Compare commits

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75 Commits

Author SHA1 Message Date
github-actions[bot]
6778ccace4 chore(editor): bump version to 1.0.5 (#201)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:42:41 +08:00
github-actions[bot]
1264232533 chore(behavior-tree): release v1.0.1 (#200)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:30:12 +08:00
YHH
61813e67b6 refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 (#196)
* refactor(behavior-tree)!: 迁移到 Runtime 执行器架构

* fix(behavior-tree): 修复LogAction中的ReDoS安全漏洞

* feat(behavior-tree): 完善行为树核心功能并修复类型错误
2025-10-31 17:27:38 +08:00
YHH
c58e3411fd feat(core): 启用 TypeScript 最严格的类型检查 (#199)
* feat(core):  启用 TypeScript 最严格的类型检查

* ci: 配置 Codecov 以适应类型安全改进

* fix(core): 修复 CodeQL 安全警告

* fix(core): eslint.config.mjs
2025-10-31 16:14:23 +08:00
LINGYE
011d795361 perf(core): 优化 Scene.systems getter 避免每帧重复排序 (#197) 2025-10-30 23:27:37 +08:00
YHH
3f40a04370 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 17:19:38 +08:00
YHH
fc042bb7d9 feat(editor): 添加插件多语言支持 2025-10-28 17:19:28 +08:00
github-actions[bot]
d051e52131 chore(core): release v2.2.11 (#195)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 14:12:56 +08:00
YHH
fb4316aeb9 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 14:08:47 +08:00
YHH
683203919f refactor(core): 使用fflate替换msgpack以兼容小游戏环境 2025-10-28 14:08:34 +08:00
github-actions[bot]
a0cddbcae6 chore(core): release v2.2.10 (#194)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 11:58:05 +08:00
YHH
4e81fc7eba fix(docs): 修复行为树文档中的死链接 2025-10-28 11:54:39 +08:00
YHH
b410e2de47 fix(core): 移除TextEncoder依赖以兼容小游戏环境 2025-10-28 11:51:57 +08:00
YHH
9868c746e1 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 11:45:48 +08:00
YHH
f0b4453a5f fix(behavior-tree): 修复插件节点执行问题并完善文档 2025-10-28 11:45:35 +08:00
github-actions[bot]
6b49471734 chore(editor-core): release v1.0.0 (#193)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-27 15:10:06 +08:00
YHH
fe791e83a8 fix(ci): 添加--access public参数以支持发布公开scoped包 2025-10-27 15:08:00 +08:00
YHH
edbc9eb27f ci(editor-core): 添加npm发布流程支持 2025-10-27 15:04:31 +08:00
github-actions[bot]
2f63034d9a chore(editor): bump version to 1.0.4 (#192)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
Co-authored-by: YHH <359807859@qq.com>
2025-10-27 10:25:27 +08:00
YHH
dee0e0284a chore(behavior-tree): 移除CI测试脚本 2025-10-27 10:12:35 +08:00
YHH
890e591f2a fix(behavior-tree): 修复发布时缺少publishConfig导致的402错误 2025-10-27 10:07:00 +08:00
YHH
cb6561e27b fix(ci): 修复首次发布时版本号未改变的错误 2025-10-27 10:03:14 +08:00
YHH
7ef70d7f9a Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-27 10:00:11 +08:00
YHH
86405c1dcd chore(ci): 禁用发布流程中的测试步骤 2025-10-27 10:00:02 +08:00
github-actions[bot]
60fa259285 chore(core): release v2.2.9 (#191)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-27 09:56:54 +08:00
YHH
27f86eece2 chore(ci): 将semantic-release改为手动发布并支持patch/minor/major版本选择 2025-10-27 09:51:44 +08:00
YHH
4cee396ea9 chore(ci): 重构发布流程为手动触发方式并添加behavior-tree包发布支持 2025-10-27 09:47:59 +08:00
YHH
d2ad295b48 chore: 移除Dependabot自动依赖更新配置 2025-10-27 09:36:03 +08:00
YHH
009f8af4e1 Feature/ecs behavior tree (#188)
* feat(behavior-tree): 完全 ECS 化的行为树系统

* feat(editor-app): 添加行为树可视化编辑器

* chore: 移除 Cocos Creator 扩展目录

* feat(editor-app): 行为树编辑器功能增强

* fix(editor-app): 修复 TypeScript 类型错误

* feat(editor-app): 使用 FlexLayout 重构面板系统并优化资产浏览器

* feat(editor-app): 改进编辑器UI样式并修复行为树执行顺序

* feat(behavior-tree,editor-app): 添加装饰器系统并优化编辑器性能

* feat(behavior-tree,editor-app): 添加属性绑定系统

* feat(editor-app,behavior-tree): 优化编辑器UI并改进行为树功能

* feat(editor-app,behavior-tree): 添加全局黑板系统并增强资产浏览器功能

* feat(behavior-tree,editor-app): 添加运行时资产导出系统

* feat(behavior-tree,editor-app): 添加SubTree系统和资产选择器

* feat(behavior-tree,editor-app): 优化系统架构并改进编辑器文件管理

* fix(behavior-tree,editor-app): 修复SubTree节点错误显示空节点警告

* fix(editor-app): 修复局部黑板类型定义文件扩展名错误
2025-10-27 09:29:11 +08:00
LINGYE
0cd99209c4 支持集成第三方日志库 (#190)
* 更新 ILogger 签名

改为纯可变参数兼容主流日志库

* 拆分日志类型与实现

* 新增 setLoggerFactory 方法

* tweak

* getLoggerName 返回类名,默认情况下子类无需重写

* 更新日志说明文档

* 增加测试

* 使用 getSystemInstanceTypeName,避免压缩导致获取类名不一致
2025-10-26 11:53:46 +08:00
YHH
3ea55303dc Merge pull request #187 from esengine/feature/complete-iscene-interface
feat(core): 完善 IScene 接口定义
2025-10-20 17:44:14 +08:00
YHH
c458a5e036 chore(ci): 移除 pr-size-labeler workflow 2025-10-20 17:36:46 +08:00
YHH
c511725d1f chore(ci): 移除 pr-agent 和 mergify 配置 2025-10-20 17:33:30 +08:00
YHH
3876d9b92b feat(core): 完善 IScene 接口定义 2025-10-20 17:24:56 +08:00
YHH
f863c48ab0 feat(ci): 自动告知用户可使用 AI 助手 2025-10-19 10:13:03 +08:00
YHH
10096795a1 ci(deps): 优化 Dependabot 自动化流程减少维护负担 2025-10-19 10:03:35 +08:00
YHH
8b146c8d5f Merge pull request #161 from esengine/dependabot/npm_and_yarn/ws-8.18.3
chore(deps): bump ws from 8.18.2 to 8.18.3
2025-10-19 09:53:24 +08:00
YHH
1208c4ffeb Merge branch 'master' into dependabot/npm_and_yarn/ws-8.18.3 2025-10-19 09:48:30 +08:00
YHH
ec5de97973 fix(ci): 换用 gpt-4o 模型解决 token 超限问题 2025-10-19 01:08:11 +08:00
YHH
0daa92cfb7 fix(ci): 优化 AI Issue Helper 避免 token 超限 2025-10-19 01:03:55 +08:00
YHH
130f466026 fix(ci): 修复 AI Issue Helper 的 MCP 配置和响应传递问题 2025-10-19 01:01:18 +08:00
YHH
f93de87940 fix(ci): 修复 AI 响应包含代码时的 JavaScript 语法错误 2025-10-19 00:59:04 +08:00
YHH
367d97e9bb fix(ci): 修复 AI Issue Helper 的 prompt 文件读取问题 2025-10-19 00:55:47 +08:00
YHH
77701f214c fix(ci): AI Issue Helper 忽略机器人评论 2025-10-19 00:51:23 +08:00
YHH
b5b64f8c41 feat(ci): 为 AI Issue Helper 添加代码检索功能 2025-10-19 00:43:40 +08:00
YHH
ab04ad30f1 fix(ci): 修复 AI Issue Helper 的数据解析问题 2025-10-19 00:39:10 +08:00
YHH
330d9a6fdb fix(ci): 为 AI workflow 添加 models 权限 2025-10-19 00:33:12 +08:00
YHH
e762343142 fix(ci): 修复 AI 工具 workflow 的 YAML 语法错误 2025-10-19 00:26:07 +08:00
YHH
fce9e3d4d6 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-19 00:17:46 +08:00
YHH
0e5855ee4e ci: 添加 AI Issue 智能分析和批量处理工具 2025-10-19 00:16:05 +08:00
dependabot[bot]
ba61737bc7 chore(deps): bump ws from 8.18.2 to 8.18.3
Bumps [ws](https://github.com/websockets/ws) from 8.18.2 to 8.18.3.
- [Release notes](https://github.com/websockets/ws/releases)
- [Commits](https://github.com/websockets/ws/compare/8.18.2...8.18.3)

---
updated-dependencies:
- dependency-name: ws
  dependency-version: 8.18.3
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-10-18 16:16:01 +00:00
YHH
bd7ea1f713 Merge pull request #173 from esengine/dependabot/npm_and_yarn/protobufjs-7.5.4
chore(deps): bump protobufjs from 7.5.3 to 7.5.4
2025-10-19 00:14:35 +08:00
YHH
1abd20edf5 Merge branch 'master' into dependabot/npm_and_yarn/protobufjs-7.5.4 2025-10-19 00:06:07 +08:00
YHH
496513c641 ci: 添加 AI 代码审查工具配置 2025-10-19 00:04:36 +08:00
YHH
848b637f45 docs: 增强 README可视化和统计展示 2025-10-18 23:45:34 +08:00
dependabot[bot]
39049601d4 chore(deps): bump protobufjs from 7.5.3 to 7.5.4
Bumps [protobufjs](https://github.com/protobufjs/protobuf.js) from 7.5.3 to 7.5.4.
- [Release notes](https://github.com/protobufjs/protobuf.js/releases)
- [Changelog](https://github.com/protobufjs/protobuf.js/blob/master/CHANGELOG.md)
- [Commits](https://github.com/protobufjs/protobuf.js/compare/protobufjs-v7.5.3...protobufjs-v7.5.4)

---
updated-dependencies:
- dependency-name: protobufjs
  dependency-version: 7.5.4
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-10-18 15:30:56 +00:00
YHH
e31cdd17d3 fix(ci): 修复 Mergify 配置语法错误 2025-10-18 23:13:14 +08:00
YHH
2a3f2d49b8 fix(ci): 放宽 commitlint scope 限制 2025-10-18 23:06:05 +08:00
YHH
ca452889d7 chore(deps): 更新 package-lock.json 2025-10-18 22:44:55 +08:00
YHH
2df501ec07 ci: 添加自动化工具提升项目质量 2025-10-18 22:32:39 +08:00
YHH
6b1e6c6fdc fix(ci): 修复发布流程改为手动触发并包含 package-lock 2025-10-18 22:18:47 +08:00
YHH
570e970e1c chore: modernize project infrastructure 2025-10-18 22:06:27 +08:00
YHH
f4e3505d52 规范项目标准,更改为MIT协议 2025-10-18 21:48:44 +08:00
YHH
9af2b9859a 新增deepwiki徽章 2025-10-18 21:16:17 +08:00
YHH
d99d314621 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-18 21:06:43 +08:00
YHH
c5b8b18e33 显示自上个版本发布依赖的更新内容再pr里 2025-10-18 21:06:04 +08:00
YHH
7280265a64 core发布流程里的中文pr 2025-10-18 21:03:00 +08:00
YHH
35fa0ef884 Merge pull request #153 from esengine/release/core-v2.2.8
chore(core): Release v2.2.8
2025-10-18 21:00:39 +08:00
github-actions[bot]
9c778cb71b chore(core): bump version to 2.2.8 2025-10-18 12:59:36 +00:00
YHH
4a401744c1 更新core发布流程 2025-10-18 20:56:59 +08:00
YHH
5f6b2d4d40 更新core流程 2025-10-18 20:45:45 +08:00
YHH
bf25218af2 新增发布core npm自动流程 2025-10-18 20:36:10 +08:00
YHH
1f7f9d9f84 修复端口没有跟随设置更改的问题 2025-10-18 20:21:43 +08:00
YHH
2be53a04e4 Merge pull request #152 from foxling/feature/world-manager-config
feat(core): 支持通过 Core.create() 配置 WorldManager 参数
2025-10-18 13:16:52 +08:00
LING YE
7f56ebc786 feat(core): 支持通过 Core.create() 配置 WorldManager 参数 2025-10-18 13:10:09 +08:00
346 changed files with 37062 additions and 16470 deletions

62
.all-contributorsrc Normal file
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@@ -0,0 +1,62 @@
{
"projectName": "ecs-framework",
"projectOwner": "esengine",
"repoType": "github",
"repoHost": "https://github.com",
"files": ["README.md"],
"imageSize": 100,
"commit": true,
"commitConvention": "angular",
"contributors": [
{
"login": "yhh",
"name": "Frank Huang",
"avatar_url": "https://avatars.githubusercontent.com/u/145575?v=4",
"profile": "https://github.com/yhh",
"contributions": ["code"]
}
],
"contributorsPerLine": 7,
"contributorsSortAlphabetically": false,
"badgeTemplate": "[![All Contributors](https://img.shields.io/badge/all_contributors-<%= contributors.length %>-orange.svg?style=flat-square)](#contributors)",
"contributorTemplate": "<a href=\"<%= contributor.profile %>\"><img src=\"<%= contributor.avatar_url %>\" width=\"<%= options.imageSize %>px;\" alt=\"<%= contributor.name %>\"/><br /><sub><b><%= contributor.name %></b></sub></a>",
"types": {
"code": {
"symbol": "💻",
"description": "Code",
"link": "[<%= symbol %>](<%= url %> \"Code\")"
},
"doc": {
"symbol": "📖",
"description": "Documentation",
"link": "[<%= symbol %>](<%= url %> \"Documentation\")"
},
"test": {
"symbol": "⚠️",
"description": "Tests",
"link": "[<%= symbol %>](<%= url %> \"Tests\")"
},
"bug": {
"symbol": "🐛",
"description": "Bug reports",
"link": "[<%= symbol %>](<%= url %> \"Bug reports\")"
},
"example": {
"symbol": "💡",
"description": "Examples",
"link": "[<%= symbol %>](<%= url %> \"Examples\")"
},
"design": {
"symbol": "🎨",
"description": "Design",
"link": "[<%= symbol %>](<%= url %> \"Design\")"
},
"ideas": {
"symbol": "🤔",
"description": "Ideas & Planning",
"link": "[<%= symbol %>](<%= url %> \"Ideas & Planning\")"
}
},
"skipCi": true
}

36
.coderabbit.yaml Normal file
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# CodeRabbit 配置文件
# https://docs.coderabbit.ai/configuration
language: "zh-CN" # 使用中文评论
reviews:
# 审查级别
profile: "chill" # "chill" 或 "strict" 或 "assertive"
# 自动审查设置
auto_review:
enabled: true
drafts: false # 草稿 PR 不自动审查
base_branches:
- master
- main
# 审查内容
request_changes_workflow: false # 不阻止 PR 合并
high_level_summary: true # 生成高层次摘要
poem: false # 不生成诗歌(可以改为 true 增加趣味)
review_status: true # 显示审查状态
# 忽略的文件
path_filters:
- "!**/*.md" # 不审查 markdown
- "!**/package-lock.json" # 不审查 lock 文件
- "!**/dist/**" # 不审查构建输出
- "!**/*.min.js" # 不审查压缩文件
# 聊天设置
chat:
auto_reply: true # 自动回复问题
# 提交建议
suggestions:
enabled: true # 启用代码建议

29
.commitlintrc.json Normal file
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{
"extends": ["@commitlint/config-conventional"],
"rules": {
"type-enum": [
2,
"always",
[
"feat",
"fix",
"docs",
"style",
"refactor",
"perf",
"test",
"build",
"ci",
"chore",
"revert"
]
],
"scope-enum": [
0
],
"scope-empty": [0],
"subject-empty": [2, "never"],
"subject-case": [0],
"header-max-length": [2, "always", 100]
}
}

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@@ -25,7 +25,12 @@
"arrow-parens": ["error", "always"],
"no-multiple-empty-lines": ["error", { "max": 2, "maxEOF": 1 }],
"no-console": "off",
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/no-explicit-any": "error",
"@typescript-eslint/no-unsafe-assignment": "warn",
"@typescript-eslint/no-unsafe-member-access": "warn",
"@typescript-eslint/no-unsafe-call": "warn",
"@typescript-eslint/no-unsafe-return": "warn",
"@typescript-eslint/no-unsafe-argument": "warn",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-non-null-assertion": "off"

130
.github/ISSUE_TEMPLATE/bug_report.yml vendored Normal file
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name: 🐛 Bug Report / 错误报告
description: Report a bug or issue / 报告一个错误或问题
title: "[Bug]: "
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
感谢你提交 Bug 报告!请填写以下信息帮助我们更快定位问题。
Thanks for reporting a bug! Please fill in the information below to help us locate the issue faster.
- type: textarea
id: description
attributes:
label: 问题描述 / Bug Description
description: 清晰简洁地描述遇到的问题 / A clear and concise description of the bug
placeholder: 例如当我创建超过1000个实体时游戏卡顿严重...
validations:
required: true
- type: textarea
id: reproduction
attributes:
label: 复现步骤 / Steps to Reproduce
description: 如何复现这个问题?/ How can we reproduce this issue?
placeholder: |
1. 创建场景
2. 添加 1000 个实体
3. 运行游戏
4. 观察卡顿
value: |
1.
2.
3.
validations:
required: true
- type: textarea
id: expected
attributes:
label: 期望行为 / Expected Behavior
description: 你期望发生什么?/ What did you expect to happen?
placeholder: 游戏应该流畅运行FPS 保持在 60...
validations:
required: true
- type: textarea
id: actual
attributes:
label: 实际行为 / Actual Behavior
description: 实际发生了什么?/ What actually happened?
placeholder: FPS 降到 20游戏严重卡顿...
validations:
required: true
- type: input
id: version
attributes:
label: 版本 / Version
description: 使用的 @esengine/ecs-framework 版本 / Version of @esengine/ecs-framework
placeholder: 例如 / e.g., 2.2.8
validations:
required: true
- type: dropdown
id: platform
attributes:
label: 平台 / Platform
description: 在哪个平台遇到问题?/ Which platform did you encounter the issue?
multiple: true
options:
- Web / 浏览器
- Cocos Creator
- Laya Engine
- WeChat Mini Game / 微信小游戏
- Other / 其他
validations:
required: true
- type: textarea
id: environment
attributes:
label: 环境信息 / Environment
description: |
相关环境信息 / Relevant environment information
例如操作系统、浏览器版本、Node.js 版本等
placeholder: |
- OS: Windows 11
- Browser: Chrome 120
- Node.js: 20.10.0
value: |
- OS:
- Browser:
- Node.js:
validations:
required: false
- type: textarea
id: code
attributes:
label: 代码示例 / Code Sample
description: 如果可能,提供最小可复现代码 / If possible, provide minimal reproducible code
render: typescript
placeholder: |
import { Core, Scene, Entity } from '@esengine/ecs-framework';
// 你的代码 / Your code here
validations:
required: false
- type: textarea
id: logs
attributes:
label: 错误日志 / Error Logs
description: 相关的错误日志或截图 / Relevant error logs or screenshots
render: shell
validations:
required: false
- type: checkboxes
id: checklist
attributes:
label: 检查清单 / Checklist
options:
- label: 我已经搜索过类似的 issue / I have searched for similar issues
required: true
- label: 我使用的是最新版本 / I am using the latest version
required: false
- label: 我愿意提交 PR 修复此问题 / I am willing to submit a PR to fix this issue
required: false

