Compare commits
13 Commits
@esengine/
...
@esengine/
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
094133a71a | ||
|
|
3e5b7783be | ||
|
|
ebcb4d00a8 | ||
|
|
d2af9caae9 | ||
|
|
bb696c6a60 | ||
|
|
ffd35a71cd | ||
|
|
1f3a76aabe | ||
|
|
ddc7d1f726 | ||
|
|
04b08f3f07 | ||
|
|
d9969d0b08 | ||
|
|
1368473c71 | ||
|
|
e2598b2292 | ||
|
|
2e3889abed |
@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
|
|||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
|
## Runtime Environment
|
||||||
|
|
||||||
|
For networked games, you can configure the runtime environment to distinguish between server and client logic.
|
||||||
|
|
||||||
|
### Global Configuration (Recommended)
|
||||||
|
|
||||||
|
Set the runtime environment once at the Core level - all Scenes will inherit this setting:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
import { Core } from '@esengine/ecs-framework';
|
||||||
|
|
||||||
|
// Method 1: Set in Core.create()
|
||||||
|
Core.create({ runtimeEnvironment: 'server' });
|
||||||
|
|
||||||
|
// Method 2: Set static property directly
|
||||||
|
Core.runtimeEnvironment = 'server';
|
||||||
|
```
|
||||||
|
|
||||||
|
### Per-Scene Override
|
||||||
|
|
||||||
|
Individual scenes can override the global setting:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
const clientScene = new Scene({ runtimeEnvironment: 'client' });
|
||||||
|
```
|
||||||
|
|
||||||
|
### Environment Types
|
||||||
|
|
||||||
|
| Environment | Use Case |
|
||||||
|
|-------------|----------|
|
||||||
|
| `'standalone'` | Single-player games (default) |
|
||||||
|
| `'server'` | Game server, authoritative logic |
|
||||||
|
| `'client'` | Game client, rendering/input |
|
||||||
|
|
||||||
|
### Checking Environment in Systems
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
class CollectibleSpawnSystem extends EntitySystem {
|
||||||
|
private checkCollections(): void {
|
||||||
|
// Skip on client - only server handles authoritative logic
|
||||||
|
if (!this.scene.isServer) return;
|
||||||
|
|
||||||
|
// Server-authoritative spawn logic...
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
See [System Runtime Decorators](/en/guide/system/index#runtime-environment-decorators) for decorator-based approach.
|
||||||
|
|
||||||
### Running a Scene
|
### Running a Scene
|
||||||
|
|
||||||
```typescript
|
```typescript
|
||||||
|
|||||||
@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0, executes first
|
|||||||
scene.addSystem(new SystemB()); // addOrder = 1, executes second
|
scene.addSystem(new SystemB()); // addOrder = 1, executes second
|
||||||
```
|
```
|
||||||
|
|
||||||
|
## Runtime Environment Decorators
|
||||||
|
|
||||||
|
For networked games, you can use decorators to control which environment a system method runs in.
|
||||||
|
|
||||||
|
### Available Decorators
|
||||||
|
|
||||||
|
| Decorator | Effect |
|
||||||
|
|-----------|--------|
|
||||||
|
| `@ServerOnly()` | Method only executes on server |
|
||||||
|
| `@ClientOnly()` | Method only executes on client |
|
||||||
|
| `@NotServer()` | Method skipped on server |
|
||||||
|
| `@NotClient()` | Method skipped on client |
|
||||||
|
|
||||||
|
### Usage Example
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
|
||||||
|
|
||||||
|
class GameSystem extends EntitySystem {
|
||||||
|
@ServerOnly()
|
||||||
|
private spawnEnemies(): void {
|
||||||
|
// Only runs on server - authoritative spawn logic
|
||||||
|
}
|
||||||
|
|
||||||
|
@ClientOnly()
|
||||||
|
private playEffects(): void {
|
||||||
|
// Only runs on client - visual effects
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Simple Conditional Check
|
||||||
|
|
||||||
|
For simple cases, a direct check is often clearer than decorators:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
class CollectibleSystem extends EntitySystem {
|
||||||
|
private checkCollections(): void {
|
||||||
|
if (!this.scene.isServer) return; // Skip on client
|
||||||
|
|
||||||
|
// Server-authoritative logic...
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
See [Scene Runtime Environment](/en/guide/scene/index#runtime-environment) for configuration details.
|
||||||
|
|
||||||
## Next Steps
|
## Next Steps
|
||||||
|
|
||||||
- [System Types](/en/guide/system/types) - Learn about different system base classes
|
- [System Types](/en/guide/system/types) - Learn about different system base classes
|
||||||
|
|||||||
@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
|
|||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
|
## 运行时环境
|
||||||
|
|
||||||
|
对于网络游戏,你可以配置运行时环境来区分服务端和客户端逻辑。
|
||||||
|
|
||||||
|
### 全局配置(推荐)
|
||||||
|
|
||||||
|
在 Core 层级设置一次运行时环境,所有场景都会继承此设置:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
import { Core } from '@esengine/ecs-framework';
|
||||||
|
|
||||||
|
// 方式1:在 Core.create() 中设置
|
||||||
|
Core.create({ runtimeEnvironment: 'server' });
|
||||||
|
|
||||||
|
// 方式2:直接设置静态属性
|
||||||
|
Core.runtimeEnvironment = 'server';
|
||||||
|
```
|
||||||
|
|
||||||
|
### 单个场景覆盖
|
||||||
|
|
||||||
|
个别场景可以覆盖全局设置:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
const clientScene = new Scene({ runtimeEnvironment: 'client' });
|
||||||
|
```
|
||||||
|
|
||||||
|
### 环境类型
|
||||||
|
|
||||||
|
| 环境 | 使用场景 |
|
||||||
|
|------|----------|
|
||||||
|
| `'standalone'` | 单机游戏(默认) |
|
||||||
|
| `'server'` | 游戏服务器,权威逻辑 |
|
||||||
|
| `'client'` | 游戏客户端,渲染/输入 |
|
||||||
|
|
||||||
|
### 在系统中检查环境
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
class CollectibleSpawnSystem extends EntitySystem {
|
||||||
|
private checkCollections(): void {
|
||||||
|
// 客户端跳过 - 只有服务端处理权威逻辑
|
||||||
|
if (!this.scene.isServer) return;
|
||||||
|
|
||||||
|
// 服务端权威生成逻辑...
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
参见 [系统运行时装饰器](/guide/system/index#运行时环境装饰器) 了解基于装饰器的方式。
|
||||||
|
|
||||||
### 运行场景
|
### 运行场景
|
||||||
|
|
||||||
```typescript
|
```typescript
|
||||||
|
|||||||
@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0,先执行
|
|||||||
scene.addSystem(new SystemB()); // addOrder = 1,后执行
|
scene.addSystem(new SystemB()); // addOrder = 1,后执行
|
||||||
```
|
```
|
||||||
|
|
||||||
|
## 运行时环境装饰器
|
||||||
|
|
||||||
|
对于网络游戏,你可以使用装饰器来控制系统方法在哪个环境下执行。
|
||||||
|
|
||||||
|
### 可用装饰器
|
||||||
|
|
||||||
|
| 装饰器 | 效果 |
|
||||||
|
|--------|------|
|
||||||
|
| `@ServerOnly()` | 方法仅在服务端执行 |
|
||||||
|
| `@ClientOnly()` | 方法仅在客户端执行 |
|
||||||
|
| `@NotServer()` | 方法在服务端跳过 |
|
||||||
|
| `@NotClient()` | 方法在客户端跳过 |
|
||||||
|
|
||||||
|
### 使用示例
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
|
||||||
|
|
||||||
|
class GameSystem extends EntitySystem {
|
||||||
|
@ServerOnly()
|
||||||
|
private spawnEnemies(): void {
|
||||||
|
// 仅在服务端运行 - 权威生成逻辑
|
||||||
|
}
|
||||||
|
|
||||||
|
@ClientOnly()
|
||||||
|
private playEffects(): void {
|
||||||
|
// 仅在客户端运行 - 视觉效果
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### 简单条件检查
|
||||||
|
|
||||||
|
对于简单场景,直接检查通常比装饰器更清晰:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
class CollectibleSystem extends EntitySystem {
|
||||||
|
private checkCollections(): void {
|
||||||
|
if (!this.scene.isServer) return; // 客户端跳过
|
||||||
|
|
||||||
|
// 服务端权威逻辑...
