
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*/
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public onStart(): void {
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}
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/**
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* 场景卸载时的回调
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*
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* 在场景被销毁时调用,可以在此方法中执行清理工作。
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*/
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public unload(): void {
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}
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/**
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* 开始场景,启动实体处理器等
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*
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* 这个方法会启动场景。它将启动实体处理器等,并调用onStart方法。
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*/
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public begin() {
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// 启动实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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// 标记场景已开始运行并调用onStart方法
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this._didSceneBegin = true;
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this.onStart();
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}
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/**
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* 结束场景,清除实体、实体处理器等
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*
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* 这个方法会结束场景。它将移除所有实体,结束实体处理器等,并调用unload方法。
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*/
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public end() {
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// 标记场景已结束运行
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this._didSceneBegin = false;
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// 移除所有实体
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this.entities.removeAllEntities();
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// 清理查询系统中的实体引用和缓存
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this.querySystem.setEntities([]);
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// 清空组件存储
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this.componentStorageManager.clear();
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// 结束实体处理器
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if (this.entityProcessors)
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this.entityProcessors.end();
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// 调用卸载方法
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this.unload();
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}
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/**
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* 更新场景,更新实体组件、实体处理器等
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*/
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public update() {
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// 更新实体列表
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this.entities.updateLists();
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// 更新实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.update();
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// 更新实体组
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this.entities.update();
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// 更新实体处理器的后处理方法
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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}
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/**
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* 将实体添加到此场景,并返回它
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* @param name 实体名称
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*/
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public createEntity(name: string) {
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let entity = new Entity(name, this.identifierPool.checkOut());
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this.eventSystem.emitSync('entity:created', { entityName: name, entity, scene: this });
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return this.addEntity(entity);
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}
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/**
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* 在场景的实体列表中添加一个实体
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* @param entity 要添加的实体
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* @param deferCacheClear 是否延迟缓存清理(用于批量操作)
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*/
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public addEntity(entity: Entity, deferCacheClear: boolean = false) {
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this.entities.add(entity);
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entity.scene = this;
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// 将实体添加到查询系统(可延迟缓存清理)
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this.querySystem.addEntity(entity, deferCacheClear);
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// 触发实体添加事件
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this.eventSystem.emitSync('entity:added', { entity, scene: this });
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return entity;
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}
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/**
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* 批量创建实体(高性能版本)
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* @param count 要创建的实体数量
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* @param namePrefix 实体名称前缀
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* @returns 创建的实体列表
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*/
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public createEntities(count: number, namePrefix: string = "Entity"): Entity[] {
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const entities: Entity[] = [];
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// 批量创建实体对象,不立即添加到系统
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for (let i = 0; i < count; i++) {
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const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());
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entity.scene = this;
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entities.push(entity);
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}
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// 批量添加到实体列表
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for (const entity of entities) {
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this.entities.add(entity);
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}
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// 批量添加到查询系统(无重复检查,性能最优)
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this.querySystem.addEntitiesUnchecked(entities);
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// 批量触发事件(可选,减少事件开销)
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this.eventSystem.emitSync('entities:batch_added', { entities, scene: this, count });
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return entities;
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}
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/**
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* 批量创建实体
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* @param count 要创建的实体数量
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* @param namePrefix 实体名称前缀
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* @returns 创建的实体列表
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*/
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public createEntitiesOld(count: number, namePrefix: string = "Entity"): Entity[] {
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const entities: Entity[] = [];
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// 批量创建实体,延迟缓存清理
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for (let i = 0; i < count; i++) {
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const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());
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entities.push(entity);
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this.addEntity(entity, true); // 延迟缓存清理
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}
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// 最后统一清理缓存
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this.querySystem.clearCache();
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return entities;
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}
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/**
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* 从场景中删除所有实体
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*/
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public destroyAllEntities() {
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this.entities.removeAllEntities();
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// 清理查询系统中的实体引用和缓存
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this.querySystem.setEntities([]);
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}
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/**
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* 搜索并返回第一个具有名称的实体
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* @param name 实体名称
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*/
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public findEntity(name: string): Entity | null {
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return this.entities.findEntity(name);
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}