17
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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blank_issues_enabled: true
contact_links:
- name: 📚 文档 / Documentation
url: https://esengine.github.io/ecs-framework/
about: 查看完整文档和教程 / View full documentation and tutorials
- name: 🤖 AI 文档助手 / AI Documentation Assistant
url: https://deepwiki.com/esengine/ecs-framework
about: 使用 AI 助手快速找到答案 / Use AI assistant to quickly find answers
- name: 💬 QQ 交流群 / QQ Group
url: https://jq.qq.com/?_wv=1027&k=29w1Nud6
about: 加入社区交流群 / Join the community group
- name: 🌟 GitHub Discussions
url: https://github.com/esengine/ecs-framework/discussions
about: 参与社区讨论 / Join community discussions

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name: ✨ Feature Request / 功能建议
description: Suggest a new feature or enhancement / 建议新功能或改进
title: "[Feature]: "
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
感谢你的功能建议!请详细描述你的想法。
Thanks for your feature suggestion! Please describe your idea in detail.
- type: textarea
id: problem
attributes:
label: 问题描述 / Problem Description
description: 这个功能解决什么问题?/ What problem does this feature solve?
placeholder: 当我需要...的时候,现在很不方便,因为... / When I need to..., it's inconvenient because...
validations:
required: true
- type: textarea
id: solution
attributes:
label: 建议的解决方案 / Proposed Solution
description: 你希望如何实现这个功能?/ How would you like this feature to work?
placeholder: 可以添加一个新的 API例如... / Could add a new API, for example...
validations:
required: true
- type: textarea
id: alternatives
attributes:
label: 其他方案 / Alternatives
description: 你考虑过哪些替代方案?/ What alternatives have you considered?
placeholder: 也可以通过...来实现,但是... / Could also achieve this by..., but...
validations:
required: false
- type: textarea
id: examples
attributes:
label: 使用示例 / Usage Example
description: 展示这个功能如何使用 / Show how this feature would be used
render: typescript
placeholder: |
// 理想的 API 设计 / Ideal API design
const pool = new ComponentPool(MyComponent, { size: 100 });
const component = pool.acquire();
validations:
required: false
- type: dropdown
id: scope
attributes:
label: 影响范围 / Scope
description: 这个功能主要影响哪个部分?/ Which part does this feature mainly affect?
options:
- Core / 核心框架
- Performance / 性能
- API Design / API 设计
- Developer Experience / 开发体验
- Documentation / 文档
- Editor / 编辑器
- Other / 其他
validations:
required: true
- type: dropdown
id: priority
attributes:
label: 优先级 / Priority
description: 你认为这个功能有多重要?/ How important do you think this feature is?
options:
- High / 高 - 非常需要这个功能
- Medium / 中 - 有会更好
- Low / 低 - 可有可无
validations:
required: true
- type: checkboxes
id: checklist
attributes:
label: 检查清单 / Checklist
options:
- label: 我已经搜索过类似的功能请求 / I have searched for similar feature requests
required: true
- label: 这个功能不会破坏现有 API / This feature won't break existing APIs
required: false
- label: 我愿意提交 PR 实现此功能 / I am willing to submit a PR to implement this feature
required: false

64
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name: ❓ Question / 问题咨询
description: Ask a question about using the framework / 询问框架使用问题
title: "[Question]: "
labels: ["question"]
body:
- type: markdown
attributes:
value: |
💡 提示:如果是简单问题,可以先查看:
- [📚 文档](https://esengine.github.io/ecs-framework/)
- [📖 AI 文档助手](https://deepwiki.com/esengine/ecs-framework)
- [💬 QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
💡 Tip: For simple questions, please check first:
- [📚 Documentation](https://esengine.github.io/ecs-framework/)
- [📖 AI Documentation](https://deepwiki.com/esengine/ecs-framework)
- type: textarea
id: question
attributes:
label: 你的问题 / Your Question
description: 清晰描述你的问题 / Describe your question clearly
placeholder: 如何在 Cocos Creator 中使用 ECS Framework
validations:
required: true
- type: textarea
id: context
attributes:
label: 背景信息 / Context
description: 提供更多上下文帮助理解问题 / Provide more context to help understand
placeholder: |
我正在开发一个多人在线游戏...
我尝试过...但是...
validations:
required: false
- type: textarea
id: code
attributes:
label: 相关代码 / Related Code
description: 如果适用,提供相关代码片段 / If applicable, provide relevant code snippet
render: typescript
validations:
required: false
- type: input
id: version
attributes:
label: 版本 / Version
description: 使用的框架版本 / Framework version you're using
placeholder: 例如 / e.g., 2.2.8
validations:
required: false
- type: checkboxes
id: checklist
attributes:
label: 检查清单 / Checklist
options:
- label: 我已经查看过文档 / I have checked the documentation
required: true
- label: 我已经搜索过类似问题 / I have searched for similar questions
required: true

32
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# 自动标签配置
# 根据 issue/PR 内容自动打标签
'bug':
- '/(bug|错误|崩溃|crash|error|exception|问题)/i'
'enhancement':
- '/(feature|功能|enhancement|improve|优化|建议)/i'
'documentation':
- '/(doc|文档|readme|guide|tutorial|教程)/i'
'question':
- '/(question|疑问|how to|如何|怎么)/i'
'performance':
- '/(performance|性能|slow|慢|lag|卡顿|optimize)/i'
'core':
- '/(@esengine\/ecs-framework|packages\/core|core package)/i'
'editor':
- '/(editor|编辑器|tauri)/i'
'network':
- '/(network|网络|multiplayer|多人)/i'
'help wanted':
- '/(help wanted|需要帮助|求助)/i'
'good first issue':
- '/(good first issue|新手友好|beginner)/i'

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# GitHub Labels 配置
# 可以使用 https://github.com/Financial-Times/github-label-sync 来同步标签
# Size Labels (PR 大小)
- name: 'size/XS'
color: '00ff00'
description: '极小的改动 (< 10 行)'
- name: 'size/S'
color: '00ff00'
description: '小改动 (10-100 行)'
- name: 'size/M'
color: 'ffff00'
description: '中等改动 (100-500 行)'
- name: 'size/L'
color: 'ff9900'
description: '大改动 (500-1000 行)'
- name: 'size/XL'
color: 'ff0000'
description: '超大改动 (> 1000 行)'
# Type Labels
- name: 'bug'
color: 'd73a4a'
description: '错误或问题'
- name: 'enhancement'
color: 'a2eeef'
description: '新功能或改进'
- name: 'documentation'
color: '0075ca'
description: '文档相关'
- name: 'question'
color: 'd876e3'
description: '问题咨询'
- name: 'performance'
color: 'ff6b6b'
description: '性能相关'
# Scope Labels
- name: 'core'
color: '5319e7'
description: '核心包相关'
- name: 'editor'
color: '5319e7'
description: '编辑器相关'
- name: 'network'
color: '5319e7'
description: '网络相关'
# Status Labels
- name: 'stale'
color: 'ededed'
description: '长时间无活动'
- name: 'wip'
color: 'fbca04'
description: '进行中'
- name: 'help wanted'
color: '008672'
description: '需要帮助'
- name: 'good first issue'
color: '7057ff'
description: '适合新手'
- name: 'quick-review'
color: '00ff00'
description: '小改动,快速 Review'
- name: 'automerge'
color: 'bfdadc'
description: '自动合并'
- name: 'pinned'
color: 'c2e0c6'
description: '置顶,不会被标记为 stale'
- name: 'security'
color: 'ee0701'
description: '安全相关,高优先级'
# Dependencies
- name: 'dependencies'
color: '0366d6'
description: '依赖更新'

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name: AI Batch Analyze Issues
on:
workflow_dispatch:
inputs:
mode:
description: '分析模式'
required: true
type: choice
options:
- 'recent' # 最近 10 个 issue
- 'open' # 所有打开的 issue
- 'all' # 所有 issue慎用
default: 'recent'
permissions:
issues: write
contents: read
jobs:
analyze:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
- name: Install GitHub CLI
run: |
gh --version || (curl -fsSL https://cli.github.com/packages/githubcli-archive-keyring.gpg | sudo dd of=/usr/share/keyrings/githubcli-archive-keyring.gpg
echo "deb [arch=$(dpkg --print-architecture) signed-by=/usr/share/keyrings/githubcli-archive-keyring.gpg] https://cli.github.com/packages stable main" | sudo tee /etc/apt/sources.list.d/github-cli.list > /dev/null
sudo apt update
sudo apt install gh)
- name: Batch Analyze Issues
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
MODE="${{ github.event.inputs.mode }}"
# 获取 issue 列表
if [ "$MODE" = "recent" ]; then
echo "📊 分析最近 10 个 issue..."
ISSUES=$(gh issue list --limit 10 --json number --jq '.[].number')
elif [ "$MODE" = "open" ]; then
echo "📊 分析所有打开的 issue..."
ISSUES=$(gh issue list --state open --json number --jq '.[].number')
else
echo "📊 分析所有 issue这可能需要很长时间..."
ISSUES=$(gh issue list --state all --limit 100 --json number --jq '.[].number')
fi
# 为每个 issue 添加 AI 分析评论
for issue_num in $ISSUES; do
echo "🤖 分析 Issue #$issue_num..."
# 获取 issue 内容
ISSUE_BODY=$(gh issue view $issue_num --json body --jq '.body')
ISSUE_TITLE=$(gh issue view $issue_num --json title --jq '.title')
# 添加触发评论
gh issue comment $issue_num --body "@ai-helper 请帮我分析这个 issue" || true
# 避免 API 限制
sleep 2
done
echo "✅ 批量分析完成!"
echo "查看结果https://github.com/${{ github.repository }}/issues"

61
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name: AI Helper Tip
# 对所有新创建的 issue 自动回复 AI 助手使用说明(新老用户都适用)
on:
issues:
types: [opened]
permissions:
issues: write
jobs:
tip:
runs-on: ubuntu-latest
steps:
- name: Post AI Helper Usage Tip
uses: actions/github-script@v7
with:
script: |
const message = [
"## 🤖 AI 助手可用 | AI Helper Available",
"",
"**中文说明:**",
"",
"本项目配备了 AI 智能助手,可以帮助你快速获得解答!",
"",
"**使用方法:** 在评论中提及 `@ai-helper`AI 会自动搜索项目代码并提供解决方案。",
"",
"**示例:**",
"```",
"@ai-helper 如何创建一个新的 System",
"@ai-helper 这个报错是什么原因?",
"```",
"",
"---",
"",
"**English:**",
"",
"This project has an AI assistant to help you get answers quickly!",
"",
"**How to use:** Mention `@ai-helper` in a comment, and AI will automatically search the codebase and provide solutions.",
"",
"**Examples:**",
"```",
"@ai-helper How do I create a new System?",
"@ai-helper What causes this error?",
"```",
"",
"---",
"",
"💡 *AI 助手基于代码库提供建议,复杂问题建议等待维护者回复*",
"💡 *AI suggestions are based on the codebase. For complex issues, please wait for maintainer responses*"
].join('\n');
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body: message
});
console.log('✅ AI helper tip posted successfully');

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name: AI Issue Helper
on:
issue_comment:
types: [created]
permissions:
issues: write
contents: read
models: read
jobs:
ai-helper:
runs-on: ubuntu-latest
# 只在真实用户提到 @ai-helper 时触发,忽略机器人评论
if: |
contains(github.event.comment.body, '@ai-helper') &&
github.event.comment.user.type != 'Bot'
steps:
- name: Checkout Repository
uses: actions/checkout@v4
- name: Get Issue Details
id: issue
uses: actions/github-script@v7
with:
script: |
const issue = await github.rest.issues.get({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number
});
// 限制长度,避免超过 token 限制
const maxLength = 1000;
const truncate = (str, max) => {
if (!str) return '';
return str.length > max ? str.substring(0, max) + '...[内容过长已截断]' : str;
};
core.exportVariable('ISSUE_TITLE', truncate(issue.data.title || '', 200));
core.exportVariable('ISSUE_BODY', truncate(issue.data.body || '', maxLength));
core.exportVariable('COMMENT_BODY', truncate(context.payload.comment.body || '', 500));
core.exportVariable('ISSUE_NUMBER', context.issue.number);
- name: Create Prompt
id: prompt
run: |
cat > prompt.txt << 'PROMPT_EOF'
Issue #${{ env.ISSUE_NUMBER }}
标题: ${{ env.ISSUE_TITLE }}
内容: ${{ env.ISSUE_BODY }}
评论: ${{ env.COMMENT_BODY }}
请搜索项目代码并提供解决方案。
PROMPT_EOF
- name: AI Analysis
uses: actions/ai-inference@v1
id: ai
with:
model: 'gpt-4o'
enable-github-mcp: true
max-tokens: 1500
system-prompt: |
你是 ECS Framework (TypeScript ECS 框架) 的 AI 助手。
主要代码在 packages/core/src。
搜索相关代码后,用中文简洁回答问题,包含问题分析、解决方案和代码引用。
prompt-file: prompt.txt
- name: Post AI Response
env:
AI_RESPONSE: ${{ steps.ai.outputs.response }}
uses: actions/github-script@v7
with:
script: |
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body: process.env.AI_RESPONSE
});

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name: AI Issue Moderator
on:
issues:
types: [opened]
issue_comment:
types: [created]
permissions:
issues: write
contents: read
models: read
jobs:
moderate:
runs-on: ubuntu-latest
steps:
- name: Check Content
uses: actions/ai-inference@v1
id: check
with:
model: 'gpt-4o-mini'
system-prompt: |
你是一个内容审查助手。
检查内容是否包含:
1. 垃圾信息或广告
2. 恶意或攻击性内容
3. 与项目完全无关的内容
只返回 "SPAM" 或 "OK",不要其他内容。
prompt: |
标题:${{ github.event.issue.title || github.event.comment.body }}
内容:
${{ github.event.issue.body || github.event.comment.body }}
- name: Mark as Spam
if: contains(steps.check.outputs.response, 'SPAM')
uses: actions/github-script@v7
with:
script: |
// 添加 spam 标签
github.rest.issues.addLabels({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
labels: ['spam']
});
// 添加评论
github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body: '🤖 这个内容被 AI 检测为可能的垃圾内容。如果这是误判,请联系维护者。\n\n🤖 This content was detected as potential spam by AI. If this is a false positive, please contact the maintainers.'
});

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name: Batch Label Issues
on:
workflow_dispatch:
inputs:
mode:
description: '标签模式'
required: true
type: choice
options:
- 'recent' # 最近 20 个 issue
- 'open' # 所有打开的 issue
- 'unlabeled' # 只处理没有标签的 issue
- 'all' # 所有 issue慎用
default: 'recent'
skip_labeled:
description: '跳过已有标签的 issue'
required: false
type: boolean
default: true
permissions:
issues: write
contents: read
jobs:
batch-label:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
- name: Batch Label Issues
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
MODE="${{ github.event.inputs.mode }}"
SKIP_LABELED="${{ github.event.inputs.skip_labeled }}"
echo "📊 开始批量打标签..."
echo "模式: $MODE"
echo "跳过已标签: $SKIP_LABELED"
# 获取 issue 列表
if [ "$MODE" = "recent" ]; then
echo "📋 获取最近 20 个 issue..."
ISSUES=$(gh issue list --limit 20 --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
elif [ "$MODE" = "open" ]; then
echo "📋 获取所有打开的 issue..."
ISSUES=$(gh issue list --state open --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
elif [ "$MODE" = "unlabeled" ]; then
echo "📋 获取没有标签的 issue..."
ISSUES=$(gh issue list --state all --json number,labels,title,body --jq '.[] | select(.labels | length == 0) | {number, labels: [.labels[].name], title, body}')
else
echo "📋 获取所有 issue限制 100 个)..."
ISSUES=$(gh issue list --state all --limit 100 --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
fi
# 临时文件
echo "$ISSUES" > /tmp/issues.json
# 处理每个 issue
cat /tmp/issues.json | jq -c '.' | while read -r issue; do
ISSUE_NUM=$(echo "$issue" | jq -r '.number')
EXISTING_LABELS=$(echo "$issue" | jq -r '.labels | join(",")')
TITLE=$(echo "$issue" | jq -r '.title')
BODY=$(echo "$issue" | jq -r '.body')
echo ""
echo "🔍 处理 Issue #$ISSUE_NUM: $TITLE"
echo " 现有标签: $EXISTING_LABELS"
# 跳过已有标签的 issue
if [ "$SKIP_LABELED" = "true" ] && [ ! -z "$EXISTING_LABELS" ]; then
echo " ⏭️ 跳过(已有标签)"
continue
fi
# 分析内容并打标签
LABELS_TO_ADD=""
# 检测 bug
if echo "$TITLE $BODY" | grep -iE "(bug|错误|崩溃|crash|error|exception|问题|fix)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD bug"
echo " 🐛 检测到: bug"
fi
# 检测 feature request
if echo "$TITLE $BODY" | grep -iE "(feature|功能|enhancement|improve|优化|建议|新增|添加|add)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD enhancement"
echo " ✨ 检测到: enhancement"
fi
# 检测 question
if echo "$TITLE $BODY" | grep -iE "(question|疑问|how to|如何|怎么|为什么|why|咨询|\?|)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD question"
echo " ❓ 检测到: question"
fi
# 检测 documentation
if echo "$TITLE $BODY" | grep -iE "(doc|文档|readme|guide|tutorial|教程|说明)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD documentation"
echo " 📖 检测到: documentation"
fi
# 检测 performance
if echo "$TITLE $BODY" | grep -iE "(performance|性能|slow|慢|lag|卡顿|optimize|优化)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD performance"
echo " ⚡ 检测到: performance"
fi
# 检测 core
if echo "$TITLE $BODY" | grep -iE "(@esengine/ecs-framework|packages/core|core package|核心包)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD core"
echo " 🎯 检测到: core"
fi
# 检测 editor
if echo "$TITLE $BODY" | grep -iE "(editor|编辑器|tauri)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD editor"
echo " 🎨 检测到: editor"
fi
# 检测 network
if echo "$TITLE $BODY" | grep -iE "(network|网络|multiplayer|多人|同步)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD network"
echo " 🌐 检测到: network"
fi
# 检测 help wanted
if echo "$TITLE $BODY" | grep -iE "(help wanted|需要帮助|求助)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD help wanted"
echo " 🆘 检测到: help wanted"
fi
# 添加标签
if [ ! -z "$LABELS_TO_ADD" ]; then
echo " ✅ 添加标签: $LABELS_TO_ADD"
for label in $LABELS_TO_ADD; do
gh issue edit $ISSUE_NUM --add-label "$label" 2>&1 | grep -v "already exists" || true
done
echo " 💬 添加说明评论..."
gh issue comment $ISSUE_NUM --body $'🤖 自动标签系统检测到此 issue 并添加了相关标签。如有误判,请告知维护者。\n\n🤖 Auto-labeling system detected and labeled this issue. Please let maintainers know if this is incorrect.' || true
else
echo " 未检测到明确类型"
fi
# 避免 API 限制
sleep 1
done
echo ""
echo "✅ 批量标签完成!"
echo "查看结果: https://github.com/${{ github.repository }}/issues"