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
参见 [场景运行时环境](/guide/scene/index#运行时环境) 了解配置详情。
|
||||||
|
|
||||||
## 下一步
|
## 下一步
|
||||||
|
|
||||||
- [系统类型](/guide/system/types) - 了解不同类型的系统基类
|
- [系统类型](/guide/system/types) - 了解不同类型的系统基类
|
||||||
|
|||||||
Submodule examples/lawn-mower-demo updated: 5a4976b192...6c5d682f3a
@@ -1,5 +1,51 @@
|
|||||||
# @esengine/behavior-tree
|
# @esengine/behavior-tree
|
||||||
|
|
||||||
|
## 4.1.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
|
||||||
|
## 4.1.0
|
||||||
|
|
||||||
|
### Minor Changes
|
||||||
|
|
||||||
|
- [#400](https://github.com/esengine/esengine/pull/400) [`d2af9ca`](https://github.com/esengine/esengine/commit/d2af9caae9d5620c5f690272ab80dc246e9b7e10) Thanks [@esengine](https://github.com/esengine)! - feat(behavior-tree): add pure BehaviorTreePlugin class for Cocos/Laya integration
|
||||||
|
- Added `BehaviorTreePlugin` class that only depends on `@esengine/ecs-framework`
|
||||||
|
- Implements `IPlugin` interface with `install()`, `uninstall()`, and `setupScene()` methods
|
||||||
|
- Removed `esengine/` subdirectory that incorrectly depended on `@esengine/engine-core`
|
||||||
|
- Updated package documentation with correct usage examples
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
import { Core, Scene } from '@esengine/ecs-framework';
|
||||||
|
import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||||
|
|
||||||
|
Core.create();
|
||||||
|
const plugin = new BehaviorTreePlugin();
|
||||||
|
await Core.installPlugin(plugin);
|
||||||
|
|
||||||
|
const scene = new Scene();
|
||||||
|
plugin.setupScene(scene);
|
||||||
|
Core.setScene(scene);
|
||||||
|
```
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/behavior-tree",
|
"name": "@esengine/behavior-tree",
|
||||||
"version": "3.0.0",
|
"version": "4.1.1",
|
||||||
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||||
"main": "dist/index.js",
|
"main": "dist/index.js",
|
||||||
"module": "dist/index.js",
|
"module": "dist/index.js",
|
||||||
|
|||||||
118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
import type { Core, ServiceContainer, IPlugin, IScene } from '@esengine/ecs-framework';
|
||||||
|
import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
|
||||||
|
import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
|
||||||
|
import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 行为树插件
|
||||||
|
* @en Behavior Tree Plugin
|
||||||
|
*
|
||||||
|
* @zh 为 ECS 框架提供行为树支持的插件。
|
||||||
|
* 可与任何基于 @esengine/ecs-framework 的引擎集成(Cocos、Laya、Node.js 等)。
|
||||||
|
*
|
||||||
|
* @en Plugin that provides behavior tree support for ECS framework.
|
||||||
|
* Can be integrated with any engine based on @esengine/ecs-framework (Cocos, Laya, Node.js, etc.).
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* import { Core, Scene } from '@esengine/ecs-framework';
|
||||||
|
* import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||||
|
*
|
||||||
|
* // Initialize
|
||||||
|
* Core.create();
|
||||||
|
* const plugin = new BehaviorTreePlugin();
|
||||||
|
* await Core.installPlugin(plugin);
|
||||||
|
*
|
||||||
|
* // Setup scene
|
||||||
|
* const scene = new Scene();
|
||||||
|
* plugin.setupScene(scene);
|
||||||
|
* Core.setScene(scene);
|
||||||
|
*
|
||||||
|
* // Create and start behavior tree
|
||||||
|
* const tree = BehaviorTreeBuilder.create('MyAI')
|
||||||
|
* .selector('Root')
|
||||||
|
* .log('Hello from behavior tree!')
|
||||||
|
* .end()
|
||||||
|
* .build();
|
||||||
|
*
|
||||||
|
* const entity = scene.createEntity('AIEntity');
|
||||||
|
* BehaviorTreeStarter.start(entity, tree);
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
export class BehaviorTreePlugin implements IPlugin {
|
||||||
|
/**
|
||||||
|
* @zh 插件名称
|
||||||
|
* @en Plugin name
|
||||||
|
*/
|
||||||
|
readonly name = '@esengine/behavior-tree';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 插件版本
|
||||||
|
* @en Plugin version
|
||||||
|
*/
|
||||||
|
readonly version = '1.0.0';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 插件依赖
|
||||||
|
* @en Plugin dependencies
|
||||||
|
*/
|
||||||
|
readonly dependencies: readonly string[] = [];
|
||||||
|
|
||||||
|
private _services: ServiceContainer | null = null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 安装插件
|
||||||
|
* @en Install plugin
|
||||||
|
*
|
||||||
|
* @param _core - Core 实例
|
||||||
|
* @param services - 服务容器
|
||||||
|
*/
|
||||||
|
install(_core: Core, services: ServiceContainer): void {
|
||||||
|
this._services = services;
|
||||||
|
|
||||||
|
// Register services
|
||||||
|
if (!services.isRegistered(GlobalBlackboardService)) {
|
||||||
|
services.registerSingleton(GlobalBlackboardService);
|
||||||
|
}
|
||||||
|
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
||||||
|
services.registerSingleton(BehaviorTreeAssetManager);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 卸载插件
|
||||||
|
* @en Uninstall plugin
|
||||||
|
*/
|
||||||
|
uninstall(): void {
|
||||||
|
if (this._services) {
|
||||||
|
const assetManager = this._services.tryResolve(BehaviorTreeAssetManager);
|
||||||
|
if (assetManager) {
|
||||||
|
assetManager.dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
const blackboardService = this._services.tryResolve(GlobalBlackboardService);
|
||||||
|
if (blackboardService) {
|
||||||
|
blackboardService.dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this._services = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 设置场景,添加行为树执行系统
|
||||||
|
* @en Setup scene, add behavior tree execution system
|
||||||
|
*
|
||||||
|
* @param scene - 要设置的场景
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* const scene = new Scene();
|
||||||
|
* plugin.setupScene(scene);
|
||||||
|
* Core.setScene(scene);
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
setupScene(scene: IScene): void {
|
||||||
|
const system = new BehaviorTreeExecutionSystem(this._services ?? undefined);
|
||||||
|
scene.addSystem(system);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,82 +0,0 @@
|
|||||||
/**
|
|
||||||
* @zh ESEngine 资产加载器
|
|
||||||
* @en ESEngine asset loader
|
|
||||||
*
|
|
||||||
* @zh 实现 IAssetLoader 接口,用于通过 AssetManager 加载行为树文件。
|
|
||||||
* 此文件仅在使用 ESEngine 时需要。
|
|
||||||
*
|
|
||||||
* @en Implements IAssetLoader interface for loading behavior tree files via AssetManager.