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/**
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* 根据ID查找实体
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* @param id 实体ID
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*/
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public findEntityById(id: number): Entity | null {
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return this.entities.findEntityById(id);
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}
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/**
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* 根据标签查找实体
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* @param tag 实体标签
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*/
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public findEntitiesByTag(tag: number): Entity[] {
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const result: Entity[] = [];
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for (const entity of this.entities.buffer) {
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if (entity.tag === tag) {
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result.push(entity);
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}
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}
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return result;
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}
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/**
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* 根据名称查找实体(别名方法)
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* @param name 实体名称
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*/
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public getEntityByName(name: string): Entity | null {
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return this.findEntity(name);
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}
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/**
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* 根据标签查找实体(别名方法)
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* @param tag 实体标签
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*/
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public getEntitiesByTag(tag: number): Entity[] {
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return this.findEntitiesByTag(tag);
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}
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/**
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* 在场景中添加一个EntitySystem处理器
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* @param processor 处理器
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*/
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public addEntityProcessor(processor: EntitySystem) {
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if (this.entityProcessors.processors.includes(processor)) {
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return processor;
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}
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processor.scene = this;
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this.entityProcessors.add(processor);
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processor.initialize();
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processor.setUpdateOrder(this.entityProcessors.count - 1);
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return processor;
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}
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/**
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* 添加系统到场景(addEntityProcessor的别名)
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* @param system 系统
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*/
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public addSystem(system: EntitySystem) {
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return this.addEntityProcessor(system);
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}
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/**
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* 从场景中删除EntitySystem处理器
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* @param processor 要删除的处理器
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*/
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public removeEntityProcessor(processor: EntitySystem) {
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this.entityProcessors.remove(processor);
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processor.reset();
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processor.scene = null;
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}
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/**
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* 获取指定类型的EntitySystem处理器
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* @param type 处理器类型
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*/
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public getEntityProcessor<T extends EntitySystem>(type: new (...args: unknown[]) => T): T | null {
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return this.entityProcessors.getProcessor(type);
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}
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/**
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* 获取场景统计信息
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*/
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public getStats(): {
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entityCount: number;
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processorCount: number;
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componentStorageStats: Map<string, any>;
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} {
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return {
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entityCount: this.entities.count,
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processorCount: this.entityProcessors.count,
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componentStorageStats: this.componentStorageManager.getAllStats()
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};
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}
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/**
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* 压缩组件存储(清理碎片)
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*/
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public compactComponentStorage(): void {
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this.componentStorageManager.compactAll();
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}
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/**
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* 获取场景的调试信息
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*/
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public getDebugInfo(): {
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name: string;
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entityCount: number;
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processorCount: number;
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isRunning: boolean;
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entities: Array<{
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name: string;
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id: number;
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componentCount: number;
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componentTypes: string[];
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}>;
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processors: Array<{
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name: string;
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updateOrder: number;
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entityCount: number;
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}>;
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componentStats: Map<string, any>;
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} {
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return {
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name: this.constructor.name,
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entityCount: this.entities.count,
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processorCount: this.entityProcessors.count,
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isRunning: this._didSceneBegin,
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entities: this.entities.buffer.map(entity => ({
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name: entity.name,
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id: entity.id,
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componentCount: entity.components.length,
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componentTypes: entity.components.map(c => c.constructor.name)
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})),
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processors: this.entityProcessors.processors.map(processor => ({
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name: processor.constructor.name,
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updateOrder: processor.updateOrder,
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entityCount: (processor as any)._entities?.length || 0
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})),
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componentStats: this.componentStorageManager.getAllStats()
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};
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}
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}
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