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@@ -37,6 +37,12 @@ jobs:
- name: Install dependencies
run: npm ci
- name: Type check
run: npm run type-check
- name: Lint check
run: npm run lint
- name: Build core package first
run: npm run build:core

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@@ -0,0 +1,146 @@
name: Cleanup Old Dependabot PRs
# 手动触发的 workflow用于清理堆积的 Dependabot PR
on:
workflow_dispatch:
inputs:
days_old:
description: '关闭多少天前创建的 PR默认 7 天)'
required: false
default: '7'
dry_run:
description: '试运行模式true=仅显示,不关闭)'
required: false
default: 'true'
type: choice
options:
- 'true'
- 'false'
jobs:
cleanup:
runs-on: ubuntu-latest
permissions:
pull-requests: write
issues: write
steps:
- name: Checkout
uses: actions/checkout@v4
- name: List and Close Old Dependabot PRs
uses: actions/github-script@v7
with:
script: |
const daysOld = parseInt('${{ github.event.inputs.days_old }}') || 7;
const dryRun = '${{ github.event.inputs.dry_run }}' === 'true';
const cutoffDate = new Date();
cutoffDate.setDate(cutoffDate.getDate() - daysOld);
console.log(`🔍 查找超过 ${daysOld} 天的 Dependabot PR...`);
console.log(`📅 截止日期: ${cutoffDate.toISOString()}`);
console.log(`🏃 模式: ${dryRun ? '试运行(不会实际关闭)' : '实际执行'}`);
console.log('---');
// 获取所有 Dependabot PR
const { data: pulls } = await github.rest.pulls.list({
owner: context.repo.owner,
repo: context.repo.repo,
state: 'open',
per_page: 100
});
const dependabotPRs = pulls.filter(pr =>
pr.user.login === 'dependabot[bot]' &&
new Date(pr.created_at) < cutoffDate
);
console.log(`📊 找到 ${dependabotPRs.length} 个符合条件的 Dependabot PR`);
console.log('');
if (dependabotPRs.length === 0) {
console.log('✅ 没有需要清理的 PR');
return;
}
// 按类型分组
const byType = {
dev: [],
prod: [],
actions: [],
other: []
};
for (const pr of dependabotPRs) {
const title = pr.title.toLowerCase();
const labels = pr.labels.map(l => l.name);
let type = 'other';
if (title.includes('dev-dependencies') || title.includes('development')) {
type = 'dev';
} else if (title.includes('production-dependencies')) {
type = 'prod';
} else if (labels.includes('github-actions')) {
type = 'actions';
}
byType[type].push(pr);
}
console.log('📋 PR 分类统计:');
console.log(` 🔧 开发依赖: ${byType.dev.length} 个`);
console.log(` 📦 生产依赖: ${byType.prod.length} 个`);
console.log(` ⚙️ GitHub Actions: ${byType.actions.length} 个`);
console.log(` ❓ 其他: ${byType.other.length} 个`);
console.log('');
// 处理每个 PR
for (const pr of dependabotPRs) {
const age = Math.floor((Date.now() - new Date(pr.created_at)) / (1000 * 60 * 60 * 24));
console.log(`${dryRun ? '🔍' : '🗑️ '} #${pr.number}: ${pr.title}`);
console.log(` 创建时间: ${pr.created_at} (${age} 天前)`);
console.log(` 链接: ${pr.html_url}`);
if (!dryRun) {
await github.rest.pulls.update({
owner: context.repo.owner,
repo: context.repo.repo,
pull_number: pr.number,
state: 'closed'
});
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: pr.number,
body: `🤖 **自动关闭旧的 Dependabot PR**
此 PR 已超过 ${daysOld} 天未合并,已被自动关闭以清理积压。
📌 **下一步:**
- Dependabot 已配置为月度运行,届时会创建新的分组更新
- 新的 Mergify 规则会智能处理不同类型的依赖更新
- 开发依赖和 GitHub Actions 会自动合并(即使 CI 失败)
- 生产依赖需要 CI 通过才会自动合并
如果需要立即应用此更新,请手动更新依赖。
---
*此操作由仓库维护者手动触发的清理工作流执行*`
});
console.log(' ✅ 已关闭并添加说明');
} else {
console.log(' 试运行模式 - 未执行操作');
}
console.log('');
}
console.log('---');
if (dryRun) {
console.log(`✨ 试运行完成!共发现 ${dependabotPRs.length} 个待清理的 PR`);
console.log('💡 要实际执行清理,请将 dry_run 参数设为 false 重新运行');
} else {
console.log(`✅ 清理完成!已关闭 ${dependabotPRs.length} 个 Dependabot PR`);
}

45
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@@ -0,0 +1,45 @@
name: Code Coverage
on:
push:
branches: [ master, main ]
pull_request:
branches: [ master, main ]
jobs:
coverage:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
- name: Install dependencies
run: npm ci
- name: Run tests with coverage
run: |
cd packages/core
npm run test:coverage
- name: Upload coverage to Codecov
uses: codecov/codecov-action@v4
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: ./packages/core/coverage/coverage-final.json
flags: core
name: core-coverage
fail_ci_if_error: true
verbose: true
- name: Upload coverage artifact
uses: actions/upload-artifact@v4
with:
name: coverage-report
path: packages/core/coverage/

41
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@@ -0,0 +1,41 @@
name: "CodeQL"
on:
push:
branches: [ "master", "main" ]
pull_request:
branches: [ "master", "main" ]
schedule:
- cron: '0 0 * * 1' # 每周一运行
jobs:
analyze:
name: Analyze
runs-on: ubuntu-latest
permissions:
actions: read
contents: read
security-events: write
strategy:
fail-fast: false
matrix:
language: [ 'javascript' ]
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Initialize CodeQL
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
queries: security-and-quality
- name: Autobuild
uses: github/codeql-action/autobuild@v3
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v3
with:
category: "/language:${{matrix.language}}"

31
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@@ -0,0 +1,31 @@
name: Commit Lint
on:
pull_request:
types: [opened, synchronize, reopened]
permissions:
contents: read
pull-requests: read
jobs:
commitlint:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
- name: Install commitlint
run: |
npm install --save-dev @commitlint/config-conventional @commitlint/cli
- name: Validate PR commits
run: npx commitlint --from ${{ github.event.pull_request.base.sha }} --to ${{ github.event.pull_request.head.sha }} --verbose

23
.github/workflows/issue-labeler.yml vendored Normal file
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@@ -0,0 +1,23 @@
name: Issue Labeler
on:
issues:
types: [opened, edited]
permissions:
issues: write
contents: read
jobs:
label:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Label Issues
uses: github/issue-labeler@v3.4
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
configuration-path: .github/labeler.yml
enable-versioned-regex: 1

28
.github/workflows/issue-translator.yml vendored Normal file
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@@ -0,0 +1,28 @@
name: Issue Translator
on:
issue_comment:
types: [created]
issues:
types: [opened]
permissions:
issues: write
jobs:
translate:
runs-on: ubuntu-latest
steps:
- name: Translate Issues
uses: tomsun28/issues-translate-action@v2.7
with:
IS_MODIFY_TITLE: false
# 设置为 true 会修改标题false 只在评论中添加翻译
CUSTOM_BOT_NOTE: |
<details>
<summary>🌏 Translation / 翻译</summary>
Bot detected the issue body's language is not English, translate it automatically.
机器人检测到 issue 内容非英文,自动翻译。
</details>

View File

@@ -73,7 +73,8 @@ jobs:
path: |
packages/core/bin
packages/editor-core/dist
key: ${{ runner.os }}-ts-build-${{ hashFiles('packages/core/src/**', 'packages/editor-core/src/**') }}
packages/behavior-tree/bin
key: ${{ runner.os }}-ts-build-${{ hashFiles('packages/core/src/**', 'packages/editor-core/src/**', 'packages/behavior-tree/src/**') }}
restore-keys: |
${{ runner.os }}-ts-build-
@@ -85,6 +86,11 @@ jobs:
cd packages/editor-core
npm run build
- name: Build behavior-tree package
run: |
cd packages/behavior-tree
npm run build
- name: Build Tauri app
uses: tauri-apps/tauri-action@v0.5
env:

112
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@@ -0,0 +1,112 @@
name: Release NPM Packages
on:
workflow_dispatch:
inputs:
package:
description: '选择要发布的包'
required: true
type: choice
options:
- core
- behavior-tree
- editor-core
version_type:
description: '版本更新类型'
required: true
type: choice
options:
- patch
- minor
- major
- custom
custom_version:
description: '自定义版本号 (仅当选择 custom 时使用,例如: 2.2.9)'
required: false
type: string
permissions:
contents: write
pull-requests: write
id-token: write
jobs:
release-package:
name: Release ${{ github.event.inputs.package }} Package
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
token: ${{ secrets.GITHUB_TOKEN }}
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
registry-url: 'https://registry.npmjs.org'
cache: 'npm'
- name: Install dependencies
run: npm ci
- name: Build core package (if needed)
if: ${{ github.event.inputs.package == 'behavior-tree' || github.event.inputs.package == 'editor-core' }}
run: |
cd packages/core
npm run build
# - name: Run tests
# run: |
# cd packages/${{ github.event.inputs.package }}
# npm run test:ci
- name: Update version
id: version
run: |
cd packages/${{ github.event.inputs.package }}
if [ "${{ github.event.inputs.version_type }}" = "custom" ]; then
npm version ${{ github.event.inputs.custom_version }} --no-git-tag-version --allow-same-version
else
npm version ${{ github.event.inputs.version_type }} --no-git-tag-version
fi
NEW_VERSION=$(node -p "require('./package.json').version")
echo "new_version=$NEW_VERSION" >> $GITHUB_OUTPUT
echo "发布版本: $NEW_VERSION"
- name: Build package
run: |
cd packages/${{ github.event.inputs.package }}
npm run build:npm
- name: Publish to npm
env:
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
run: |
cd packages/${{ github.event.inputs.package }}/dist
npm publish --access public
- name: Create Pull Request
uses: peter-evans/create-pull-request@v6
with:
token: ${{ secrets.GITHUB_TOKEN }}
commit-message: "chore(${{ github.event.inputs.package }}): release v${{ steps.version.outputs.new_version }}"
branch: release/${{ github.event.inputs.package }}-v${{ steps.version.outputs.new_version }}
delete-branch: true
title: "chore(${{ github.event.inputs.package }}): Release v${{ steps.version.outputs.new_version }}"
body: |
## 🚀 Release v${{ steps.version.outputs.new_version }}
此 PR 更新 `@esengine/${{ github.event.inputs.package }}` 包的版本号
### 变更
- ✅ 已发布到 npm: [@esengine/${{ github.event.inputs.package }}@${{ steps.version.outputs.new_version }}](https://www.npmjs.com/package/@esengine/${{ github.event.inputs.package }}/v/${{ steps.version.outputs.new_version }})
- ✅ 更新 `packages/${{ github.event.inputs.package }}/package.json` → `${{ steps.version.outputs.new_version }}`
---
*此 PR 由发布工作流自动创建*
labels: |
release
${{ github.event.inputs.package }}
automated pr

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@@ -0,0 +1,43 @@
name: Size Limit
on:
pull_request:
branches:
- master
- main
paths:
- 'packages/core/src/**'
- 'packages/core/package.json'
- '.size-limit.json'
permissions:
contents: read
pull-requests: write
issues: write
jobs:
size:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
- name: Install dependencies
run: npm ci
- name: Build core package
run: |
cd packages/core
npm run build:npm
- name: Check bundle size
uses: andresz1/size-limit-action@v1
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
skip_step: install

60
.github/workflows/stale.yml vendored Normal file
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@@ -0,0 +1,60 @@
name: Stale Issues and PRs
on:
schedule:
- cron: '0 0 * * *' # 每天运行一次
workflow_dispatch: # 允许手动触发
permissions:
issues: write
pull-requests: write
jobs:
stale:
runs-on: ubuntu-latest
steps:
- name: Stale Bot
uses: actions/stale@v9
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
# Issue 配置
stale-issue-message: |
这个 issue 已经 60 天没有活动了,将在 14 天后自动关闭。
如果这个问题仍然存在,请留言说明情况。
This issue has been inactive for 60 days and will be closed in 14 days.
If this issue is still relevant, please leave a comment.
close-issue-message: |
由于长时间无活动,这个 issue 已被自动关闭。
如需重新打开,请留言说明。
This issue has been automatically closed due to inactivity.
Please comment if you'd like to reopen it.
days-before-issue-stale: 60
days-before-issue-close: 14
stale-issue-label: 'stale'
exempt-issue-labels: 'pinned,security,enhancement,help wanted'
# PR 配置
stale-pr-message: |
这个 PR 已经 30 天没有活动了,将在 7 天后自动关闭。
如果你还在处理这个 PR请更新一下。
This PR has been inactive for 30 days and will be closed in 7 days.
If you're still working on it, please update it.
close-pr-message: |
由于长时间无活动,这个 PR 已被自动关闭。
如需继续,请重新打开或创建新的 PR。
This PR has been automatically closed due to inactivity.
Please reopen or create a new PR to continue.
days-before-pr-stale: 30
days-before-pr-close: 7
stale-pr-label: 'stale'
exempt-pr-labels: 'pinned,security,wip'
# 其他配置
operations-per-run: 100
remove-stale-when-updated: true
ascending: true

58
.github/workflows/welcome.yml vendored Normal file
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@@ -0,0 +1,58 @@
name: Welcome
on:
issues:
types: [opened]
pull_request_target:
types: [opened]
permissions:
issues: write
pull-requests: write
jobs:
welcome:
runs-on: ubuntu-latest
steps:
- name: Welcome new contributors
uses: actions/first-interaction@v1
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
issue-message: |
👋 你好!感谢你提交第一个 issue
我们会尽快查看并回复。同时,建议你:
- 📚 查看[文档](https://esengine.github.io/ecs-framework/)
- 🤖 使用 [AI 文档助手](https://deepwiki.com/esengine/ecs-framework)
- 💬 加入 [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
---
👋 Hello! Thanks for opening your first issue!
We'll review it as soon as possible. Meanwhile, you might want to:
- 📚 Check the [documentation](https://esengine.github.io/ecs-framework/)
- 🤖 Use [AI documentation assistant](https://deepwiki.com/esengine/ecs-framework)
pr-message: |
👋 你好!感谢你提交第一个 Pull Request
在我们 Review 之前,请确保:
- ✅ 代码遵循项目规范
- ✅ 通过所有测试
- ✅ 更新了相关文档
- ✅ Commit 遵循 [Conventional Commits](https://www.conventionalcommits.org/) 规范
查看完整的[贡献指南](https://github.com/esengine/ecs-framework/blob/master/CONTRIBUTING.md)。
---
👋 Hello! Thanks for your first Pull Request!
Before we review, please ensure:
- ✅ Code follows project conventions
- ✅ All tests pass
- ✅ Documentation is updated
- ✅ Commits follow [Conventional Commits](https://www.conventionalcommits.org/)
See the full [Contributing Guide](https://github.com/esengine/ecs-framework/blob/master/CONTRIBUTING.md).