|
|
||||||
* This file is only needed when using ESEngine.
|
|
||||||
*/
|
|
||||||
|
|
||||||
import type {
|
|
||||||
IAssetLoader,
|
|
||||||
IAssetParseContext,
|
|
||||||
IAssetContent,
|
|
||||||
AssetContentType
|
|
||||||
} from '@esengine/asset-system';
|
|
||||||
import { Core } from '@esengine/ecs-framework';
|
|
||||||
import { BehaviorTreeData } from '../execution/BehaviorTreeData';
|
|
||||||
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
|
|
||||||
import { EditorToBehaviorTreeDataConverter } from '../Serialization/EditorToBehaviorTreeDataConverter';
|
|
||||||
import { BehaviorTreeAssetType } from '../constants';
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @zh 行为树资产接口
|
|
||||||
* @en Behavior tree asset interface
|
|
||||||
*/
|
|
||||||
export interface IBehaviorTreeAsset {
|
|
||||||
/** @zh 行为树数据 @en Behavior tree data */
|
|
||||||
data: BehaviorTreeData;
|
|
||||||
/** @zh 文件路径 @en File path */
|
|
||||||
path: string;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @zh 行为树加载器
|
|
||||||
* @en Behavior tree loader implementing IAssetLoader interface
|
|
||||||
*/
|
|
||||||
export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
|
|
||||||
readonly supportedType = BehaviorTreeAssetType;
|
|
||||||
readonly supportedExtensions = ['.btree'];
|
|
||||||
readonly contentType: AssetContentType = 'text';
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @zh 从内容解析行为树资产
|
|
||||||
* @en Parse behavior tree asset from content
|
|
||||||
*/
|
|
||||||
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IBehaviorTreeAsset> {
|
|
||||||
if (!content.text) {
|
|
||||||
throw new Error('Behavior tree content is empty');
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert to runtime data
|
|
||||||
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
|
|
||||||
|
|
||||||
// Use file path as ID
|
|
||||||
const assetPath = context.metadata.path;
|
|
||||||
treeData.id = assetPath;
|
|
||||||
|
|
||||||
// Also register to BehaviorTreeAssetManager for legacy code
|
|
||||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
|
||||||
if (btAssetManager) {
|
|
||||||
btAssetManager.loadAsset(treeData);
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
data: treeData,
|
|
||||||
path: assetPath
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @zh 释放资产
|
|
||||||
* @en Dispose asset
|
|
||||||
*/
|
|
||||||
dispose(asset: IBehaviorTreeAsset): void {
|
|
||||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
|
||||||
if (btAssetManager && asset.data) {
|
|
||||||
btAssetManager.unloadAsset(asset.data.id);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,93 +0,0 @@
|
|||||||
/**
|
|
||||||
* @zh ESEngine 集成模块
|
|
||||||
* @en ESEngine integration module
|
|
||||||
*
|
|
||||||
* @zh 此文件包含与 ESEngine 引擎核心集成的代码。
|
|
||||||
* 使用 Cocos/Laya 等其他引擎时不需要此文件。
|
|
||||||
*
|
|
||||||
* @en This file contains code for integrating with ESEngine engine-core.
|
|
||||||
* Not needed when using other engines like Cocos/Laya.
|
|
||||||
*/
|
|
||||||
|
|
||||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
|
||||||
import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
|
|
||||||
import { AssetManagerToken } from '@esengine/asset-system';
|
|
||||||
|
|
||||||
import { BehaviorTreeRuntimeComponent } from '../execution/BehaviorTreeRuntimeComponent';
|
|
||||||
import { BehaviorTreeExecutionSystem } from '../execution/BehaviorTreeExecutionSystem';
|
|
||||||
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
|
|
||||||
import { GlobalBlackboardService } from '../Services/GlobalBlackboardService';
|
|
||||||
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
|
|
||||||
import { BehaviorTreeAssetType } from '../constants';
|
|
||||||
import { BehaviorTreeSystemToken } from '../tokens';
|
|
||||||
|
|
||||||
// Re-export tokens for ESEngine users
|
|
||||||
export { BehaviorTreeSystemToken } from '../tokens';
|
|
||||||
|
|
||||||
class BehaviorTreeRuntimeModule implements IRuntimeModule {
|
|
||||||
private _loaderRegistered = false;
|
|
||||||
|
|
||||||
registerComponents(registry: IComponentRegistry): void {
|
|
||||||
registry.register(BehaviorTreeRuntimeComponent);
|
|
||||||
}
|
|
||||||
|
|
||||||
registerServices(services: ServiceContainer): void {
|
|
||||||
if (!services.isRegistered(GlobalBlackboardService)) {
|
|
||||||
services.registerSingleton(GlobalBlackboardService);
|
|
||||||
}
|
|
||||||
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
|
||||||
services.registerSingleton(BehaviorTreeAssetManager);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
createSystems(scene: IScene, context: SystemContext): void {
|
|
||||||
// Get dependencies from service registry
|
|
||||||
const assetManager = context.services.get(AssetManagerToken);
|
|
||||||
|
|
||||||
if (!this._loaderRegistered && assetManager) {
|
|
||||||
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
|
|
||||||
this._loaderRegistered = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use ECS service container from context.services
|
|
||||||
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
|
|
||||||
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
|
|
||||||
|
|
||||||
if (assetManager) {
|
|
||||||
behaviorTreeSystem.setAssetManager(assetManager);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (context.isEditor) {
|
|
||||||
behaviorTreeSystem.enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
scene.addSystem(behaviorTreeSystem);
|
|
||||||
|
|
||||||
// Register service to service registry
|
|
||||||
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const manifest: ModuleManifest = {
|
|
||||||
id: 'behavior-tree',
|
|
||||||
name: '@esengine/behavior-tree',
|
|
||||||
displayName: 'Behavior Tree',
|
|
||||||
version: '1.0.0',
|
|
||||||
description: 'AI behavior tree system',
|
|
||||||
category: 'AI',
|
|
||||||
icon: 'GitBranch',
|
|
||||||
isCore: false,
|
|
||||||
defaultEnabled: false,
|
|
||||||
isEngineModule: true,
|
|
||||||
canContainContent: true,
|
|
||||||
dependencies: ['core'],
|
|
||||||
exports: { components: ['BehaviorTreeComponent'] },
|
|
||||||
editorPackage: '@esengine/behavior-tree-editor'
|
|
||||||
};
|
|
||||||
|
|
||||||
export const BehaviorTreePlugin: IRuntimePlugin = {
|
|
||||||
manifest,
|
|
||||||
runtimeModule: new BehaviorTreeRuntimeModule()
|
|
||||||
};
|
|
||||||
|
|
||||||
export { BehaviorTreeRuntimeModule };
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
/**
|
|
||||||
* @zh ESEngine 集成入口
|
|
||||||
* @en ESEngine integration entry point
|
|
||||||
*
|
|
||||||
* @zh 此模块包含与 ESEngine 引擎核心集成所需的所有代码。
|
|
||||||
* 使用 Cocos/Laya 等其他引擎时,只需导入主模块即可。
|
|
||||||
*
|
|
||||||
* @en This module contains all code required for ESEngine engine-core integration.
|
|
||||||
* When using other engines like Cocos/Laya, just import the main module.
|
|
||||||
*
|
|
||||||
* @example ESEngine 使用方式 / ESEngine usage:
|
|
||||||
* ```typescript
|
|
||||||
* import { BehaviorTreePlugin } from '@esengine/behavior-tree/esengine';
|
|
||||||
*
|
|
||||||
* // Register with ESEngine plugin system
|
|
||||||
* engine.registerPlugin(BehaviorTreePlugin);
|
|
||||||
* ```
|
|
||||||
*
|
|
||||||
* @example Cocos/Laya 使用方式 / Cocos/Laya usage:
|
|
||||||
* ```typescript
|
|
||||||
* import {
|
|
||||||
* BehaviorTreeAssetManager,
|
|
||||||
* BehaviorTreeExecutionSystem
|
|
||||||
* } from '@esengine/behavior-tree';
|
|
||||||
*
|
|
||||||
* // Load behavior tree from JSON
|
|
||||||
* const assetManager = new BehaviorTreeAssetManager();
|
|
||||||
* assetManager.loadFromEditorJSON(jsonContent);
|
|
||||||
*
|
|
||||||
* // Add system to your ECS world
|
|
||||||
* world.addSystem(new BehaviorTreeExecutionSystem());
|
|
||||||
* ```
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Runtime module and plugin
|
|
||||||
export { BehaviorTreeRuntimeModule, BehaviorTreePlugin, BehaviorTreeSystemToken } from './BehaviorTreeRuntimeModule';
|
|
||||||
|
|
||||||
// Asset loader for ESEngine asset-system
|
|
||||||
export { BehaviorTreeLoader, type IBehaviorTreeAsset } from './BehaviorTreeLoader';
|
|
||||||
@@ -4,32 +4,44 @@
|
|||||||
* @zh AI 行为树系统,支持运行时执行和可视化编辑
|
* @zh AI 行为树系统,支持运行时执行和可视化编辑
|
||||||
* @en AI Behavior Tree System with runtime execution and visual editor support
|
* @en AI Behavior Tree System with runtime execution and visual editor support
|
||||||
*
|
*
|
||||||
* @zh 此包是通用的行为树实现,可以与任何 ECS 框架配合使用。
|
* @zh 此包是通用的行为树实现,可以与任何基于 @esengine/ecs-framework 的引擎集成
|
||||||
* 对于 ESEngine 集成,请从 '@esengine/behavior-tree/esengine' 导入插件。
|
* (Cocos Creator、LayaAir、Node.js 等)。
|
||||||
*
|
*
|
||||||
* @en This package is a generic behavior tree implementation that works with any ECS framework.
|
* @en This package is a generic behavior tree implementation that works with any engine
|
||||||
* For ESEngine integration, import the plugin from '@esengine/behavior-tree/esengine'.
|
* based on @esengine/ecs-framework (Cocos Creator, LayaAir, Node.js, etc.).
|
||||||
*
|
*
|
||||||
* @example Cocos/Laya/通用 ECS 使用方式:
|
* @example
|
||||||
* ```typescript
|
* ```typescript
|
||||||
|
* import { Core, Scene } from '@esengine/ecs-framework';
|
||||||
* import {
|
* import {
|
||||||
* BehaviorTreeAssetManager,
|
* BehaviorTreePlugin,
|
||||||
* BehaviorTreeExecutionSystem,
|
* BehaviorTreeBuilder,
|
||||||
* BehaviorTreeRuntimeComponent
|
* BehaviorTreeStarter
|
||||||
* } from '@esengine/behavior-tree';
|
* } from '@esengine/behavior-tree';
|
||||||
*
|
*
|
||||||
* // 1. Register service
|
* // 1. Initialize Core and install plugin
|
||||||
* Core.services.registerSingleton(BehaviorTreeAssetManager);
|
* Core.create();
|
||||||
|
* const plugin = new BehaviorTreePlugin();
|
||||||
|
* await Core.installPlugin(plugin);
|
||||||
*
|
*
|
||||||
* // 2. Load behavior tree from JSON
|
* // 2. Create scene and setup behavior tree system
|
||||||
* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
|
* const scene = new Scene();
|
||||||
* assetManager.loadFromEditorJSON(jsonContent);
|
* plugin.setupScene(scene);
|
||||||
|
* Core.setScene(scene);
|
||||||
*
|
*
|
||||||
* // 3. Add component to entity
|
* // 3. Build behavior tree
|
||||||
* entity.addComponent(new BehaviorTreeRuntimeComponent());
|
* const tree = BehaviorTreeBuilder.create('MyAI')
|
||||||
|
* .selector('Root')
|
||||||
|
* .log('Hello!')
|
||||||
|
* .end()
|
||||||
|
* .build();
|
||||||
*
|
*
|
||||||
* // 4. Add system to scene
|
* // 4. Start behavior tree on entity
|
||||||
* scene.addSystem(new BehaviorTreeExecutionSystem());
|
* const entity = scene.createEntity('AIEntity');
|
||||||
|
* BehaviorTreeStarter.start(entity, tree);
|
||||||
|
*
|
||||||
|
* // 5. Run game loop
|
||||||
|
* setInterval(() => Core.update(0.016), 16);
|
||||||
* ```
|
* ```
|
||||||
*
|
*
|
||||||
* @packageDocumentation
|
* @packageDocumentation
|
||||||
@@ -65,3 +77,6 @@ export { BlackboardTypes } from './Blackboard/BlackboardTypes';
|
|||||||
|
|
||||||
// Service tokens (using ecs-framework's createServiceToken, not engine-core)
|
// Service tokens (using ecs-framework's createServiceToken, not engine-core)
|
||||||
export { BehaviorTreeSystemToken } from './tokens';
|
export { BehaviorTreeSystemToken } from './tokens';
|
||||||
|
|
||||||
|
// Plugin
|
||||||
|
export { BehaviorTreePlugin } from './BehaviorTreePlugin';
|
||||||
|
|||||||
@@ -1,5 +1,26 @@
|
|||||||
# @esengine/blueprint
|
# @esengine/blueprint
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/blueprint",
|
"name": "@esengine/blueprint",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||||
"main": "dist/index.js",
|
"main": "dist/index.js",
|
||||||
"module": "dist/index.js",
|
"module": "dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,61 @@
|
|||||||
# @esengine/ecs-framework
|
# @esengine/ecs-framework
|
||||||
|
|
||||||
|
## 2.7.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- [#402](https://github.com/esengine/esengine/pull/402) [`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): 修复 ESM 环境下 require 不存在的问题
|
||||||
|
- 新增 `RuntimeConfig` 模块,作为运行时环境配置的独立存储
|
||||||
|
- `Core.runtimeEnvironment` 和 `Scene.runtimeEnvironment` 现在都从 `RuntimeConfig` 读取
|
||||||
|
- 移除 `Scene.ts` 中的 `require()` 调用,解决 Node.js ESM 环境下的兼容性问题
|
||||||
|
|
||||||
|
此修复解决了在 Node.js ESM 环境(如游戏服务端)中使用 `scene.isServer` 时报错 `ReferenceError: require is not defined` 的问题。
|
||||||
|
|
||||||
|
## 2.7.0
|
||||||
|
|
||||||
|
### Minor Changes
|
||||||
|
|
||||||
|
- [#398](https://github.com/esengine/esengine/pull/398) [`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028) Thanks [@esengine](https://github.com/esengine)! - feat(ecs): 添加运行时环境区分机制 | add runtime environment detection
|
||||||
|
|
||||||
|
新增功能:
|
||||||
|
- `Core` 新增静态属性 `runtimeEnvironment`,支持 `'server' | 'client' | 'standalone'`
|
||||||
|
- `Core` 新增 `isServer` / `isClient` 静态只读属性
|
||||||
|
- `ICoreConfig` 新增 `runtimeEnvironment` 配置项
|
||||||
|
- `Scene` 新增 `isServer` / `isClient` 只读属性(默认从 Core 继承,可通过 config 覆盖)
|
||||||
|
- 新增 `@ServerOnly()` / `@ClientOnly()` / `@NotServer()` / `@NotClient()` 方法装饰器
|
||||||
|
|
||||||
|
用于网络游戏中区分服务端权威逻辑和客户端逻辑:
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
// 方式1: 全局设置(推荐)
|
||||||
|
Core.create({ runtimeEnvironment: 'server' });
|
||||||
|
// 或直接设置静态属性
|
||||||
|
Core.runtimeEnvironment = 'server';
|