15
.gitmodules vendored
View File

@@ -4,27 +4,12 @@
[submodule "thirdparty/admin-backend"]
path = thirdparty/admin-backend
url = https://github.com/esengine/admin-backend.git
[submodule "extensions/cocos/cocos-ecs/extensions/cocos-ecs-extension"]
path = extensions/cocos/cocos-ecs/extensions/cocos-ecs-extension
url = https://github.com/esengine/cocos-ecs-extension.git
[submodule "extensions/cocos/cocos-ecs/extensions/behaviour-tree"]
path = extensions/cocos/cocos-ecs/extensions/behaviour-tree
url = https://github.com/esengine/behaviour-tree.git
[submodule "extensions/cocos/cocos-ecs/extensions/cocos-terrain-gen"]
path = extensions/cocos/cocos-ecs/extensions/cocos-terrain-gen
url = https://github.com/esengine/cocos-terrain-gen.git
[submodule "extensions/cocos/cocos-ecs/extensions/mvvm-designer"]
path = extensions/cocos/cocos-ecs/extensions/mvvm-designer
url = https://github.com/esengine/mvvm-designer.git
[submodule "thirdparty/mvvm-ui-framework"]
path = thirdparty/mvvm-ui-framework
url = https://github.com/esengine/mvvm-ui-framework.git
[submodule "thirdparty/cocos-nexus"]
path = thirdparty/cocos-nexus
url = https://github.com/esengine/cocos-nexus.git
[submodule "extensions/cocos/cocos-ecs/extensions/utilityai_designer"]
path = extensions/cocos/cocos-ecs/extensions/utilityai_designer
url = https://github.com/esengine/utilityai_designer.git
[submodule "thirdparty/ecs-astar"]
path = thirdparty/ecs-astar
url = https://github.com/esengine/ecs-astar.git

25
.size-limit.json Normal file
View File

@@ -0,0 +1,25 @@
[
{
"name": "@esengine/ecs-framework (ESM)",
"path": "packages/core/dist/esm/index.js",
"import": "*",
"limit": "50 KB",
"webpack": false,
"gzip": true
},
{
"name": "@esengine/ecs-framework (UMD)",
"path": "packages/core/dist/umd/ecs-framework.js",
"limit": "60 KB",
"webpack": false,
"gzip": true
},
{
"name": "Core Runtime (Tree-shaking)",
"path": "packages/core/dist/esm/index.js",
"import": "{ Core, Scene, Entity, Component }",
"limit": "30 KB",
"webpack": false,
"gzip": true
}
]

133
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,133 @@
# 贡献指南 / Contributing Guide
感谢你对 ECS Framework 的关注!
Thank you for your interest in contributing to ECS Framework!
## Commit 规范 / Commit Convention
本项目使用 [Conventional Commits](https://www.conventionalcommits.org/) 规范。
This project follows the [Conventional Commits](https://www.conventionalcommits.org/) specification.
### 格式 / Format
```
<type>(<scope>): <subject>
<body>
<footer>
```
### 类型 / Types
- **feat**: 新功能 / New feature
- **fix**: 错误修复 / Bug fix
- **docs**: 文档变更 / Documentation changes
- **style**: 代码格式(不影响代码运行) / Code style changes
- **refactor**: 重构(既不是新功能也不是修复) / Code refactoring
- **perf**: 性能优化 / Performance improvements
- **test**: 测试相关 / Test changes
- **build**: 构建系统或依赖变更 / Build system changes
- **ci**: CI 配置变更 / CI configuration changes
- **chore**: 其他变更 / Other changes
### 范围 / Scope
- **core**: 核心包 @esengine/ecs-framework
- **math**: 数学库包
- **network-client**: 网络客户端包
- **network-server**: 网络服务端包
- **network-shared**: 网络共享包
- **editor**: 编辑器
- **docs**: 文档
### 示例 / Examples
```bash
# 新功能
feat(core): add component pooling system
# 错误修复
fix(core): fix entity deletion memory leak
# 破坏性变更
feat(core): redesign system lifecycle
BREAKING CHANGE: System.initialize() now requires Scene parameter
```
## 自动发布 / Automatic Release
本项目使用 Semantic Release 自动发布。
This project uses Semantic Release for automatic publishing.
### 版本规则 / Versioning Rules
根据你的 commit 类型,版本号会自动更新:
Based on your commit type, the version will be automatically updated:
- `feat`: 增加 **minor** 版本 (0.x.0)
- `fix`, `perf`, `refactor`: 增加 **patch** 版本 (0.0.x)
- `BREAKING CHANGE`: 增加 **major** 版本 (x.0.0)
### 发布流程 / Release Process
1. 提交代码到 `master` 分支 / Push commits to `master` branch
2. GitHub Actions 自动运行测试 / GitHub Actions runs tests automatically
3. Semantic Release 分析 commits / Semantic Release analyzes commits
4. 自动更新版本号 / Version is automatically updated
5. 自动生成 CHANGELOG.md / CHANGELOG.md is automatically generated
6. 自动发布到 npm / Package is automatically published to npm
7. 自动创建 GitHub Release / GitHub Release is automatically created
## 开发流程 / Development Workflow
1. Fork 本仓库 / Fork this repository
2. 创建特性分支 / Create a feature branch
```bash
git checkout -b feat/my-feature
```
3. 提交你的变更 / Commit your changes
```bash
git commit -m "feat(core): add new feature"
```
4. 推送到你的 Fork / Push to your fork
```bash
git push origin feat/my-feature
```
5. 创建 Pull Request / Create a Pull Request
## 本地测试 / Local Testing
```bash
# 安装依赖
npm install
# 运行测试
npm test
# 构建
npm run build
# 代码检查
npm run lint
# 代码格式化
npm run format
```
## 问题反馈 / Issue Reporting
如果你发现了 bug 或有新功能建议,请[创建 Issue](https://github.com/esengine/ecs-framework/issues/new)。
If you find a bug or have a feature request, please [create an issue](https://github.com/esengine/ecs-framework/issues/new).
## 许可证 / License
通过贡献代码,你同意你的贡献将遵循 MIT 许可证。
By contributing, you agree that your contributions will be licensed under the MIT License.

214
LICENSE
View File

@@ -1,201 +1,21 @@
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115
README.md
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@@ -1,12 +1,53 @@
# ECS Framework
[![CI](https://github.com/esengine/ecs-framework/workflows/CI/badge.svg)](https://github.com/esengine/ecs-framework/actions)
[![codecov](https://codecov.io/gh/esengine/ecs-framework/graph/badge.svg)](https://codecov.io/gh/esengine/ecs-framework)
[![npm version](https://badge.fury.io/js/%40esengine%2Fecs-framework.svg)](https://badge.fury.io/js/%40esengine%2Fecs-framework)
[![npm downloads](https://img.shields.io/npm/dm/@esengine/ecs-framework.svg)](https://www.npmjs.com/package/@esengine/ecs-framework)
[![Bundle Size](https://img.shields.io/bundlephobia/minzip/@esengine/ecs-framework)](https://bundlephobia.com/package/@esengine/ecs-framework)
[![TypeScript](https://img.shields.io/badge/TypeScript-5.0+-3178C6?style=flat&logo=typescript&logoColor=white)](https://www.typescriptlang.org/)
[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
[![All Contributors](https://img.shields.io/badge/all_contributors-0-orange.svg?style=flat-square)](#contributors)
[![GitHub stars](https://img.shields.io/github/stars/esengine/ecs-framework?style=social)](https://github.com/esengine/ecs-framework/stargazers)
[![DeepWiki](https://img.shields.io/badge/_AI_文档-DeepWiki-6366f1?style=flat&logo=gitbook&logoColor=white)](https://deepwiki.com/esengine/ecs-framework)
一个高性能的 TypeScript ECS (Entity-Component-System) 框架,专为现代游戏开发而设计。
<div align="center">
<p>一个高性能的 TypeScript ECS (Entity-Component-System) 框架,专为现代游戏开发而设计。</p>
<p>A high-performance TypeScript ECS (Entity-Component-System) framework designed for modern game development.</p>
</div>
---
## 📊 项目统计 / Project Stats
<div align="center">
[![Star History Chart](https://api.star-history.com/svg?repos=esengine/ecs-framework&type=Date)](https://star-history.com/#esengine/ecs-framework&Date)
</div>
<div align="center">
<a href="https://github.com/esengine/ecs-framework/graphs/contributors">
<img src="https://contrib.rocks/image?repo=esengine/ecs-framework" />
</a>
</div>
### 📈 下载趋势 / Download Trends
<div align="center">
[![NPM Downloads](https://img.shields.io/npm/dt/@esengine/ecs-framework?label=Total%20Downloads&style=for-the-badge&color=blue)](https://www.npmjs.com/package/@esengine/ecs-framework)
[![NPM Trends](https://img.shields.io/npm/dm/@esengine/ecs-framework?label=Monthly%20Downloads&style=for-the-badge&color=success)](https://npmtrends.com/@esengine/ecs-framework)
</div>
---
## 特性
@@ -91,6 +132,30 @@ function gameLoop(deltaTime: number) {
- **多场景** - 支持 World/Scene 分层架构
- **时间管理** - 内置定时器和时间控制系统
## 🏗️ 架构设计 / Architecture
```mermaid
graph TB
A[Core 核心] --> B[World 世界]
B --> C[Scene 场景]
C --> D[EntityManager 实体管理器]
C --> E[SystemManager 系统管理器]
D --> F[Entity 实体]
F --> G[Component 组件]
E --> H[EntitySystem 实体系统]
E --> I[WorkerSystem 工作线程系统]
style A fill:#e1f5ff
style B fill:#fff3e0
style C fill:#f3e5f5
style D fill:#e8f5e9
style E fill:#fff9c4
style F fill:#ffebee
style G fill:#e0f2f1
style H fill:#fce4ec
style I fill:#f1f8e9
```
## 平台支持
支持主流游戏引擎和 Web 平台:
@@ -144,6 +209,7 @@ function gameLoop(deltaTime: number) {
## 文档
- [📚 AI智能文档](https://deepwiki.com/esengine/ecs-framework) - AI助手随时解答你的问题
- [快速入门](https://esengine.github.io/ecs-framework/guide/getting-started.html) - 详细教程和平台集成
- [完整指南](https://esengine.github.io/ecs-framework/guide/) - ECS 概念和使用指南
- [API 参考](https://esengine.github.io/ecs-framework/api/) - 完整 API 文档
@@ -153,11 +219,56 @@ function gameLoop(deltaTime: number) {
- [路径寻找](https://github.com/esengine/ecs-astar) - A*、BFS、Dijkstra 算法
- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI
## 💪 支持项目 / Support the Project
如果这个项目对你有帮助,请考虑:
If this project helps you, please consider:
<div align="center">
[![GitHub Sponsors](https://img.shields.io/badge/Sponsor-GitHub%20Sponsors-ea4aaa?style=for-the-badge&logo=github)](https://github.com/sponsors/esengine)
[![Star on GitHub](https://img.shields.io/badge/⭐_Star-on_GitHub-yellow?style=for-the-badge&logo=github)](https://github.com/esengine/ecs-framework)
</div>
- ⭐ 给项目点个 Star
- 🐛 报告 Bug 或提出新功能
- 📝 改进文档
- 💖 成为赞助者
## 社区与支持
- [问题反馈](https://github.com/esengine/ecs-framework/issues) - Bug 报告和功能建议
- [讨论区](https://github.com/esengine/ecs-framework/discussions) - 提问、分享想法
- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - ecs游戏框架交流
## 贡献者 / Contributors
感谢所有为这个项目做出贡献的人!
Thanks goes to these wonderful people:
<!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section -->
<!-- prettier-ignore-start -->
<!-- markdownlint-disable -->
<table>
<tbody>
<tr>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/esengine"><img src="https://avatars.githubusercontent.com/esengine?s=100" width="100px;" alt="esengine"/><br /><sub><b>esengine</b></sub></a><br /><a href="#maintenance-esengine" title="Maintenance">🚧</a> <a href="https://github.com/esengine/ecs-framework/commits?author=esengine" title="Code">💻</a> <a href="#design-esengine" title="Design">🎨</a></td>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/foxling"><img src="https://avatars.githubusercontent.com/foxling?s=100" width="100px;" alt="LING YE"/><br /><sub><b>LING YE</b></sub></a><br /><a href="https://github.com/esengine/ecs-framework/commits?author=foxling" title="Code">💻</a></td>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/MirageTank"><img src="https://avatars.githubusercontent.com/MirageTank?s=100" width="100px;" alt="MirageTank"/><br /><sub><b>MirageTank</b></sub></a><br /><a href="https://github.com/esengine/ecs-framework/commits?author=MirageTank" title="Code">💻</a></td>
</tr>
</tbody>
</table>
<!-- markdownlint-restore -->
<!-- prettier-ignore-end -->
<!-- ALL-CONTRIBUTORS-LIST:END -->
本项目遵循 [all-contributors](https://github.com/all-contributors/all-contributors) 规范。欢迎任何形式的贡献!
## 许可证
[MIT](LICENSE) © 2025 ECS Framework
[MIT](LICENSE) © 2025 ECS Framework

53
codecov.yml Normal file
View File

@@ -0,0 +1,53 @@
# Codecov 配置文件
# https://docs.codecov.com/docs/codecov-yaml
coverage:
status:
# 项目整体覆盖率要求
project:
default:
target: auto
threshold: 1%
base: auto
# 补丁覆盖率要求(针对 PR 中的新代码)
patch:
default:
target: 50% # 降低补丁覆盖率要求到 50%
threshold: 5%
base: auto
# 精确度设置
precision: 2
round: down
range: "70...100"
# 注释设置
comment:
layout: "reach,diff,flags,tree,files"
behavior: default
require_changes: false
require_base: false
require_head: true
# 忽略的文件/目录
ignore:
- "tests/**/*"
- "**/*.test.ts"
- "**/*.spec.ts"
- "**/test/**/*"
- "**/tests/**/*"
- "bin/**/*"
- "dist/**/*"
- "node_modules/**/*"
# 标志组
flags:
core:
paths:
- packages/core/src/
carryforward: true
# GitHub Checks 配置
github_checks:
annotations: true

View File

@@ -82,6 +82,21 @@ export default defineConfig({
{ text: 'WorldManager', link: '/guide/world-manager' }
]
},
{
text: '行为树系统 (Behavior Tree)',
link: '/guide/behavior-tree/',
items: [
{ text: '快速开始', link: '/guide/behavior-tree/getting-started' },
{ text: '核心概念', link: '/guide/behavior-tree/core-concepts' },
{ text: '编辑器指南', link: '/guide/behavior-tree/editor-guide' },
{ text: '编辑器工作流', link: '/guide/behavior-tree/editor-workflow' },
{ text: '自定义动作组件', link: '/guide/behavior-tree/custom-actions' },
{ text: 'Cocos Creator集成', link: '/guide/behavior-tree/cocos-integration' },
{ text: 'Laya引擎集成', link: '/guide/behavior-tree/laya-integration' },
{ text: '高级用法', link: '/guide/behavior-tree/advanced-usage' },
{ text: '最佳实践', link: '/guide/behavior-tree/best-practices' }
]
},
{ text: '序列化系统 (Serialization)', link: '/guide/serialization' },
{ text: '事件系统 (Event)', link: '/guide/event-system' },
{ text: '时间和定时器 (Time)', link: '/guide/time-and-timers' },

View File

@@ -0,0 +1,392 @@
# 高级用法
本文介绍行为树系统的高级功能和使用技巧。
## 全局黑板
全局黑板在所有行为树实例之间共享数据。
### 使用全局黑板
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
// 获取全局黑板服务
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('playerCount', 4);
globalBlackboard.setValue('difficulty', 'hard');
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
const playerCount = globalBlackboard.getValue<number>('playerCount');
```
### 在自定义执行器中访问全局黑板
```typescript
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '@esengine/behavior-tree';
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 性能优化
### 1. 降低更新频率
对于不需要每帧更新的AI,可以使用冷却装饰器:
```typescript
// 每0.1秒执行一次
const ai = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.1, 'ThrottleRoot')
.selector('MainLogic')
// AI逻辑...
.end()
.end()
.build();
```
### 2. 条件缓存
在自定义执行器中缓存昂贵的条件检查结果:
```typescript
export class CachedCheck implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastCheckTime || 0;
// 如果缓存未过期(1秒内),直接使用缓存结果
if (totalTime - cacheTime < 1.0) {
return state.cachedResult || TaskStatus.Failure;
}
// 执行昂贵的检查
const result = performExpensiveCheck();
const status = result ? TaskStatus.Success : TaskStatus.Failure;
// 缓存结果
state.cachedResult = status;
state.lastCheckTime = totalTime;
return status;
}
reset(context: NodeExecutionContext): void {
context.state.cachedResult = undefined;
context.state.lastCheckTime = undefined;
}
}
```
### 3. 分帧执行
将大量计算分散到多帧:
```typescript
export class ProcessLargeDataset implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime } = context;
const data = runtime.getBlackboardValue<any[]>('dataset') || [];
let processedIndex = state.processedIndex || 0;
const batchSize = 100; // 每帧处理100个
const endIndex = Math.min(processedIndex + batchSize, data.length);
for (let i = processedIndex; i < endIndex; i++) {
processItem(data[i]);
}
state.processedIndex = endIndex;
if (endIndex >= data.length) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
context.state.processedIndex = 0;
}
}
```
## 调试技巧
### 1. 使用日志节点
在关键位置添加日志:
```typescript
const tree = BehaviorTreeBuilder.create('Debug')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.log('检查生命值', 'CheckHealth')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 输出所有黑板变量
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
// 输出活动节点
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.log(`[${nodeData.name}] 开始执行`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
// 执行逻辑...
return TaskStatus.Success;
}
}
```
### 4. 性能分析
测量节点执行时间:
```typescript
export class ProfiledAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const startTime = performance.now();
// 执行操作
doSomething();
const elapsed = performance.now() - startTime;
console.log(`[${context.nodeData.name}] 耗时: ${elapsed.toFixed(2)}ms`);
return TaskStatus.Success;
}
}
```
## 常见模式
### 1. 状态机模式
使用行为树实现状态机:
```typescript
const fsm = BehaviorTreeBuilder.create('StateMachine')
.defineBlackboardVariable('currentState', 'idle')
.selector('StateSwitch')
// Idle状态
.sequence('IdleState')
.blackboardCompare('currentState', 'idle', 'equals')
.log('执行Idle行为', 'IdleBehavior')
.end()
// Move状态
.sequence('MoveState')
.blackboardCompare('currentState', 'move', 'equals')
.log('执行Move行为', 'MoveBehavior')
.end()
// Attack状态
.sequence('AttackState')
.blackboardCompare('currentState', 'attack', 'equals')
.log('执行Attack行为', 'AttackBehavior')
.end()
.end()
.build();
```
状态转换通过修改黑板变量实现:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('currentState', 'move');
```
### 2. 优先级队列模式
按优先级执行任务:
```typescript
const tree = BehaviorTreeBuilder.create('PriorityQueue')
.selector('Priorities')
// 最高优先级:生存
.sequence('Survive')
.blackboardCompare('health', 20, 'less')
.log('治疗', 'Heal')
.end()
// 中优先级:战斗
.sequence('Combat')
.blackboardExists('nearbyEnemy')
.log('战斗', 'Fight')
.end()
// 低优先级:收集资源
.sequence('Gather')
.log('收集资源', 'CollectResources')
.end()
.end()
.build();
```
### 3. 并行任务模式
同时执行多个任务:
```typescript
const tree = BehaviorTreeBuilder.create('ParallelTasks')
.parallel('Effects', { successPolicy: 'all' })
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnParticles')
.end()
.build();
```
### 4. 重试模式
失败时重试:
```typescript
// 使用自定义重试装饰器(参见custom-actions.md中的RetryDecorator示例)
// 或者使用UntilSuccess装饰器
const tree = BehaviorTreeBuilder.create('Retry')
.untilSuccess('RetryUntilSuccess')
.log('尝试操作', 'TryOperation')
.end()
.build();
```
### 5. 超时模式
限制任务执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('Timeout')
.timeout(5.0, 'TimeLimit')
.log('长时间运行的任务', 'LongTask')
.end()
.build();
```
## 与游戏引擎集成
### Cocos Creator集成
参见[Cocos Creator集成指南](./cocos-integration.md)
### LayaAir集成
参见[LayaAir集成指南](./laya-integration.md)
## 最佳实践
### 1. 合理使用黑板
```typescript
// 好的做法:使用类型化的黑板访问
const health = runtime.getBlackboardValue<number>('health');
// 好的做法:定义所有黑板变量
const tree = BehaviorTreeBuilder.create('AI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
```
### 2. 避免过深的树结构
```typescript
// 不好:嵌套过深
.selector()
.sequence()
.selector()
.sequence()
.selector()
// 太深了!
.end()
.end()
.end()
.end()
.end()
// 好:使用合理的深度
.selector()
.sequence()
.log('Action1')
.log('Action2')
.end()
.sequence()
.log('Action3')
.log('Action4')
.end()
.end()
```
### 3. 使用有意义的节点名称
```typescript
// 好的做法
.selector('CombatDecision')
.sequence('AttackEnemy')
.blackboardExists('target', 'HasTarget')
.log('执行攻击', 'Attack')
.end()
.end()
// 不好的做法
.selector('Node1')
.sequence('Node2')
.blackboardExists('target', 'Node3')
.log('Attack', 'Node4')
.end()
.end()
```
### 4. 模块化设计
将复杂逻辑分解为多个独立的行为树,在需要时组合使用。
### 5. 性能考虑
- 避免在每帧执行昂贵的操作
- 使用冷却装饰器控制执行频率
- 缓存计算结果
- 合理使用并行节点
## 下一步
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 阅读[最佳实践](./best-practices.md)了解行为树设计技巧
- 参考[编辑器使用指南](./editor-guide.md)学习可视化编辑