||||||
|
|
||||||
|
// 所有场景自动继承
|
||||||
|
const scene = new Scene();
|
||||||
|
console.log(scene.isServer); // true
|
||||||
|
|
||||||
|
// 方式2: 单个场景覆盖(可选)
|
||||||
|
const clientScene = new Scene({ runtimeEnvironment: 'client' });
|
||||||
|
|
||||||
|
// 在系统中检查环境
|
||||||
|
class CollectibleSpawnSystem extends EntitySystem {
|
||||||
|
private checkCollections(): void {
|
||||||
|
if (!this.scene.isServer) return; // 客户端跳过
|
||||||
|
// ... 服务端权威逻辑
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## 2.6.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- [#396](https://github.com/esengine/esengine/pull/396) [`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): COMPONENT_ADDED 事件添加 entity 字段
|
||||||
|
|
||||||
|
修复 `ECSEventType.COMPONENT_ADDED` 事件缺少 `entity` 字段的问题,导致 ECSRoom 的 `@NetworkEntity` 自动广播功能报错。
|
||||||
|
|
||||||
## 2.6.0
|
## 2.6.0
|
||||||
|
|
||||||
### Minor Changes
|
### Minor Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/ecs-framework",
|
"name": "@esengine/ecs-framework",
|
||||||
"version": "2.6.0",
|
"version": "2.7.1",
|
||||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||||
"main": "dist/index.cjs",
|
"main": "dist/index.cjs",
|
||||||
"module": "dist/index.mjs",
|
"module": "dist/index.mjs",
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ import { Time } from './Utils/Time';
|
|||||||
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
|
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
|
||||||
import { PoolManager } from './Utils/Pool/PoolManager';
|
import { PoolManager } from './Utils/Pool/PoolManager';
|
||||||
import { DebugManager } from './Utils/Debug';
|
import { DebugManager } from './Utils/Debug';
|
||||||
import { ICoreConfig, IECSDebugConfig } from './Types';
|
import { ICoreConfig, IECSDebugConfig, RuntimeEnvironment } from './Types';
|
||||||
import { createLogger } from './Utils/Logger';
|
import { createLogger } from './Utils/Logger';
|
||||||
import { SceneManager } from './ECS/SceneManager';
|
import { SceneManager } from './ECS/SceneManager';
|
||||||
import { IScene } from './ECS/IScene';
|
import { IScene } from './ECS/IScene';
|
||||||
@@ -16,6 +16,7 @@ import { IPlugin } from './Core/Plugin';
|
|||||||
import { WorldManager } from './ECS/WorldManager';
|
import { WorldManager } from './ECS/WorldManager';
|
||||||
import { DebugConfigService } from './Utils/Debug/DebugConfigService';
|
import { DebugConfigService } from './Utils/Debug/DebugConfigService';
|
||||||
import { createInstance } from './Core/DI/Decorators';
|
import { createInstance } from './Core/DI/Decorators';
|
||||||
|
import { RuntimeConfig } from './RuntimeConfig';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @zh 游戏引擎核心类
|
* @zh 游戏引擎核心类
|
||||||
@@ -63,6 +64,53 @@ export class Core {
|
|||||||
*/
|
*/
|
||||||
public static paused = false;
|
public static paused = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 运行时环境
|
||||||
|
* @en Runtime environment
|
||||||
|
*
|
||||||
|
* @zh 全局运行时环境设置。所有 Scene 默认继承此值。
|
||||||
|
* 服务端框架(如 @esengine/server)应在启动时设置为 'server'。
|
||||||
|
* 客户端应用应设置为 'client'。
|
||||||
|
* 单机游戏使用默认值 'standalone'。
|
||||||
|
*
|
||||||
|
* @en Global runtime environment setting. All Scenes inherit this value by default.
|
||||||
|
* Server frameworks (like @esengine/server) should set this to 'server' at startup.
|
||||||
|
* Client apps should set this to 'client'.
|
||||||
|
* Standalone games use the default 'standalone'.
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* // @zh 服务端启动时设置 | @en Set at server startup
|
||||||
|
* Core.runtimeEnvironment = 'server';
|
||||||
|
*
|
||||||
|
* // @zh 或在 Core.create 时配置 | @en Or configure in Core.create
|
||||||
|
* Core.create({ runtimeEnvironment: 'server' });
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
public static get runtimeEnvironment(): RuntimeEnvironment {
|
||||||
|
return RuntimeConfig.runtimeEnvironment;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static set runtimeEnvironment(value: RuntimeEnvironment) {
|
||||||
|
RuntimeConfig.runtimeEnvironment = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在服务端运行
|
||||||
|
* @en Whether running on server
|
||||||
|
*/
|
||||||
|
public static get isServer(): boolean {
|
||||||
|
return RuntimeConfig.isServer;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在客户端运行
|
||||||
|
* @en Whether running on client
|
||||||
|
*/
|
||||||
|
public static get isClient(): boolean {
|
||||||
|
return RuntimeConfig.isClient;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @zh 全局核心实例,可能为null表示Core尚未初始化或已被销毁
|
* @zh 全局核心实例,可能为null表示Core尚未初始化或已被销毁
|
||||||
* @en Global core instance, null means Core is not initialized or destroyed
|
* @en Global core instance, null means Core is not initialized or destroyed
|
||||||
@@ -133,6 +181,11 @@ export class Core {
|
|||||||
this._config = { debug: true, ...config };
|
this._config = { debug: true, ...config };
|
||||||
this._serviceContainer = new ServiceContainer();
|
this._serviceContainer = new ServiceContainer();
|
||||||
|
|
||||||
|
// 设置全局运行时环境
|
||||||
|
if (config.runtimeEnvironment) {
|
||||||
|
Core.runtimeEnvironment = config.runtimeEnvironment;
|
||||||
|
}
|
||||||
|
|
||||||
this._timerManager = new TimerManager();
|
this._timerManager = new TimerManager();
|
||||||
this._serviceContainer.registerInstance(TimerManager, this._timerManager);
|
this._serviceContainer.registerInstance(TimerManager, this._timerManager);
|
||||||
|
|
||||||
|
|||||||
188
packages/framework/core/src/ECS/Decorators/RuntimeEnvironment.ts
Normal file
188
packages/framework/core/src/ECS/Decorators/RuntimeEnvironment.ts
Normal file
@@ -0,0 +1,188 @@
|
|||||||
|
/**
|
||||||
|
* @zh 运行时环境装饰器
|
||||||
|
* @en Runtime Environment Decorators
|
||||||
|
*
|
||||||
|
* @zh 提供 @ServerOnly 和 @ClientOnly 装饰器,用于标记只在特定环境执行的方法
|
||||||
|
* @en Provides @ServerOnly and @ClientOnly decorators to mark methods that only execute in specific environments
|
||||||
|
*/
|
||||||
|
|
||||||
|
import type { EntitySystem } from '../Systems/EntitySystem';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 服务端专用方法装饰器
|
||||||
|
* @en Server-only method decorator
|
||||||
|
*
|
||||||
|
* @zh 被装饰的方法只会在服务端环境执行(scene.isServer === true)。
|
||||||
|
* 在客户端或单机模式下,方法调用会被静默跳过。
|
||||||
|
*
|
||||||
|
* @en Decorated methods only execute in server environment (scene.isServer === true).
|
||||||
|
* In client or standalone mode, method calls are silently skipped.
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* class CollectibleSpawnSystem extends EntitySystem {
|
||||||
|
* @ServerOnly()
|
||||||
|
* private checkCollections(players: readonly Entity[]): void {
|
||||||
|
* // 只在服务端执行收集检测
|
||||||
|
* // Only check collections on server
|
||||||
|
* for (const entity of this.scene.entities.buffer) {
|
||||||
|
* // ...
|
||||||
|
* }
|
||||||
|
* }
|
||||||
|
* }
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
export function ServerOnly(): MethodDecorator {
|
||||||
|
return function <T>(
|
||||||
|
_target: object,
|
||||||
|
_propertyKey: string | symbol,
|
||||||
|
descriptor: TypedPropertyDescriptor<T>
|
||||||
|
): TypedPropertyDescriptor<T> | void {
|
||||||
|
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||||
|
|
||||||
|
if (typeof originalMethod !== 'function') {
|
||||||
|
throw new Error(`@ServerOnly can only be applied to methods, not ${typeof originalMethod}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||||
|
if (!this.scene?.isServer) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
return originalMethod.apply(this, args);
|
||||||
|
} as unknown as T;
|
||||||
|
|
||||||
|
return descriptor;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 客户端专用方法装饰器
|
||||||
|
* @en Client-only method decorator
|
||||||
|
*
|
||||||
|
* @zh 被装饰的方法只会在客户端环境执行(scene.isClient === true)。
|
||||||
|
* 在服务端或单机模式下,方法调用会被静默跳过。
|
||||||
|
*
|
||||||
|
* @en Decorated methods only execute in client environment (scene.isClient === true).
|
||||||
|
* In server or standalone mode, method calls are silently skipped.
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* class RenderSystem extends EntitySystem {
|
||||||
|
* @ClientOnly()
|
||||||
|
* private updateVisuals(): void {
|
||||||
|
* // 只在客户端执行渲染逻辑
|
||||||
|
* // Only update visuals on client
|
||||||
|
* }
|
||||||
|
* }
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
export function ClientOnly(): MethodDecorator {
|
||||||
|
return function <T>(
|
||||||
|
_target: object,
|
||||||
|
_propertyKey: string | symbol,
|
||||||
|
descriptor: TypedPropertyDescriptor<T>
|
||||||
|
): TypedPropertyDescriptor<T> | void {
|
||||||
|
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||||
|
|
||||||
|
if (typeof originalMethod !== 'function') {
|
||||||
|
throw new Error(`@ClientOnly can only be applied to methods, not ${typeof originalMethod}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||||
|
if (!this.scene?.isClient) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
return originalMethod.apply(this, args);
|
||||||
|
} as unknown as T;
|
||||||
|
|
||||||
|
return descriptor;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 非客户端环境方法装饰器
|
||||||
|
* @en Non-client method decorator
|
||||||
|
*
|
||||||
|
* @zh 被装饰的方法在服务端和单机模式下执行,但不在客户端执行。
|
||||||
|
* 用于需要在服务端和单机都运行,但客户端跳过的逻辑。
|
||||||
|
*
|
||||||
|
* @en Decorated methods execute in server and standalone mode, but not on client.
|
||||||
|
* Used for logic that should run on server and standalone, but skip on client.
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* class SpawnSystem extends EntitySystem {
|
||||||
|
* @NotClient()
|
||||||
|
* private spawnEntities(): void {
|
||||||
|
* // 服务端和单机模式执行,客户端跳过
|
||||||
|
* // Execute on server and standalone, skip on client
|
||||||
|
* }
|
||||||
|
* }
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
export function NotClient(): MethodDecorator {
|
||||||
|
return function <T>(
|
||||||
|
_target: object,
|
||||||
|
_propertyKey: string | symbol,
|
||||||
|
descriptor: TypedPropertyDescriptor<T>
|
||||||
|
): TypedPropertyDescriptor<T> | void {
|
||||||
|
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||||
|
|
||||||
|
if (typeof originalMethod !== 'function') {
|
||||||
|
throw new Error(`@NotClient can only be applied to methods, not ${typeof originalMethod}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||||
|
if (this.scene?.isClient) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
return originalMethod.apply(this, args);
|
||||||
|
} as unknown as T;
|
||||||
|
|
||||||
|
return descriptor;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 非服务端环境方法装饰器
|
||||||
|
* @en Non-server method decorator
|
||||||
|
*
|
||||||
|
* @zh 被装饰的方法在客户端和单机模式下执行,但不在服务端执行。
|
||||||
|
* 用于需要在客户端和单机都运行,但服务端跳过的逻辑(如渲染、音效)。
|
||||||
|
*
|
||||||
|
* @en Decorated methods execute in client and standalone mode, but not on server.
|
||||||
|
* Used for logic that should run on client and standalone, but skip on server (like rendering, audio).
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```typescript
|
||||||
|
* class AudioSystem extends EntitySystem {
|
||||||
|
* @NotServer()
|
||||||
|
* private playSound(): void {
|
||||||
|
* // 客户端和单机模式执行,服务端跳过
|
||||||
|
* // Execute on client and standalone, skip on server
|
||||||
|
* }
|
||||||
|
* }
|
||||||
|
* ```
|
||||||
|
*/
|
||||||
|
export function NotServer(): MethodDecorator {
|
||||||
|
return function <T>(
|
||||||
|
_target: object,
|
||||||
|
_propertyKey: string | symbol,
|
||||||
|
descriptor: TypedPropertyDescriptor<T>
|
||||||
|
): TypedPropertyDescriptor<T> | void {
|
||||||
|
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||||
|
|
||||||
|
if (typeof originalMethod !== 'function') {
|
||||||
|
throw new Error(`@NotServer can only be applied to methods, not ${typeof originalMethod}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||||
|
if (this.scene?.isServer) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
return originalMethod.apply(this, args);
|
||||||
|
} as unknown as T;
|
||||||
|
|
||||||
|
return descriptor;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -82,3 +82,14 @@ export {
|
|||||||
hasSchedulingMetadata,
|
hasSchedulingMetadata,
|
||||||
SCHEDULING_METADATA
|
SCHEDULING_METADATA
|
||||||
} from './SystemScheduling';
|
} from './SystemScheduling';
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// Runtime Environment Decorators
|
||||||
|
// 运行时环境装饰器
|
||||||
|
// ============================================================================
|
||||||
|
export {
|
||||||
|
ServerOnly,
|
||||||
|
ClientOnly,
|
||||||
|
NotServer,
|
||||||
|
NotClient
|
||||||
|
} from './RuntimeEnvironment';
|
||||||
|
|||||||
@@ -478,6 +478,7 @@ export class Entity {
|
|||||||
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
|
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
|
||||||
timestamp: Date.now(),
|
timestamp: Date.now(),
|
||||||
source: 'Entity',
|
source: 'Entity',
|
||||||
|
entity: this,
|
||||||
entityId: this.id,
|
entityId: this.id,
|
||||||
entityName: this.name,
|
entityName: this.name,
|
||||||
entityTag: this.tag?.toString(),
|
entityTag: this.tag?.toString(),
|
||||||
|
|||||||
@@ -12,6 +12,10 @@ import type { ServiceContainer, ServiceType } from '../Core/ServiceContainer';
|
|||||||
import type { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
import type { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
||||||
import type { SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
|
import type { SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
|
||||||
import type { IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
|
import type { IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
|
||||||
|
import type { RuntimeEnvironment } from '../Types';
|
||||||
|
|
||||||
|
// Re-export for convenience
|
||||||
|
export type { RuntimeEnvironment };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 场景接口定义
|
* 场景接口定义
|
||||||
@@ -113,6 +117,27 @@ export type IScene = {
|
|||||||
*/
|
*/
|
||||||
isEditorMode: boolean;
|
isEditorMode: boolean;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 运行时环境
|
||||||
|
* @en Runtime environment
|
||||||
|
*
|
||||||
|
* @zh 标识场景运行在服务端、客户端还是单机模式
|
||||||
|
* @en Indicates whether scene runs on server, client, or standalone mode
|
||||||
|
*/
|
||||||
|
readonly runtimeEnvironment: RuntimeEnvironment;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在服务端运行
|
||||||
|
* @en Whether running on server
|
||||||
|
*/
|
||||||
|
readonly isServer: boolean;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在客户端运行
|
||||||
|
* @en Whether running on client
|
||||||
|
*/
|
||||||
|
readonly isClient: boolean;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取系统列表
|
* 获取系统列表
|
||||||
*/
|
*/
|
||||||
@@ -395,4 +420,18 @@ export type ISceneConfig = {
|
|||||||
* @default 10
|
* @default 10
|
||||||
*/
|
*/
|
||||||
maxSystemErrorCount?: number;
|
maxSystemErrorCount?: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 运行时环境
|
||||||
|
* @en Runtime environment
|
||||||
|
*
|
||||||
|
* @zh 用于区分场景运行在服务端、客户端还是单机模式。
|
||||||
|
* 配合 @ServerOnly / @ClientOnly 装饰器使用,可以让系统方法只在特定环境执行。
|
||||||
|
*
|
||||||
|
* @en Used to distinguish whether scene runs on server, client, or standalone mode.