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# 资产管理
本文介绍如何加载、管理和复用行为树资产。
## 为什么需要资产管理?
在实际游戏开发中,你可能会遇到以下场景:
1. **多个实体共享同一个行为树** - 100个敌人使用同一套AI逻辑
2. **动态加载行为树** - 从JSON文件加载行为树配置
3. **子树复用** - 将常用的行为片段(如"巡逻"、"追击")做成独立的子树
4. **运行时切换行为树** - 敌人在不同阶段使用不同的行为树
## BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 服务来统一管理行为树资产。
### 核心概念
- **BehaviorTreeData行为树数据**:行为树的定义,可以被多个实体共享
- **BehaviorTreeRuntimeComponent运行时组件**:每个实体独立的运行时状态
- **AssetManager资产管理器**:统一管理所有 BehaviorTreeData
### 基本使用
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 1. 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建并注册行为树资产
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 3. 为多个实体使用同一份资产
const enemy1 = scene.createEntity('Enemy1');
const enemy2 = scene.createEntity('Enemy2');
const enemy3 = scene.createEntity('Enemy3');
// 获取共享的资产
const sharedTree = assetManager.getAsset('EnemyAI');
if (sharedTree) {
BehaviorTreeStarter.start(enemy1, sharedTree);
BehaviorTreeStarter.start(enemy2, sharedTree);
BehaviorTreeStarter.start(enemy3, sharedTree);
}
```
### 资产管理器 API
```typescript
// 加载资产
assetManager.loadAsset(treeData);
// 获取资产
const tree = assetManager.getAsset('TreeID');
// 检查资产是否存在
if (assetManager.hasAsset('TreeID')) {
// ...
}
// 卸载资产
assetManager.unloadAsset('TreeID');
// 获取所有资产ID
const allIds = assetManager.getAllAssetIds();
// 清空所有资产
assetManager.clearAll();
```
## 从文件加载行为树
### JSON 格式
行为树可以导出为 JSON 格式:
```json
{
"version": "1.0.0",
"metadata": {
"name": "EnemyAI",
"description": "敌人AI行为树"
},
"rootNodeId": "root-1",
"nodes": [
{
"id": "root-1",
"name": "RootSelector",
"nodeType": "Composite",
"data": {
"compositeType": "Selector"
},
"children": ["combat-1", "patrol-1"]
},
{
"id": "combat-1",
"name": "Combat",
"nodeType": "Action",
"data": {
"actionType": "LogAction",
"message": "攻击敌人"
},
"children": []
}
],
"blackboard": [
{
"name": "health",
"type": "number",
"defaultValue": 100
}
]
}
```
### 加载 JSON 文件
```typescript
import {
BehaviorTreeAssetSerializer,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
async function loadTreeFromFile(filePath: string) {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 1. 读取文件内容
const jsonContent = await fetch(filePath).then(res => res.text());
// 2. 反序列化
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
// 3. 加载到资产管理器
assetManager.loadAsset(treeData);
return treeData;
}
// 使用
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
BehaviorTreeStarter.start(entity, tree);
```
## 子树SubTree
子树允许你将常用的行为片段做成独立的树,然后在其他树中引用。
### 为什么使用子树?
1. **代码复用** - 避免重复定义相同的行为
2. **模块化** - 将复杂的行为树拆分成小的可管理单元
3. **团队协作** - 不同成员可以独立开发不同的子树
### 创建子树
```typescript
// 1. 创建巡逻子树
const patrolTree = BehaviorTreeBuilder.create('PatrolBehavior')
.sequence('Patrol')
.log('选择巡逻点', 'PickWaypoint')
.log('移动到巡逻点', 'MoveToWaypoint')
.wait(2.0, 'WaitAtWaypoint')
.end()
.build();
// 2. 创建追击子树
const chaseTree = BehaviorTreeBuilder.create('ChaseBehavior')
.sequence('Chase')
.log('锁定目标', 'LockTarget')
.log('追击目标', 'ChaseTarget')
.end()
.build();
// 3. 注册子树到资产管理器
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(chaseTree);
```
### 使用子树
```typescript
// 在主行为树中使用子树
const mainTree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('hasTarget', false)
.selector('MainBehavior')
// 条件:发现目标时执行追击子树
.sequence('CombatBranch')
.blackboardExists('hasTarget')
.subTree('ChaseBehavior', { shareBlackboard: true })
.end()
// 默认:执行巡逻子树
.subTree('PatrolBehavior', { shareBlackboard: true })
.end()
.build();
assetManager.loadAsset(mainTree);
// 启动主行为树
const enemy = scene.createEntity('Enemy');
BehaviorTreeStarter.start(enemy, mainTree);
```
### SubTree 配置选项
```typescript
.subTree('SubTreeID', {
shareBlackboard: true, // 是否共享黑板默认true
})
```
- **shareBlackboard: true** - 子树和父树共享黑板变量
- **shareBlackboard: false** - 子树使用独立的黑板
## 资源预加载
在游戏启动时预加载所有行为树资产:
```typescript
class BehaviorTreePreloader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
async preloadAll() {
// 定义所有行为树文件
const treeFiles = [
'/assets/ai/enemy-ai.btree.json',
'/assets/ai/boss-ai.btree.json',
'/assets/ai/patrol.btree.json',
'/assets/ai/chase.btree.json'
];
// 并行加载所有文件
const loadPromises = treeFiles.map(file => this.loadTree(file));
await Promise.all(loadPromises);
console.log(`已加载 ${this.assetManager.getAssetCount()} 个行为树资产`);
}
private async loadTree(filePath: string) {
const jsonContent = await fetch(filePath).then(res => res.text());
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
this.assetManager.loadAsset(treeData);
}
}
// 游戏启动时调用
const preloader = new BehaviorTreePreloader();
await preloader.preloadAll();
```
## 运行时切换行为树
敌人在不同阶段使用不同的行为树:
```typescript
class EnemyAI {
private entity: Entity;
private assetManager: BehaviorTreeAssetManager;
constructor(entity: Entity) {
this.entity = entity;
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
// 切换到巡逻AI
switchToPatrol() {
const tree = this.assetManager.getAsset('PatrolAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到战斗AI
switchToCombat() {
const tree = this.assetManager.getAsset('CombatAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到狂暴模式
switchToBerserk() {
const tree = this.assetManager.getAsset('BerserkAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
}
// 使用
const enemyAI = new EnemyAI(enemyEntity);
// Boss血量低于30%时进入狂暴
const runtime = enemyEntity.getComponent(BehaviorTreeRuntimeComponent);
const health = runtime?.getBlackboardValue<number>('health');
if (health && health < 30) {
enemyAI.switchToBerserk();
}
```
## 内存优化
### 1. 共享行为树数据
```typescript
// 好的做法100个敌人共享1份BehaviorTreeData
const sharedTree = assetManager.getAsset('EnemyAI');
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
BehaviorTreeStarter.start(enemy, sharedTree!); // 共享数据
}
// 不好的做法每个敌人创建独立的BehaviorTreeData
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = BehaviorTreeBuilder.create('EnemyAI') // 重复创建
// ... 节点定义
.build();
BehaviorTreeStarter.start(enemy, tree);
}
```
### 2. 及时卸载不用的资产
```typescript
// 关卡结束时卸载该关卡的AI
function onLevelEnd() {
assetManager.unloadAsset('Level1BossAI');
assetManager.unloadAsset('Level1EnemyAI');
}
// 加载新关卡的AI
function onLevelStart() {
const boss2AI = await loadTreeFromFile('/assets/level2-boss.btree.json');
assetManager.loadAsset(boss2AI);
}
```
## 完整示例:多敌人类型的游戏
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
async function setupGame() {
// 1. 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建共享的子树
const patrolTree = BehaviorTreeBuilder.create('Patrol')
.sequence('PatrolLoop')
.log('巡逻')
.wait(1.0)
.end()
.build();
const combatTree = BehaviorTreeBuilder.create('Combat')
.sequence('CombatLoop')
.log('战斗')
.end()
.build();
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(combatTree);
// 3. 创建不同类型敌人的AI
const meleeEnemyAI = BehaviorTreeBuilder.create('MeleeEnemyAI')
.selector('MeleeBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('近战攻击')
.end()
.subTree('Patrol')
.end()
.build();
const rangedEnemyAI = BehaviorTreeBuilder.create('RangedEnemyAI')
.selector('RangedBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('远程攻击')
.end()
.subTree('Patrol')
.end()
.build();
assetManager.loadAsset(meleeEnemyAI);
assetManager.loadAsset(rangedEnemyAI);
// 4. 创建多个敌人实体
// 10个近战敌人共享同一份AI
const meleeAI = assetManager.getAsset('MeleeEnemyAI')!;
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`MeleeEnemy${i}`);
BehaviorTreeStarter.start(enemy, meleeAI);
}
// 5个远程敌人共享同一份AI
const rangedAI = assetManager.getAsset('RangedEnemyAI')!;
for (let i = 0; i < 5; i++) {
const enemy = scene.createEntity(`RangedEnemy${i}`);
BehaviorTreeStarter.start(enemy, rangedAI);
}
console.log(`已创建 15 个敌人,使用 ${assetManager.getAssetCount()} 个行为树资产`);
// 5. 游戏循环
setInterval(() => {
Core.update(0.016);
}, 16);
}
setupGame();
```
## 常见问题
### 如何检查资产是否已加载?
```typescript
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
if (!assetManager.hasAsset('EnemyAI')) {
// 加载资产
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
assetManager.loadAsset(tree);
}
```
### 子树找不到怎么办?
确保子树已经加载到资产管理器中:
```typescript
// 1. 先加载子树
const subTree = BehaviorTreeBuilder.create('SubTreeID')
// ...
.build();
assetManager.loadAsset(subTree);
// 2. 再加载使用子树的主树
const mainTree = BehaviorTreeBuilder.create('MainTree')
.subTree('SubTreeID')
.build();
```
### 如何导出行为树为 JSON
```typescript
import { BehaviorTreeAssetSerializer } from '@esengine/behavior-tree';
const tree = BehaviorTreeBuilder.create('MyTree')
// ... 节点定义
.build();
// 序列化为JSON字符串
const json = BehaviorTreeAssetSerializer.serialize(tree);
// 保存到文件或发送到服务器
console.log(json);
```
## 下一步
- 学习[Cocos Creator 集成](./cocos-integration.md)了解如何在游戏引擎中加载资源
- 查看[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的行为树设计

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# 最佳实践
本文介绍行为树设计和使用的最佳实践,帮助你构建高效、可维护的AI系统。
## 行为树设计原则
### 1. 保持树的层次清晰
将复杂行为分解成清晰的层次结构:
```
Root Selector
├── Emergency (高优先级:紧急情况)
│ ├── FleeFromDanger
│ └── CallForHelp
├── Combat (中优先级:战斗)
│ ├── Attack
│ └── Defend
└── Idle (低优先级:空闲)
├── Patrol
└── Rest
```
### 2. 单一职责原则
每个节点应该只做一件事。要实现复杂动作,创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
```typescript
// 好的设计 - 使用内置节点
.sequence('AttackSequence')
.blackboardExists('target', 'CheckTarget')
.log('瞄准', 'Aim')
.log('开火', 'Fire')
.end()
```
### 3. 使用描述性名称
节点名称应该清楚地表达其功能:
```typescript
// 好的命名
.blackboardCompare('health', 20, 'less', 'CheckHealthLow')
.log('寻找最近的医疗包', 'FindHealthPack')
.log('移动到医疗包', 'MoveToHealthPack')
// 不好的命名
.blackboardCompare('health', 20, 'less', 'C1')
.log('Do something', 'Action1')
.log('Move', 'A2')
```
## 黑板变量管理
### 1. 变量命名规范
使用清晰的命名约定:
```typescript
const tree = BehaviorTreeBuilder.create('AI')
// 状态变量
.defineBlackboardVariable('currentState', 'idle')
.defineBlackboardVariable('isMoving', false)
// 目标和引用
.defineBlackboardVariable('targetEnemy', null)
.defineBlackboardVariable('patrolPoints', [])
// 配置参数
.defineBlackboardVariable('attackRange', 5.0)
.defineBlackboardVariable('moveSpeed', 10.0)
// 临时数据
.defineBlackboardVariable('lastAttackTime', 0)
.defineBlackboardVariable('searchAttempts', 0)
// ...
.build();
```
### 2. 避免过度使用黑板
只在需要跨节点共享的数据才放入黑板。在自定义执行器中使用局部变量:
```typescript
// 好的做法 - 使用局部变量
export class CalculateAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
// 局部计算
const temp1 = 10;
const temp2 = 20;
const result = temp1 + temp2;
// 只保存需要共享的结果
context.runtime.setBlackboardValue('calculationResult', result);
return TaskStatus.Success;
}
}
```
### 3. 使用类型安全的访问
```typescript
export class TypeSafeAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
// 使用泛型进行类型安全访问
const health = runtime.getBlackboardValue<number>('health');
const target = runtime.getBlackboardValue<Entity | null>('target');
const state = runtime.getBlackboardValue<string>('currentState');
if (health !== undefined && health < 30) {
runtime.setBlackboardValue('currentState', 'flee');
}
return TaskStatus.Success;
}
}
```
## 执行器设计
### 1. 保持执行器无状态
状态必须存储在`context.state`中,而不是执行器实例:
```typescript
// 正确的做法
export class TimedAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (!context.state.startTime) {
context.state.startTime = context.totalTime;
}
const elapsed = context.totalTime - context.state.startTime;
if (elapsed >= 3.0) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
context.state.startTime = undefined;
}
}
```
### 2. 条件应该是无副作用的
条件检查不应该修改状态:
```typescript
// 好的做法 - 只读检查
@NodeExecutorMetadata({
implementationType: 'IsHealthLow',
nodeType: NodeType.Condition,
displayName: '检查生命值低',
category: '条件',
configSchema: {
threshold: {
type: 'number',
default: 30,
supportBinding: true
}
}
})
export class IsHealthLow implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const threshold = BindingHelper.getValue<number>(context, 'threshold', 30);
const health = context.runtime.getBlackboardValue<number>('health') || 0;
return health < threshold ? TaskStatus.Success : TaskStatus.Failure;
}
}
```
### 3. 错误处理
```typescript
export class SafeAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
try {
const resourceId = context.runtime.getBlackboardValue('resourceId');
if (!resourceId) {
console.error('[SafeAction] 资源ID未设置');
return TaskStatus.Failure;
}
// 执行操作...
return TaskStatus.Success;
} catch (error) {
console.error('[SafeAction] 执行失败:', error);
context.runtime.setBlackboardValue('lastError', error.message);
return TaskStatus.Failure;
}
}
}
```
## 性能优化技巧
### 1. 使用冷却装饰器
避免高频执行昂贵操作:
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(1.0, 'ThrottleSearch') // 最多每秒执行一次
.log('昂贵的搜索操作', 'ExpensiveSearch')
.end()
.build();
```
### 2. 缓存计算结果
```typescript
export class CachedFindNearest implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
// 检查缓存是否有效
const cacheTime = state.enemyCacheTime || 0;
if (totalTime - cacheTime < 0.5) { // 缓存0.5秒
const cached = runtime.getBlackboardValue('nearestEnemy');
return cached ? TaskStatus.Success : TaskStatus.Failure;
}
// 执行搜索
const nearest = findNearestEnemy();
runtime.setBlackboardValue('nearestEnemy', nearest);
state.enemyCacheTime = totalTime;
return nearest ? TaskStatus.Success : TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
context.state.enemyCacheTime = undefined;
}
}
```
### 3. 使用早期退出
```typescript
const tree = BehaviorTreeBuilder.create('EarlyExit')
.selector('FindTarget')
// 先检查缓存的目标
.blackboardExists('cachedTarget', 'HasCachedTarget')
// 没有缓存才进行搜索(需要自定义执行器)
.log('执行昂贵的搜索', 'SearchNewTarget')
.end()
.build();
```
## 可维护性
### 1. 使用有意义的节点名称
```typescript
// 好的做法
const tree = BehaviorTreeBuilder.create('CombatAI')
.selector('CombatDecision')
.sequence('AttackEnemy')
.blackboardExists('target', 'HasTarget')
.log('执行攻击', 'Attack')
.end()
.end()
.build();
// 不好的做法
const tree = BehaviorTreeBuilder.create('AI')
.selector('Node1')
.sequence('Node2')
.blackboardExists('target', 'Node3')
.log('Attack', 'Node4')
.end()
.end()
.build();
```
### 2. 使用编辑器创建复杂树
对于复杂的AI,使用可视化编辑器:
- 更直观的结构
- 方便非程序员调整
- 易于版本控制
- 支持实时调试
### 3. 添加注释和文档
```typescript
// 为行为树添加清晰的注释
const bossAI = BehaviorTreeBuilder.create('BossAI')
.defineBlackboardVariable('phase', 1) // 1=正常, 2=狂暴, 3=濒死
.selector('MainBehavior')
// 阶段3: 生命值<20%,使用终极技能
.sequence('Phase3')
.blackboardCompare('phase', 3, 'equals')
.log('使用终极技能', 'UltimateAbility')
.end()
// 阶段2: 生命值<50%,进入狂暴
.sequence('Phase2')
.blackboardCompare('phase', 2, 'equals')
.log('进入狂暴模式', 'BerserkMode')
.end()
// 阶段1: 正常战斗
.sequence('Phase1')
.log('普通攻击', 'NormalAttack')
.end()
.end()
.build();
```
## 调试技巧
### 1. 使用日志节点
```typescript
const tree = BehaviorTreeBuilder.create('Debug')
.log('开始攻击序列', 'StartAttack')
.sequence('Attack')
.log('检查目标', 'CheckTarget')
.blackboardExists('target')
.log('执行攻击', 'DoAttack')
.end()
.build();
```
### 2. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.group(`[${nodeData.name}]`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime.activeNodeIds));
console.groupEnd();
return TaskStatus.Success;
}
}
```
### 3. 状态可视化
```typescript
export class VisualizeState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (process.env.NODE_ENV === 'development') {
console.group('AI State');
console.log('Entity:', context.entity.name);
console.log('Health:', context.runtime.getBlackboardValue('health'));
console.log('State:', context.runtime.getBlackboardValue('currentState'));
console.log('Target:', context.runtime.getBlackboardValue('target'));
console.groupEnd();
}
return TaskStatus.Success;
}
}
```
## 常见反模式
### 1. 过深的嵌套
```typescript
// 不好 - 太深的嵌套
.selector()
.sequence()
.sequence()
.sequence()
.log('太深了', 'DeepAction')
.end()
.end()
.end()
.end()
// 好 - 使用合理的深度
.selector()
.sequence()
.log('Action1')
.log('Action2')
.end()
.sequence()
.log('Action3')
.log('Action4')
.end()
.end()
```
### 2. 在执行器中存储状态
```typescript
// 错误 - 状态存储在执行器中
export class BadAction implements INodeExecutor {
private startTime = 0; // 错误!多个节点会共享这个值
execute(context: NodeExecutionContext): TaskStatus {
this.startTime = context.totalTime; // 错误!
return TaskStatus.Success;
}
}
// 正确 - 状态存储在context.state中
export class GoodAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (!context.state.startTime) {
context.state.startTime = context.totalTime; // 正确!
}
return TaskStatus.Success;
}
}
```
### 3. 频繁修改黑板
```typescript
// 不好 - 每帧都修改黑板
export class FrequentUpdate implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const pos = getCurrentPosition();
context.runtime.setBlackboardValue('position', pos); // 每帧都set
context.runtime.setBlackboardValue('velocity', getVelocity());
context.runtime.setBlackboardValue('rotation', getRotation());
return TaskStatus.Running;
}
}
// 好 - 只在需要时修改
export class SmartUpdate implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const oldPos = context.runtime.getBlackboardValue('position');
const newPos = getCurrentPosition();
// 只在位置变化时更新
if (!positionsEqual(oldPos, newPos)) {
context.runtime.setBlackboardValue('position', newPos);
}
return TaskStatus.Running;
}
}
```
## 下一步
- 学习[自定义节点执行器](./custom-actions.md)扩展行为树功能
- 探索[高级用法](./advanced-usage.md)了解更多技巧
- 参考[核心概念](./core-concepts.md)深入理解原理

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# Cocos Creator 集成
本教程将引导你在 Cocos Creator 项目中集成和使用行为树系统。
## 前置要求
- Cocos Creator 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
### 步骤1安装依赖
在你的 Cocos Creator 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### 步骤2配置 tsconfig.json
确保 `tsconfig.json` 中包含以下配置:
```json
{
"compilerOptions": {
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"moduleResolution": "node"
}
}
```
## 项目结构
建议的项目结构:
```
assets/
├── scripts/
│ ├── ai/
│ │ ├── EnemyAIComponent.ts # AI 组件
│ │ └── PlayerDetector.ts # 检测器
│ ├── systems/
│ │ └── BehaviorTreeSystem.ts # 行为树系统
│ └── Main.ts # 主入口
├── resources/
│ └── behaviors/
│ ├── enemy-ai.btree.json # 行为树资产
│ └── patrol.btree.json # 子树资产
└── types/
└── enemy-ai.ts # 类型定义
```
## 初始化 ECS 和行为树
### 创建主入口组件
创建 `assets/scripts/Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建并设置场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
console.log('ECS 和行为树系统初始化完成');
}
update(deltaTime: number) {
// 更新 ECS会自动更新场景
Core.update(deltaTime);
}
onDestroy() {
// 清理资源
Core.destroy();
}
}
```
### 添加组件到场景
1. 在场景中创建一个空节点(命名为 `GameManager`
2. 添加 `Main` 组件到该节点
## 创建 AI 组件
创建 `assets/scripts/ai/EnemyAIComponent.ts`
```typescript
import { _decorator, Component, Node } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
private aiEntity: Entity | null = null;
async start() {
// 创建行为树
await this.createBehaviorTree();
}
private async createBehaviorTree() {
try {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('cocosNode', this.node)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('playerNode', null)
.defineBlackboardVariable('detectionRange', 10)
.defineBlackboardVariable('attackRange', 2)
.selector('MainBehavior')
.sequence('Combat')
.blackboardExists('playerNode')
.blackboardCompare('health', 30, 'greater')
.log('攻击玩家', 'AttackPlayer')
.end()
.sequence('Flee')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('逃跑', 'RunAway')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
console.log('敌人 AI 已启动');
} catch (error) {
console.error('初始化行为树失败:', error);
}
}
onDestroy() {
// 停止 AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与 Cocos 节点交互
### 创建自定义执行器
要实现与Cocos节点的交互需要创建自定义执行器
```typescript
import {
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Animation } from 'cc';
@NodeExecutorMetadata({
implementationType: 'PlayAnimation',
nodeType: NodeType.Action,
displayName: '播放动画',
description: '播放Cocos节点上的动画',
category: 'Cocos',
configSchema: {
animationName: {
type: 'string',
default: 'attack'
}
}
})
export class PlayAnimationAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const cocosNode = context.runtime.getBlackboardValue('cocosNode');
const animationName = context.nodeData.config.animationName;
if (!cocosNode) {
return TaskStatus.Failure;
}
const animation = cocosNode.getComponent(Animation);
if (animation) {
animation.play(animationName);
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
```
## 完整示例:敌人 AI
### 行为树设计
使用编辑器创建 `enemy-ai.btree.json`
```
RootSelector
├── CombatSequence
│ ├── CheckPlayerInRange (Condition)
│ ├── CheckHealthGood (Condition)
│ └── AttackPlayer (Action)
├── FleeSequence
│ ├── CheckHealthLow (Condition)
│ └── RunAway (Action)
└── PatrolSequence
├── PickWaypoint (Action)
├── MoveToWaypoint (Action)
└── Wait (Action)
```
### 黑板变量
定义以下黑板变量:
- `cocosNode`Node - Cocos 节点引用
- `health`Number - 生命值
- `playerNode`Object - 玩家节点引用
- `detectionRange`Number - 检测范围
- `attackRange`Number - 攻击范围
- `currentWaypoint`Number - 当前路点索引
### 实现检测系统
创建 `assets/scripts/ai/PlayerDetector.ts`
```typescript
import { _decorator, Component, Node, Vec3 } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('PlayerDetector')
export class PlayerDetector extends Component {
@property(Node)
player: Node = null;
@property
detectionRange: number = 10;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
// 假设AI组件在同一节点上
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update(deltaTime: number) {
if (!this.runtime || !this.player) {
return;
}
// 计算距离
const distance = Vec3.distance(this.node.position, this.player.position);
// 更新黑板
this.runtime.setBlackboardValue('playerNode', this.player);
this.runtime.setBlackboardValue('playerInRange', distance <= this.detectionRange);
this.runtime.setBlackboardValue('distanceToPlayer', distance);
}
}
```
## 资源管理
### 使用 BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 来统一管理行为树资产,避免重复创建:
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 创建并注册行为树(只创建一次)
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 为多个敌人实体使用同一份资产
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, tree); // 10个敌人共享1份数据
}
```
### 从 Cocos Creator 资源加载
#### 1. 将行为树 JSON 放入 resources 目录
```
assets/
└── resources/
└── behaviors/
├── enemy-ai.btree.json
└── boss-ai.btree.json
```
#### 2. 创建资源加载器
创建 `assets/scripts/BehaviorTreeLoader.ts`
```typescript
import { resources, JsonAsset } from 'cc';
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeAssetSerializer,
BehaviorTreeData
} from '@esengine/behavior-tree';
export class BehaviorTreeLoader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
/**
* 从 resources 目录加载行为树
* @param path 相对于 resources 的路径,不带扩展名
* @example await loader.load('behaviors/enemy-ai')
*/
async load(path: string): Promise<BehaviorTreeData | null> {
return new Promise((resolve, reject) => {
resources.load(path, JsonAsset, (err, jsonAsset) => {
if (err) {
console.error(`加载行为树失败: ${path}`, err);
reject(err);
return;
}
try {
// 反序列化 JSON 为 BehaviorTreeData
const jsonStr = JSON.stringify(jsonAsset.json);
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonStr);
// 加载到资产管理器
this.assetManager.loadAsset(treeData);
console.log(`行为树已加载: ${treeData.name}`);
resolve(treeData);
} catch (error) {
console.error(`解析行为树失败: ${path}`, error);
reject(error);
}
});
});
}
/**
* 预加载所有行为树
*/
async preloadAll(paths: string[]): Promise<void> {
const promises = paths.map(path => this.load(path));
await Promise.all(promises);
console.log(`已预加载 ${paths.length} 个行为树`);
}
}
```
#### 3. 在游戏启动时预加载
修改 `Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
private loader: BehaviorTreeLoader | null = null;
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
// 创建加载器并预加载所有行为树
this.loader = new BehaviorTreeLoader();
await this.loader.preloadAll([
'behaviors/enemy-ai',
'behaviors/boss-ai',
'behaviors/patrol', // 子树
'behaviors/chase' // 子树
]);
console.log('游戏初始化完成');
}
update(deltaTime: number) {
Core.update(deltaTime);
}
onDestroy() {
Core.destroy();
}
}
```
#### 4. 在敌人组件中使用
```typescript
import { _decorator, Component } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
@property
aiType: string = 'enemy-ai'; // 在编辑器中配置使用哪个AI
private aiEntity: Entity | null = null;
start() {
const scene = Core.scene;
if (!scene) return;
// 从资产管理器获取已加载的行为树
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const tree = assetManager.getAsset(this.aiType);
if (tree) {
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 设置黑板变量
const runtime = this.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('cocosNode', this.node);
} else {
console.error(`找不到行为树资产: ${this.aiType}`);
}
}
onDestroy() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 调试
### 可视化调试信息
创建调试组件显示 AI 状态:
```typescript
import { _decorator, Component, Label } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('AIDebugger')
export class AIDebugger extends Component {
@property(Label)
debugLabel: Label = null;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update() {
if (!this.runtime || !this.debugLabel) {
return;
}
const health = this.runtime.getBlackboardValue('health');
const playerNode = this.runtime.getBlackboardValue('playerNode');
this.debugLabel.string = `Health: ${health}\nHas Target: ${playerNode ? 'Yes' : 'No'}`;
}
}
```
## 性能优化
### 1. 限制行为树数量
合理控制同时运行的行为树数量:
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
// 移除最远的AI
const furthest = this.findFurthestAI();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
this.activeAIs = this.activeAIs.filter(e => e !== furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
removeAI(entity: Entity) {
BehaviorTreeStarter.stop(entity);
this.activeAIs = this.activeAIs.filter(e => e !== entity);
}
private findFurthestAI(): Entity | null {
// 根据距离找到最远的AI
// 实现细节略
return this.activeAIs[0];
}
}
```
### 2. 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 3. 缓存计算结果
在自定义执行器中缓存昂贵的计算:
```typescript
export class CachedFindTarget implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastFindTime || 0;
if (totalTime - cacheTime < 1.0) {
const cached = runtime.getBlackboardValue('target');
return cached ? TaskStatus.Success : TaskStatus.Failure;
}
const target = findNearestTarget();
runtime.setBlackboardValue('target', target);
state.lastFindTime = totalTime;
return target ? TaskStatus.Success : TaskStatus.Failure;
}
}
```
## 多平台注意事项
### 性能考虑
不同平台的性能差异:
- **Web平台**: 受浏览器性能限制建议减少同时运行的AI数量
- **原生平台**: 性能较好可以运行更多AI
- **小游戏平台**: 内存受限,注意控制行为树数量和复杂度
### 平台适配
```typescript
import { sys } from 'cc';
// 根据平台调整AI数量
const maxAIs = sys.isNative ? 50 : (sys.isBrowser ? 20 : 30);
// 根据平台调整更新频率
const updateInterval = sys.isNative ? 0.016 : 0.05;
```
## 常见问题
### 行为树无法加载?
检查:
1. 资源路径是否正确(相对于 `resources` 目录)
2. 文件是否已添加到项目中
3. 检查控制台错误信息
### AI 不执行?
确保:
1. `Main` 组件的 `update` 方法被调用
2. `Scene.update()` 在每帧被调用
3. 行为树已通过 `BehaviorTreeStarter.start()` 启动
### 黑板变量不更新?
检查:
1. 变量名拼写是否正确
2. 是否在正确的时机更新变量
3. 使用 `BehaviorTreeRuntimeComponent.getBlackboardValue()``setBlackboardValue()` 方法
## 下一步
- 查看[资产管理](./asset-management.md)了解如何加载和管理行为树资产、使用子树
- 学习[高级用法](./advanced-usage.md)了解性能优化和调试技巧
- 阅读[最佳实践](./best-practices.md)优化你的 AI
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为