|
||||||
|
* Works with @ServerOnly / @ClientOnly decorators to make system methods execute only in specific environments.
|
||||||
|
*
|
||||||
|
* @default 'standalone'
|
||||||
|
*/
|
||||||
|
runtimeEnvironment?: RuntimeEnvironment;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,7 +12,8 @@ import type { IComponentRegistry } from './Core/ComponentStorage';
|
|||||||
import { QuerySystem } from './Core/QuerySystem';
|
import { QuerySystem } from './Core/QuerySystem';
|
||||||
import { TypeSafeEventSystem } from './Core/EventSystem';
|
import { TypeSafeEventSystem } from './Core/EventSystem';
|
||||||
import { ReferenceTracker } from './Core/ReferenceTracker';
|
import { ReferenceTracker } from './Core/ReferenceTracker';
|
||||||
import { IScene, ISceneConfig } from './IScene';
|
import { IScene, ISceneConfig, RuntimeEnvironment } from './IScene';
|
||||||
|
import { RuntimeConfig } from '../RuntimeConfig';
|
||||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
|
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
|
||||||
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
||||||
import {
|
import {
|
||||||
@@ -180,6 +181,45 @@ export class Scene implements IScene {
|
|||||||
*/
|
*/
|
||||||
public isEditorMode: boolean = false;
|
public isEditorMode: boolean = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 场景级别的运行时环境覆盖
|
||||||
|
* @en Scene-level runtime environment override
|
||||||
|
*
|
||||||
|
* @zh 如果未设置,则从 Core.runtimeEnvironment 读取
|
||||||
|
* @en If not set, reads from Core.runtimeEnvironment
|
||||||
|
*/
|
||||||
|
private _runtimeEnvironmentOverride: RuntimeEnvironment | undefined;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 获取运行时环境
|
||||||
|
* @en Get runtime environment
|
||||||
|
*
|
||||||
|
* @zh 优先返回场景级别设置,否则返回 Core 全局设置
|
||||||
|
* @en Returns scene-level setting if set, otherwise returns Core global setting
|
||||||
|
*/
|
||||||
|
public get runtimeEnvironment(): RuntimeEnvironment {
|
||||||
|
if (this._runtimeEnvironmentOverride) {
|
||||||
|
return this._runtimeEnvironmentOverride;
|
||||||
|
}
|
||||||
|
return RuntimeConfig.runtimeEnvironment;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在服务端运行
|
||||||
|
* @en Whether running on server
|
||||||
|
*/
|
||||||
|
public get isServer(): boolean {
|
||||||
|
return this.runtimeEnvironment === 'server';
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在客户端运行
|
||||||
|
* @en Whether running on client
|
||||||
|
*/
|
||||||
|
public get isClient(): boolean {
|
||||||
|
return this.runtimeEnvironment === 'client';
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 延迟的组件生命周期回调队列
|
* 延迟的组件生命周期回调队列
|
||||||
*
|
*
|
||||||
@@ -398,6 +438,11 @@ export class Scene implements IScene {
|
|||||||
this._logger = createLogger('Scene');
|
this._logger = createLogger('Scene');
|
||||||
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
|
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
|
||||||
|
|
||||||
|
// 只有显式指定时才覆盖,否则从 Core 读取
|
||||||
|
if (config?.runtimeEnvironment) {
|
||||||
|
this._runtimeEnvironmentOverride = config.runtimeEnvironment;
|
||||||
|
}
|
||||||
|
|
||||||
if (config?.name) {
|
if (config?.name) {
|
||||||
this.name = config.name;
|
this.name = config.name;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ export * from './Utils';
|
|||||||
export * from './Decorators';
|
export * from './Decorators';
|
||||||
export * from './Components';
|
export * from './Components';
|
||||||
export { Scene } from './Scene';
|
export { Scene } from './Scene';
|
||||||
export type { IScene, ISceneFactory, ISceneConfig } from './IScene';
|
export type { IScene, ISceneFactory, ISceneConfig, RuntimeEnvironment } from './IScene';
|
||||||
export { SceneManager } from './SceneManager';
|
export { SceneManager } from './SceneManager';
|
||||||
export { World } from './World';
|
export { World } from './World';
|
||||||
export type { IWorldConfig } from './World';
|
export type { IWorldConfig } from './World';
|
||||||
|
|||||||
50
packages/framework/core/src/RuntimeConfig.ts
Normal file
50
packages/framework/core/src/RuntimeConfig.ts
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
import type { RuntimeEnvironment } from './Types';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 全局运行时配置
|
||||||
|
* @en Global runtime configuration
|
||||||
|
*
|
||||||
|
* @zh 独立模块,避免 Core 和 Scene 之间的循环依赖
|
||||||
|
* @en Standalone module to avoid circular dependency between Core and Scene
|
||||||
|
*/
|
||||||
|
class RuntimeConfigClass {
|
||||||
|
private _runtimeEnvironment: RuntimeEnvironment = 'standalone';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 获取运行时环境
|
||||||
|
* @en Get runtime environment
|
||||||
|
*/
|
||||||
|
get runtimeEnvironment(): RuntimeEnvironment {
|
||||||
|
return this._runtimeEnvironment;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 设置运行时环境
|
||||||
|
* @en Set runtime environment
|
||||||
|
*/
|
||||||
|
set runtimeEnvironment(value: RuntimeEnvironment) {
|
||||||
|
this._runtimeEnvironment = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在服务端运行
|
||||||
|
* @en Whether running on server
|
||||||
|
*/
|
||||||
|
get isServer(): boolean {
|
||||||
|
return this._runtimeEnvironment === 'server';
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 是否在客户端运行
|
||||||
|
* @en Whether running on client
|
||||||
|
*/
|
||||||
|
get isClient(): boolean {
|
||||||
|
return this._runtimeEnvironment === 'client';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 全局运行时配置单例
|
||||||
|
* @en Global runtime configuration singleton
|
||||||
|
*/
|
||||||
|
export const RuntimeConfig = new RuntimeConfigClass();
|
||||||
@@ -267,6 +267,12 @@ export type IECSDebugConfig = {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @zh 运行时环境类型
|
||||||
|
* @en Runtime environment type
|
||||||
|
*/
|
||||||
|
export type RuntimeEnvironment = 'server' | 'client' | 'standalone';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Core配置接口
|
* Core配置接口
|
||||||
*/
|
*/
|
||||||
@@ -277,6 +283,16 @@ export type ICoreConfig = {
|
|||||||
debugConfig?: IECSDebugConfig;
|
debugConfig?: IECSDebugConfig;
|
||||||
/** WorldManager配置 */
|
/** WorldManager配置 */
|
||||||
worldManagerConfig?: IWorldManagerConfig;
|
worldManagerConfig?: IWorldManagerConfig;
|
||||||
|
/**
|
||||||
|
* @zh 运行时环境
|
||||||
|
* @en Runtime environment
|
||||||
|
*
|
||||||
|
* @zh 设置后所有 Scene 默认继承此环境。服务端框架应设置为 'server',客户端应用设置为 'client'。
|
||||||
|
* @en All Scenes inherit this environment by default. Server frameworks should set 'server', client apps should set 'client'.