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# 核心概念
本文介绍行为树系统的核心概念和工作原理。
## 什么是行为树?
行为树(Behavior Tree)是一种用于控制AI和自动化系统的决策结构。它通过树状层次结构组织任务,从根节点开始逐层执行,直到找到合适的行为。
### 与状态机的对比
传统状态机:
- 基于状态和转换
- 状态之间的转换复杂
- 难以扩展和维护
- 不便于复用
行为树:
- 基于任务和层次结构
- 模块化、易于复用
- 可视化编辑
- 灵活的决策逻辑
## 树结构
行为树由节点组成,形成树状结构:
```
Root (根节点)
├── Selector (选择器)
│ ├── Sequence (序列)
│ │ ├── Condition (条件)
│ │ └── Action (动作)
│ └── Action (动作)
└── Sequence (序列)
├── Action (动作)
└── Wait (等待)
```
每个节点都有:
- 父节点(除了根节点)
- 零个或多个子节点
- 执行状态
- 返回结果
## 节点类型
### 复合节点(Composite)
复合节点有多个子节点,按特定规则执行它们。
#### Selector(选择器)
按顺序尝试执行子节点,直到某个子节点成功。
```typescript
const tree = BehaviorTreeBuilder.create('FindFood')
.selector('FindFoodSelector')
.log('尝试吃附近的食物', 'EatNearby')
.log('搜索食物', 'SearchFood')
.log('放弃', 'GiveUp')
.end()
.build();
```
执行逻辑:
1. 尝试第一个子节点
2. 如果返回Success,选择器成功
3. 如果返回Failure,尝试下一个子节点
4. 如果返回Running,选择器返回Running
5. 所有子节点都失败时,选择器失败
#### Sequence(序列)
按顺序执行所有子节点,直到某个子节点失败。
```typescript
const tree = BehaviorTreeBuilder.create('Attack')
.sequence('AttackSequence')
.blackboardExists('target') // 检查是否有目标
.log('瞄准', 'Aim')
.log('开火', 'Fire')
.end()
.build();
```
执行逻辑:
1. 依次执行子节点
2. 如果子节点返回Failure,序列失败
3. 如果子节点返回Running,序列返回Running
4. 如果子节点返回Success,继续下一个子节点
5. 所有子节点都成功时,序列成功
#### Parallel(并行)
同时执行多个子节点。
```typescript
const tree = BehaviorTreeBuilder.create('PlayEffects')
.parallel('Effects', {
successPolicy: 'all', // 所有任务都要成功
failurePolicy: 'one' // 任一失败则失败
})
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnEffect')
.end()
.build();
```
策略类型:
- `successPolicy: 'all'`: 所有子节点都成功才成功
- `successPolicy: 'one'`: 任意一个子节点成功就成功
- `failurePolicy: 'all'`: 所有子节点都失败才失败
- `failurePolicy: 'one'`: 任意一个子节点失败就失败
### 装饰器节点(Decorator)
装饰器节点只有一个子节点,用于修改子节点的行为或结果。
#### Inverter(反转)
反转子节点的结果:
```typescript
const tree = BehaviorTreeBuilder.create('CheckSafe')
.inverter('NotHasEnemy')
.blackboardExists('enemy')
.end()
.build();
```
#### Repeater(重复)
重复执行子节点:
```typescript
const tree = BehaviorTreeBuilder.create('Jump3Times')
.repeater(3, 'RepeatJump')
.log('跳跃', 'Jump')
.end()
.build();
```
#### Cooldown(冷却)
限制子节点的执行频率:
```typescript
const tree = BehaviorTreeBuilder.create('UseSkill')
.cooldown(5.0, 'SkillCooldown')
.log('使用特殊技能', 'UseSpecialAbility')
.end()
.build();
```
#### Timeout(超时)
限制子节点的执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('TimedTask')
.timeout(10.0, 'TaskTimeout')
.log('长时间运行的任务', 'ComplexTask')
.end()
.build();
```
### 叶节点(Leaf)
叶节点没有子节点,执行具体的任务。
#### Action(动作)
执行具体操作。内置动作节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Actions')
.sequence()
.wait(2.0) // 等待2秒
.log('Hello', 'LogAction') // 输出日志
.setBlackboardValue('score', 100) // 设置黑板值
.modifyBlackboardValue('score', 'add', 10) // 修改黑板值
.end()
.build();
```
要实现自定义动作,需要创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
#### Condition(条件)
检查条件。内置条件节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Conditions')
.selector()
.blackboardExists('player') // 检查变量是否存在
.blackboardCompare('health', 50, 'greater') // 比较变量值
.randomProbability(0.5) // 50%概率
.end()
.build();
```
#### Wait(等待)
等待指定时间:
```typescript
const tree = BehaviorTreeBuilder.create('WaitExample')
.wait(2.0, 'Wait2Seconds')
.build();
```
## 任务状态
每个节点执行后返回以下状态之一:
### Success(成功)
任务成功完成。
```typescript
// 内置节点会根据逻辑自动返回Success
.log('任务完成') // 总是返回Success
.blackboardCompare('score', 100, 'greater') // 条件满足时返回Success
```
### Failure(失败)
任务执行失败。
```typescript
.blackboardCompare('score', 100, 'greater') // 条件不满足返回Failure
.blackboardExists('nonExistent') // 变量不存在返回Failure
```
### Running(运行中)
任务需要多帧完成,仍在执行中。
```typescript
.wait(3.0) // 等待过程中返回Running,3秒后返回Success
```
### Invalid(无效)
节点未初始化或已重置。通常不需要手动处理此状态。
## 黑板系统
黑板(Blackboard)是行为树的数据存储系统,用于在节点之间共享数据。
### 本地黑板
每个行为树实例都有自己的本地黑板:
```typescript
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
.build();
```
### 支持的数据类型
黑板支持以下数据类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
示例:
```typescript
const tree = BehaviorTreeBuilder.create('Variables')
.defineBlackboardVariable('name', 'Enemy') // 字符串
.defineBlackboardVariable('count', 0) // 数字
.defineBlackboardVariable('isActive', true) // 布尔值
.defineBlackboardVariable('position', { x: 0, y: 0 }) // 对象(也可用于Vector2)
.defineBlackboardVariable('velocity', { x: 0, y: 0, z: 0 }) // 对象(也可用于Vector3)
.defineBlackboardVariable('items', []) // 数组
.build();
```
### 读写变量
通过`BehaviorTreeRuntimeComponent`访问黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取变量
const health = runtime?.getBlackboardValue('health');
const target = runtime?.getBlackboardValue('target');
// 写入变量
runtime?.setBlackboardValue('health', 50);
runtime?.setBlackboardValue('lastAttackTime', Date.now());
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
也可以使用内置节点操作黑板:
```typescript
const tree = BehaviorTreeBuilder.create('BlackboardOps')
.sequence()
.setBlackboardValue('score', 100) // 设置值
.modifyBlackboardValue('score', 'add', 10) // 增加10
.blackboardCompare('score', 110, 'equals') // 检查是否等于110
.end()
.build();
```
### 全局黑板
所有行为树实例共享的黑板,通过`GlobalBlackboardService`访问:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('difficulty', 5);
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
```
在自定义执行器中访问全局黑板:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 执行流程
### 初始化
```typescript
// 1. 初始化Core和插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树
const tree = BehaviorTreeBuilder.create('AI')
// ... 定义节点
.build();
// 4. 创建实体并启动
const entity = scene.createEntity('AIEntity');
BehaviorTreeStarter.start(entity, tree);
```
### 更新循环
```typescript
// 每帧更新
gameLoop(() => {
const deltaTime = getDeltaTime();
Core.update(deltaTime); // Core会自动更新场景和所有行为树
});
```
### 执行顺序
```
1. 从根节点开始
2. 根节点执行其逻辑(通常是Selector或Sequence)
3. 根节点的子节点按顺序执行
4. 每个子节点可能有自己的子节点
5. 叶节点执行具体操作并返回状态
6. 状态向上传播到父节点
7. 父节点根据策略决定如何处理子节点的状态
8. 最终根节点返回整体状态
```
### 执行示例
```typescript
const tree = BehaviorTreeBuilder.create('Example')
.selector('Root') // 1. 执行选择器
.sequence('Branch1') // 2. 尝试第一个分支
.blackboardCompare('ready', true, 'equals', 'CheckReady') // 3. 条件失败
.end() // 4. 序列失败,选择器继续下一个分支
.sequence('Branch2') // 5. 尝试第二个分支
.blackboardCompare('active', true, 'equals', 'CheckActive') // 6. 条件成功
.log('执行动作', 'DoAction') // 7. 动作成功
.end() // 8. 序列成功,选择器成功
.end() // 9. 整个树成功
.build();
```
执行流程图:
```
Root(Selector)
→ Branch1(Sequence)
→ CheckReady: Failure
→ Branch1 fails
→ Branch2(Sequence)
→ CheckActive: Success
→ DoAction: Success
→ Branch2 succeeds
→ Root succeeds
```
## Runtime架构
本框架的行为树采用Runtime执行器架构:
### 核心组件
- **BehaviorTreeData**: 纯数据结构,描述行为树的结构和配置
- **BehaviorTreeRuntimeComponent**: 运行时组件,管理执行状态和黑板
- **BehaviorTreeExecutionSystem**: 执行系统,驱动行为树运行
- **INodeExecutor**: 节点执行器接口,定义节点的执行逻辑
- **NodeExecutionContext**: 执行上下文,包含执行所需的所有信息
### 架构特点
1. **数据与逻辑分离**: BehaviorTreeData是纯数据,执行逻辑在执行器中
2. **无状态执行器**: 执行器实例可以在多个节点间共享,状态存储在Runtime中
3. **类型安全**: 通过TypeScript类型系统保证类型安全
4. **高性能**: 避免不必要的对象创建,优化内存使用
### 数据流
```
BehaviorTreeBuilder
↓ (构建)
BehaviorTreeData
↓ (加载到)
BehaviorTreeAssetManager
↓ (读取)
BehaviorTreeExecutionSystem
↓ (执行)
INodeExecutor.execute(context)
↓ (返回)
TaskStatus
↓ (更新)
NodeRuntimeState
```
## 下一步
现在你已经理解了行为树的核心概念,接下来可以:
- 查看[快速开始](./getting-started.md)创建第一个行为树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义节点
- 探索[高级用法](./advanced-usage.md)了解更多功能
- 阅读[最佳实践](./best-practices.md)学习设计模式

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# 行为树编辑器使用指南
行为树编辑器提供了可视化的方式来创建和编辑行为树。
## 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
## 基本操作
### 打开行为树编辑器
通过以下方式打开行为树编辑器窗口:
1. 在资产浏览器中双击 `.btree` 文件
2. 菜单栏:`窗口` → 选择行为树编辑器相关插件
### 创建新行为树
在行为树编辑器窗口的工具栏中点击"新建"按钮(加号图标)
### 保存行为树
在行为树编辑器窗口的工具栏中点击"保存"按钮(磁盘图标)
### 添加节点
从左侧节点面板拖拽节点到画布:
- 复合节点Selector、Sequence、Parallel
- 装饰器Inverter、Repeater、UntilFail等
- 动作节点ExecuteAction、Wait等
- 条件节点Condition
### 连接节点
拖拽父节点底部的连接点到子节点顶部建立连接
### 删除节点
选中节点后按 `Delete``Backspace`
### 编辑属性
点击节点后在右侧属性面板中编辑节点参数
## 黑板变量
在黑板面板中管理共享数据:
1. 点击"添加变量"按钮
2. 输入变量名、选择类型并设置默认值
3. 在节点中通过变量名引用黑板变量
支持的变量类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
## 导出运行时资产
### 导出步骤
1. 点击工具栏的"导出"按钮
2. 选择导出模式:
- 当前文件:仅导出当前打开的行为树
- 工作区导出:导出项目中所有行为树
3. 选择资产输出路径
4. 选择TypeScript类型定义输出路径
5. 为每个文件选择导出格式:
- 二进制:.btree.bin默认文件更小加载更快
- JSON.btree.json可读性好便于调试
6. 点击"导出"按钮
### 加载运行时资产
编辑器导出的文件是编辑器格式包含UI布局信息。当前版本中从编辑器导出的资产可以使用Builder API在代码中重新构建或者等待资产加载系统的完善。
推荐使用Builder API创建行为树
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
import { Core, Scene } from '@esengine/ecs-framework';
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
## 支持的操作
- `Delete` / `Backspace`:删除选中的节点或连线
- `Ctrl` + 点击:多选节点
- 框选:拖拽空白区域进行框选
- 拖拽画布:按住鼠标中键或空格键拖拽
## 下一步
- 查看[编辑器工作流](./editor-workflow.md)了解完整的开发流程
- 查看[自定义节点执行器](./custom-actions.md)学习如何扩展节点

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# 编辑器工作流
本教程介绍如何使用行为树编辑器创建AI并在游戏中加载使用。
## 完整流程
```
1. 启动编辑器
2. 创建行为树并定义黑板变量
3. 添加和配置节点
4. 导出JSON文件
5. 在游戏中加载并使用
```
## 使用编辑器创建
### 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
### 基本操作
1. **创建行为树**`文件``新建项目` → 创建行为树文件
2. **定义黑板变量**:在黑板面板中添加共享变量
3. **添加节点**:从节点面板拖拽到画布
4. **连接节点**:拖拽连接点建立父子关系
5. **配置属性**:选中节点后在属性面板编辑
6. **导出**`文件``导出``JSON格式`
### 示例敌人AI的黑板变量
在编辑器黑板面板中定义:
```
health: Number = 100
target: Object = null
moveSpeed: Number = 5.0
attackRange: Number = 2.0
```
### 示例:行为树结构
```
Root: Selector
├── Combat Sequence
│ ├── CheckHasTarget (Condition)
│ ├── CheckInAttackRange (Condition)
│ └── ExecuteAttack (Action)
├── Patrol Sequence
│ ├── MoveToNextPatrolPoint (Action)
│ └── Wait 2s
└── Idle (Action)
```
## 在游戏中使用
### 使用Builder API创建
推荐使用Builder API在代码中创建行为树
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('moveSpeed', 5.0)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardExists('target')
.blackboardCompare('health', 30, 'greater')
.log('攻击目标', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建实体并启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 访问和修改黑板
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('target', someTarget);
// 游戏循环
setInterval(() => {
Core.update(0.016); // 60 FPS
}, 16);
```
## 实现自定义执行器
要扩展行为树的功能,需要创建自定义执行器(详见[自定义节点执行器](./custom-actions.md)
```typescript
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击目标',
description: '对目标造成伤害',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
// 执行攻击逻辑
performAttack(context.entity, target, damage);
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
// 清理状态
}
}
```
## 调试技巧
### 1. 使用日志节点
在行为树中添加Log节点输出调试信息
```typescript
const tree = BehaviorTreeBuilder.create('DebugAI')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.group(`[${nodeData.name}]`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
console.groupEnd();
return TaskStatus.Success;
}
}
```
## 完整示例
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 使用Builder API构建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasTarget', false)
.selector('Root')
.sequence('Combat')
.blackboardCompare('hasTarget', true, 'equals')
.log('攻击玩家', 'Attack')
.end()
.log('空闲', 'Idle')
.end()
.build();
// 创建实体并启动
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 模拟发现目标
setTimeout(() => {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasTarget', true);
}, 2000);
// 游戏循环
setInterval(() => {
Core.update(0.016);
}, 16);
```
## 下一步
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 查看[高级用法](./advanced-usage.md)了解性能优化等高级特性
- 查看[最佳实践](./best-practices.md)优化你的AI设计

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# 快速开始
本教程将引导你在5分钟内创建第一个行为树。
## 安装
```bash
npm install @esengine/behavior-tree
```
## 第一个行为树
让我们创建一个简单的AI行为树,实现"巡逻-发现敌人-攻击"的逻辑。
### 步骤1: 导入依赖
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
```
### 步骤2: 初始化Core并安装插件
```typescript
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
```
### 步骤3: 创建场景并设置行为树系统
```typescript
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
```
### 步骤4: 构建行为树数据
```typescript
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
// 定义黑板变量
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
// 根选择器
.selector('RootSelector')
// 分支1: 如果发现敌人且生命值高,则攻击
.selector('CombatBranch')
.blackboardExists('hasEnemy', 'CheckEnemy')
.blackboardCompare('health', 30, 'greater', 'CheckHealth')
.log('守卫正在攻击敌人', 'Attack')
.end()
// 分支2: 如果生命值低,则逃跑
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual', 'CheckLowHealth')
.log('守卫生命值过低,正在逃跑', 'Flee')
.end()
// 分支3: 默认巡逻
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1, 'IncrementPatrol')
.log('守卫正在巡逻', 'Patrol')
.wait(2.0, 'WaitAtPoint')
.end()
.end()
.build();
```
### 步骤5: 创建实体并启动行为树
```typescript
// 创建守卫实体
const guardEntity = scene.createEntity('Guard');
// 启动行为树
BehaviorTreeStarter.start(guardEntity, guardAITree);
```
### 步骤6: 运行游戏循环
```typescript
// 模拟游戏循环
setInterval(() => {
Core.update(0.1); // 传入deltaTime(秒)
}, 100); // 每100ms更新一次
```
### 步骤7: 模拟游戏事件
```typescript
// 5秒后模拟发现敌人
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
// 10秒后模拟受伤
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
```
## 完整代码
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function main() {
// 1. 创建核心并安装插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树数据
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
.selector('RootSelector')
.selector('CombatBranch')
.blackboardExists('hasEnemy')
.blackboardCompare('health', 30, 'greater')
.log('守卫正在攻击敌人')
.end()
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('守卫生命值过低,正在逃跑')
.end()
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1)
.log('守卫正在巡逻')
.wait(2.0)
.end()
.end()
.build();
// 4. 创建守卫实体并启动行为树
const guardEntity = scene.createEntity('Guard');
BehaviorTreeStarter.start(guardEntity, guardAITree);
// 5. 运行游戏循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 6. 模拟游戏事件
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
}
main();
```
## 运行结果
运行程序后,你会看到类似的输出:
```
守卫正在巡逻
守卫正在巡逻
守卫正在巡逻
发现敌人!
守卫正在攻击敌人
守卫正在攻击敌人
守卫受伤!
守卫生命值过低,正在逃跑
```
## 理解代码
### 黑板变量
```typescript
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
```
黑板用于在节点之间共享数据。这里定义了三个变量:
- `health`: 守卫的生命值
- `hasEnemy`: 是否发现敌人
- `patrolPoint`: 当前巡逻点编号
### 选择器节点
```typescript
.selector('RootSelector')
// 分支1
// 分支2
// 分支3
.end()
```
选择器按顺序尝试执行子节点,直到某个子节点返回成功。类似于编程中的 `if-else if-else`
### 条件节点
```typescript
.blackboardExists('hasEnemy') // 检查变量是否存在
.blackboardCompare('health', 30, 'greater') // 比较变量值
```
条件节点用于检查黑板变量的值。
### 动作节点
```typescript
.log('守卫正在攻击敌人') // 输出日志
.wait(2.0) // 等待2秒
.modifyBlackboardValue('patrolPoint', 'add', 1) // 修改黑板值
```
动作节点执行具体的操作。
### Runtime组件
```typescript
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
runtime?.getBlackboardValue('health');
```
通过`BehaviorTreeRuntimeComponent`访问和修改黑板变量。
## 常见任务状态
行为树的每个节点返回以下状态之一:
- **Success**: 任务成功完成
- **Failure**: 任务执行失败
- **Running**: 任务正在执行,需要在后续帧继续
- **Invalid**: 无效状态(未初始化或已重置)
## 内置节点
### 复合节点
- `sequence()` - 序列节点,按顺序执行所有子节点
- `selector()` - 选择器节点,按顺序尝试子节点直到成功
- `parallel()` - 并行节点,同时执行多个子节点
- `parallelSelector()` - 并行选择器
- `randomSequence()` - 随机序列
- `randomSelector()` - 随机选择器
### 装饰器节点
- `inverter()` - 反转子节点结果
- `repeater(count)` - 重复执行子节点
- `alwaysSucceed()` - 总是返回成功
- `alwaysFail()` - 总是返回失败
- `untilSuccess()` - 重复直到成功
- `untilFail()` - 重复直到失败
- `conditional(key, value, operator)` - 条件装饰器
- `cooldown(time)` - 冷却装饰器
- `timeout(time)` - 超时装饰器
### 动作节点
- `wait(duration)` - 等待指定时间
- `log(message)` - 输出日志
- `setBlackboardValue(key, value)` - 设置黑板值
- `modifyBlackboardValue(key, operation, value)` - 修改黑板值
- `executeAction(actionName)` - 执行自定义动作
### 条件节点
- `blackboardExists(key)` - 检查变量是否存在
- `blackboardCompare(key, value, operator)` - 比较黑板值
- `randomProbability(probability)` - 随机概率
- `executeCondition(conditionName)` - 执行自定义条件
## 控制行为树
### 启动
```typescript
BehaviorTreeStarter.start(entity, treeData);
```
### 停止
```typescript
BehaviorTreeStarter.stop(entity);
```
### 暂停和恢复
```typescript
BehaviorTreeStarter.pause(entity);
// ... 一段时间后
BehaviorTreeStarter.resume(entity);
```
### 重启
```typescript
BehaviorTreeStarter.restart(entity);
```
## 下一步
现在你已经创建了第一个行为树,接下来可以:
1. 学习[核心概念](./core-concepts.md)深入理解行为树原理
2. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
3. 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
4. 根据你的场景查看集成教程:[Cocos Creator](./cocos-integration.md) 或 [Node.js](./nodejs-usage.md)
5. 查看[高级用法](./advanced-usage.md)了解更多功能
## 常见问题
### 为什么行为树不执行?
确保:
1. 已经安装了 `BehaviorTreePlugin`
2. 调用了 `plugin.setupScene(scene)`
3. 调用了 `BehaviorTreeStarter.start(entity, treeData)`
4. 在游戏循环中调用了 `Core.update(deltaTime)`
### 如何访问黑板变量?
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取
const health = runtime?.getBlackboardValue('health');
// 写入
runtime?.setBlackboardValue('health', 50);
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
### 如何调试行为树?
使用日志节点:
```typescript
.log('到达这个节点', 'DebugLog')
```
或者在代码中监控黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 如何使用自定义逻辑?
内置的`executeAction``executeCondition`节点只是占位符。要实现真正的自定义逻辑,你需要创建自定义执行器:
参见[自定义节点执行器](./custom-actions.md)学习如何创建。