|
||||||
|
*
|
||||||
|
* @default 'standalone'
|
||||||
|
*/
|
||||||
|
runtimeEnvironment?: RuntimeEnvironment;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
|
|
||||||
// 核心模块
|
// 核心模块
|
||||||
export { Core } from './Core';
|
export { Core } from './Core';
|
||||||
|
export { RuntimeConfig } from './RuntimeConfig';
|
||||||
export { ServiceContainer, ServiceLifetime } from './Core/ServiceContainer';
|
export { ServiceContainer, ServiceLifetime } from './Core/ServiceContainer';
|
||||||
export type { IService, ServiceType, ServiceIdentifier } from './Core/ServiceContainer';
|
export type { IService, ServiceType, ServiceIdentifier } from './Core/ServiceContainer';
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/fsm
|
# @esengine/fsm
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/fsm",
|
"name": "@esengine/fsm",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/network
|
# @esengine/network
|
||||||
|
|
||||||
|
## 5.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 5.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 4.0.0
|
## 4.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/network",
|
"name": "@esengine/network",
|
||||||
"version": "4.0.0",
|
"version": "5.0.1",
|
||||||
"description": "Network synchronization for multiplayer games",
|
"description": "Network synchronization for multiplayer games",
|
||||||
"esengine": {
|
"esengine": {
|
||||||
"plugin": true,
|
"plugin": true,
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/pathfinding
|
# @esengine/pathfinding
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/pathfinding",
|
"name": "@esengine/pathfinding",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/procgen
|
# @esengine/procgen
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/procgen",
|
"name": "@esengine/procgen",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,12 @@
|
|||||||
# @esengine/server
|
# @esengine/server
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Minor Changes
|
### Minor Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/server",
|
"name": "@esengine/server",
|
||||||
"version": "3.0.0",
|
"version": "4.0.0",
|
||||||
"description": "Game server framework for ESEngine with file-based routing",
|
"description": "Game server framework for ESEngine with file-based routing",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
@@ -51,7 +51,7 @@
|
|||||||
"peerDependencies": {
|
"peerDependencies": {
|
||||||
"ws": ">=8.0.0",
|
"ws": ">=8.0.0",
|
||||||
"jsonwebtoken": ">=9.0.0",
|
"jsonwebtoken": ">=9.0.0",
|
||||||
"@esengine/ecs-framework": ">=2.6.0"
|
"@esengine/ecs-framework": ">=2.7.1"
|
||||||
},
|
},
|
||||||
"peerDependenciesMeta": {
|
"peerDependenciesMeta": {
|
||||||
"jsonwebtoken": {
|
"jsonwebtoken": {
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/spatial
|
# @esengine/spatial
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/spatial",
|
"name": "@esengine/spatial",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,29 @@
|
|||||||
# @esengine/timer
|
# @esengine/timer
|
||||||
|
|
||||||
|
## 4.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||||
|
- @esengine/ecs-framework@2.7.1
|
||||||
|
- @esengine/blueprint@4.0.1
|
||||||
|
|
||||||
|
## 4.0.0
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||||
|
- @esengine/ecs-framework@2.7.0
|
||||||
|
- @esengine/blueprint@4.0.0
|
||||||
|
|
||||||
|
## 3.0.1
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||||
|
- @esengine/ecs-framework@2.6.1
|
||||||
|
- @esengine/blueprint@3.0.1
|
||||||
|
|
||||||
## 3.0.0
|
## 3.0.0
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/timer",
|
"name": "@esengine/timer",
|
||||||
"version": "3.0.0",
|
"version": "4.0.1",
|
||||||
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,12 @@
|
|||||||
# @esengine/transaction
|
# @esengine/transaction
|
||||||
|
|
||||||
|
## 2.0.5
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies []:
|
||||||
|
- @esengine/server@4.0.0
|
||||||
|
|
||||||
## 2.0.4
|
## 2.0.4
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/transaction",
|
"name": "@esengine/transaction",
|
||||||
"version": "2.0.4",
|
"version": "2.0.5",
|
||||||
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"main": "./dist/index.js",
|
"main": "./dist/index.js",
|
||||||
|
|||||||
@@ -1,5 +1,38 @@
|
|||||||
# @esengine/demos
|
# @esengine/demos
|
||||||
|
|
||||||
|
## 1.0.10
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies []:
|
||||||
|
- @esengine/fsm@4.0.1
|
||||||
|
- @esengine/pathfinding@4.0.1
|
||||||
|
- @esengine/procgen@4.0.1
|
||||||
|
- @esengine/spatial@4.0.1
|
||||||
|
- @esengine/timer@4.0.1
|
||||||
|
|
||||||
|
## 1.0.9
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies []:
|
||||||
|
- @esengine/fsm@4.0.0
|
||||||
|
- @esengine/pathfinding@4.0.0
|
||||||
|
- @esengine/procgen@4.0.0
|
||||||
|
- @esengine/spatial@4.0.0
|
||||||
|
- @esengine/timer@4.0.0
|
||||||
|
|
||||||
|
## 1.0.8
|
||||||
|
|
||||||
|
### Patch Changes
|
||||||
|
|
||||||
|
- Updated dependencies []:
|
||||||
|
- @esengine/fsm@3.0.1
|
||||||
|
- @esengine/pathfinding@3.0.1
|
||||||
|
- @esengine/procgen@3.0.1
|
||||||
|
- @esengine/spatial@3.0.1
|
||||||
|
- @esengine/timer@3.0.1
|
||||||
|
|
||||||
## 1.0.7
|
## 1.0.7
|
||||||
|
|
||||||
### Patch Changes
|
### Patch Changes
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "@esengine/demos",
|
"name": "@esengine/demos",
|
||||||
"version": "1.0.7",
|
"version": "1.0.10",
|
||||||
"private": true,
|
"private": true,
|
||||||
"description": "Demo tests for ESEngine modules documentation",
|
"description": "Demo tests for ESEngine modules documentation",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
|
|||||||
Reference in New Issue
Block a user