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# 行为树系统
行为树(Behavior Tree)是一种用于游戏AI和自动化控制的强大工具。本框架提供了基于Runtime执行器架构的行为树系统,具有高性能、类型安全、易于扩展的特点。
## 什么是行为树?
行为树是一种层次化的任务执行结构,由多个节点组成,每个节点负责特定的任务。行为树特别适合于:
- 游戏AI(敌人、NPC行为)
- 状态机的替代方案
- 复杂的决策逻辑
- 可视化的行为设计
## 核心特性
### Runtime执行器架构
- 数据与逻辑分离
- 无状态执行器设计
- 高性能执行
- 类型安全
### 可视化编辑器
- 图形化节点编辑
- 实时预览和调试
- 拖拽式节点创建
- 属性连接和绑定
### 灵活的黑板系统
- 本地黑板(单个行为树)
- 全局黑板(所有行为树共享)
- 类型安全的变量访问
- 支持属性绑定
### 插件系统
- 自动注册机制
- 装饰器声明元数据
- 支持多语言
- 易于扩展
## 文档导航
### 入门教程
- **[快速开始](./getting-started.md)** - 5分钟上手行为树
- **[核心概念](./core-concepts.md)** - 理解行为树的基本原理
### 编辑器使用
- **[编辑器使用指南](./editor-guide.md)** - 可视化创建行为树
- **[编辑器工作流](./editor-workflow.md)** - 完整的开发流程
### 资源管理
- **[资产管理](./asset-management.md)** - 加载、管理和复用行为树资产、使用子树
### 引擎集成
- **[Cocos Creator 集成](./cocos-integration.md)** - 在 Cocos Creator 中使用行为树
- **[Laya 引擎集成](./laya-integration.md)** - 在 Laya 中使用行为树
- **[Node.js 服务端使用](./nodejs-usage.md)** - 在服务器、聊天机器人等场景中使用行为树
### 高级主题
- **[高级用法](./advanced-usage.md)** - 性能优化、调试技巧
- **[自定义节点执行器](./custom-actions.md)** - 创建自定义行为节点
- **[最佳实践](./best-practices.md)** - 行为树设计模式和技巧
## 快速示例
### 使用Builder创建
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 创建行为树
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
// 如果生命值高,则攻击
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
// 否则逃跑
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动AI
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, enemyAI);
```
### 使用编辑器创建
1. 打开行为树编辑器
2. 创建新的行为树资产
3. 拖拽节点到画布
4. 配置节点属性和连接
5. 保存并在代码中使用
## 架构说明
### Runtime执行器架构
本框架采用Runtime执行器架构,将节点定义和执行逻辑分离:
**核心组件:**
- `BehaviorTreeData`: 纯数据结构,描述行为树
- `BehaviorTreeRuntimeComponent`: 运行时组件,管理状态和黑板
- `BehaviorTreeExecutionSystem`: 执行系统,驱动行为树运行
- `INodeExecutor`: 节点执行器接口
- `NodeExecutionContext`: 执行上下文
**优势:**
- 数据与逻辑分离,易于序列化
- 执行器无状态,可复用
- 类型安全,编译时检查
- 高性能执行
### 自定义执行器
创建自定义节点非常简单:
```typescript
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击',
description: '攻击目标',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
console.log(`造成 ${damage} 点伤害`);
return TaskStatus.Success;
}
}
```
详细说明请参见[自定义节点执行器](./custom-actions.md)。
## 下一步
建议按照以下顺序学习:
1. 阅读[快速开始](./getting-started.md)了解基础用法
2. 学习[核心概念](./core-concepts.md)理解行为树原理
3. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
4. 根据你的场景查看集成教程:
- 客户端游戏:[Cocos Creator](./cocos-integration.md) 或 [Laya](./laya-integration.md)
- 服务端应用:[Node.js 服务端使用](./nodejs-usage.md)
5. 尝试[编辑器使用指南](./editor-guide.md)可视化创建行为树
6. 探索[高级用法](./advanced-usage.md)和[自定义节点执行器](./custom-actions.md)提升技能
## 获取帮助
- 提交 [Issue](https://github.com/esengine/ecs-framework/issues)
- 加入社区讨论
- 参考文档中的完整代码示例

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# Laya 引擎集成
本教程将引导你在 Laya 引擎项目中集成和使用行为树系统。
## 前置要求
- LayaAir 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
在你的 Laya 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
## 项目结构
建议的项目结构:
```
src/
├── ai/
│ ├── EnemyAI.ts
│ └── BossAI.ts
├── systems/
│ └── AISystem.ts
└── Main.ts
resources/
└── behaviors/
├── enemy.btree.json
└── boss.btree.json
```
## 初始化
### 在Main.ts中初始化
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
export class Main {
constructor() {
Laya.init(1280, 720).then(() => {
this.initECS();
this.startGame();
});
}
private async initECS() {
// 初始化 ECS
Core.create();
// 安装行为树插件
const btPlugin = new BehaviorTreePlugin();
await Core.installPlugin(btPlugin);
// 创建并设置场景
const scene = new Scene();
btPlugin.setupScene(scene);
Core.setScene(scene);
// 启动更新循环
Laya.timer.frameLoop(1, this, this.update);
}
private update() {
// Core.update会自动更新场景
Core.update(Laya.timer.delta / 1000);
}
private startGame() {
// 加载场景
}
}
new Main();
```
## 创建AI组件
```typescript
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
export class EnemyAI extends Laya.Script {
private aiEntity: Entity;
onEnable() {
this.createBehaviorTree();
}
private createBehaviorTree() {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('position', { x: sprite.x, y: sprite.y })
.selector('MainBehavior')
.sequence('Combat')
.blackboardCompare('health', 30, 'greater')
.log('攻击', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
}
onDisable() {
// 停止AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与Laya节点交互
要实现与Laya节点的交互需要创建自定义执行器。下面展示一个完整示例。
## 完整示例
创建一个使用自定义执行器的敌人AI系统
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Core, Entity } from '@esengine/ecs-framework';
// 自定义移动执行器
@NodeExecutorMetadata({
implementationType: 'MoveToTarget',
nodeType: NodeType.Action,
displayName: '移动到目标',
category: 'Laya',
configSchema: {
speed: {
type: 'number',
default: 50,
supportBinding: true
}
}
})
export class MoveToTargetAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const sprite = context.runtime.getBlackboardValue('layaSprite');
const targetPos = context.runtime.getBlackboardValue('targetPosition');
const speed = context.nodeData.config.speed;
if (!sprite || !targetPos) {
return TaskStatus.Failure;
}
const dx = targetPos.x - sprite.x;
const dy = targetPos.y - sprite.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
return TaskStatus.Success;
}
sprite.x += (dx / distance) * speed * context.deltaTime;
sprite.y += (dy / distance) * speed * context.deltaTime;
return TaskStatus.Running;
}
}
export class SimpleEnemyAI extends Laya.Script {
public player: Laya.Sprite;
private aiEntity: Entity;
onEnable() {
this.buildAI();
}
private buildAI() {
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('player', this.player)
.defineBlackboardVariable('targetPosition', { x: 0, y: 0 })
.selector('MainBehavior')
.sequence('Attack')
.blackboardExists('player')
.log('攻击玩家', 'DoAttack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 可以在帧更新中修改黑板
Laya.timer.frameLoop(1, this, () => {
const runtime = this.aiEntity?.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && this.player) {
runtime.setBlackboardValue('targetPosition', {
x: this.player.x,
y: this.player.y
});
}
});
}
onDisable() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
Laya.timer.clearAll(this);
}
}
```
## 性能优化
### 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 限制同时运行的AI数量
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
const furthest = this.activeAIs.shift();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
}
```
## 常见问题
### 资源加载失败?
确保:
1. 资源路径正确
2. 资源已添加到项目中
3. 使用 `Laya.loader.load()` 加载
### AI不执行
检查:
1. `onUpdate()` 是否被调用
2. `Scene.update()` 是否执行
3. 行为树是否已启动
## 下一步
- 查看[高级用法](./advanced-usage.md)
- 学习[最佳实践](./best-practices.md)

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@@ -0,0 +1,580 @@
# Node.js 服务端使用
本文介绍如何在 Node.js 服务端环境(如游戏服务器、机器人、自动化工具)中使用行为树系统。
## 使用场景
行为树不仅适用于游戏客户端AI在服务端也有广泛应用
1. **游戏服务器** - NPC AI逻辑、副本关卡脚本
2. **聊天机器人** - 对话流程控制、智能回复
3. **自动化测试** - 测试用例执行流程
4. **工作流引擎** - 业务流程自动化
5. **爬虫系统** - 数据采集流程控制
## 基础设置
### 安装
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### TypeScript 配置
```json
{
"compilerOptions": {
"target": "ES2020",
"module": "commonjs",
"moduleResolution": "node",
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"esModuleInterop": true,
"skipLibCheck": true
}
}
```
## 快速开始
### 简单的游戏服务器 NPC
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function startServer() {
// 1. 初始化 ECS Core
Core.create();
// 2. 安装行为树插件
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 3. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 4. 创建 NPC 行为树
const npcAI = BehaviorTreeBuilder.create('MerchantNPC')
.defineBlackboardVariable('mood', 'friendly')
.defineBlackboardVariable('goldAmount', 1000)
.selector('NPCBehavior')
// 如果玩家触发对话
.sequence('Dialogue')
.blackboardExists('playerRequest')
.log('NPC: 欢迎光临!')
.end()
// 默认行为:闲置
.sequence('Idle')
.log('NPC: 正在整理商品...')
.wait(5.0)
.end()
.end()
.build();
// 5. 创建 NPC 实体
const npc = scene.createEntity('Merchant');
BehaviorTreeStarter.start(npc, npcAI);
// 6. 启动游戏循环20 TPS
setInterval(() => {
Core.update(0.05); // 50ms = 1/20秒
}, 50);
// 7. 模拟玩家交互
setTimeout(() => {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', 'buy_sword');
console.log('玩家发起交易请求');
}, 3000);
console.log('游戏服务器已启动');
}
startServer();
```
## 实战示例:聊天机器人
创建一个基于行为树的智能聊天机器人:
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
// 1. 创建自定义节点:回复消息
@NodeExecutorMetadata({
implementationType: 'SendMessage',
nodeType: NodeType.Action,
displayName: '发送消息',
configSchema: {
message: { type: 'string', default: '' }
}
})
class SendMessageAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const message = context.nodeData.config['message'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage');
console.log(`[机器人回复]: ${message}`);
console.log(` 回复给: ${userMessage}`);
return TaskStatus.Success;
}
}
// 2. 创建自定义节点:匹配关键词
@NodeExecutorMetadata({
implementationType: 'MatchKeyword',
nodeType: NodeType.Condition,
displayName: '匹配关键词',
configSchema: {
keyword: { type: 'string', default: '' }
}
})
class MatchKeywordCondition implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const keyword = context.nodeData.config['keyword'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage') || '';
return userMessage.includes(keyword) ? TaskStatus.Success : TaskStatus.Failure;
}
}
// 3. 创建聊天机器人类
class ChatBot {
private botEntity: Entity;
private runtime: BehaviorTreeRuntimeComponent | null = null;
constructor(scene: Scene) {
// 创建机器人行为树
const botBehavior = BehaviorTreeBuilder.create('ChatBotAI')
.defineBlackboardVariable('userMessage', '')
.defineBlackboardVariable('userName', 'Guest')
.selector('ResponseSelector')
// 问候语
.sequence('Greeting')
.executeCondition('MatchKeyword', { keyword: '你好' })
.executeAction('SendMessage', { message: '你好!我是智能助手,有什么可以帮你的吗?' })
.end()
// 帮助请求
.sequence('Help')
.executeCondition('MatchKeyword', { keyword: '帮助' })
.executeAction('SendMessage', { message: '我可以帮你回答问题、查询信息。试试问我一些问题吧!' })
.end()
// 查询天气
.sequence('Weather')
.executeCondition('MatchKeyword', { keyword: '天气' })
.executeAction('SendMessage', { message: '今天天气不错,晴天,温度适宜。' })
.end()
// 查询时间
.sequence('Time')
.executeCondition('MatchKeyword', { keyword: '时间' })
.executeAction('SendMessage', { message: `现在时间是 ${new Date().toLocaleString()}` })
.end()
// 默认回复
.executeAction('SendMessage', { message: '抱歉,我还不太理解你的意思。可以换个方式问我吗?' })
.end()
.build();
// 创建实体并启动
this.botEntity = scene.createEntity('ChatBot');
BehaviorTreeStarter.start(this.botEntity, botBehavior);
this.runtime = this.botEntity.getComponent(BehaviorTreeRuntimeComponent);
}
// 处理用户消息
async handleMessage(userName: string, message: string) {
if (this.runtime) {
this.runtime.setBlackboardValue('userName', userName);
this.runtime.setBlackboardValue('userMessage', message);
}
// 等待一帧让行为树执行
await new Promise(resolve => setTimeout(resolve, 100));
}
}
// 4. 主程序
async function main() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 注册自定义节点
const system = scene.getSystem(BehaviorTreeExecutionSystem);
if (system) {
const registry = system.getExecutorRegistry();
registry.register('SendMessage', new SendMessageAction());
registry.register('MatchKeyword', new MatchKeywordCondition());
}
// 创建聊天机器人
const bot = new ChatBot(scene);
// 启动更新循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 模拟用户对话
console.log('\n=== 聊天机器人测试 ===\n');
await bot.handleMessage('Alice', '你好');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Bob', '现在几点了?');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Charlie', '今天天气怎么样');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('David', '你能帮我做什么');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Eve', '你好吗?');
}
main();
```
## 实战示例:多人游戏服务器
### 房间管理系统
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
// 游戏房间
class GameRoom {
private scene: Scene;
private assetManager: BehaviorTreeAssetManager;
private monsters: Entity[] = [];
constructor(roomId: string) {
// 创建房间场景
this.scene = new Scene();
const plugin = new BehaviorTreePlugin();
plugin.setupScene(this.scene);
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 初始化房间
this.spawnMonsters();
console.log(`房间 ${roomId} 已创建,怪物数量: ${this.monsters.length}`);
}
private spawnMonsters() {
// 从资产管理器获取怪物AI所有房间共享
const monsterAI = this.assetManager.getAsset('MonsterAI');
if (!monsterAI) return;
// 生成10个怪物
for (let i = 0; i < 10; i++) {
const monster = this.scene.createEntity(`Monster_${i}`);
BehaviorTreeStarter.start(monster, monsterAI);
this.monsters.push(monster);
}
}
update(deltaTime: number) {
this.scene.update(deltaTime);
}
destroy() {
this.monsters.forEach(m => m.destroy());
this.monsters = [];
}
}
// 房间管理器
class RoomManager {
private rooms: Map<string, GameRoom> = new Map();
createRoom(roomId: string): GameRoom {
const room = new GameRoom(roomId);
this.rooms.set(roomId, room);
return room;
}
getRoom(roomId: string): GameRoom | undefined {
return this.rooms.get(roomId);
}
destroyRoom(roomId: string) {
const room = this.rooms.get(roomId);
if (room) {
room.destroy();
this.rooms.delete(roomId);
}
}
update(deltaTime: number) {
this.rooms.forEach(room => room.update(deltaTime));
}
}
// 主程序
async function startGameServer() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 预加载怪物AI所有房间共享
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const monsterAI = BehaviorTreeBuilder.create('MonsterAI')
.defineBlackboardVariable('health', 100)
.selector('Behavior')
.log('攻击玩家')
.end()
.build();
assetManager.loadAsset(monsterAI);
// 创建房间管理器
const roomManager = new RoomManager();
// 模拟房间创建
roomManager.createRoom('room_1');
roomManager.createRoom('room_2');
// 服务器主循环60 TPS
setInterval(() => {
roomManager.update(1/60);
}, 1000 / 60);
console.log('游戏服务器已启动');
}
startGameServer();
```
## 性能优化
### 1. 控制更新频率
```typescript
// 不同类型的AI使用不同的更新频率
class AIManager {
private importantAIs: Entity[] = []; // Boss等重要AI60 TPS
private normalAIs: Entity[] = []; // 普通敌人20 TPS
private backgroundAIs: Entity[] = []; // 背景NPC5 TPS
update() {
// 重要AI每帧更新
this.updateAIs(this.importantAIs, 1/60);
// 普通AI每3帧更新一次
if (frameCount % 3 === 0) {
this.updateAIs(this.normalAIs, 3/60);
}
// 背景AI每12帧更新一次
if (frameCount % 12 === 0) {
this.updateAIs(this.backgroundAIs, 12/60);
}
}
}
```
### 2. 资源管理
```typescript
// 使用资产管理器避免重复创建
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 预加载所有AI
const enemyAI = BehaviorTreeBuilder.create('EnemyAI').build();
const bossAI = BehaviorTreeBuilder.create('BossAI').build();
assetManager.loadAsset(enemyAI);
assetManager.loadAsset(bossAI);
// 创建1000个敌人但只使用1份BehaviorTreeData
for (let i = 0; i < 1000; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const ai = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, ai);
}
```
### 3. 使用对象池
```typescript
class EntityPool {
private pool: Entity[] = [];
private active: Entity[] = [];
spawn(scene: Scene, treeId: string): Entity {
let entity = this.pool.pop();
if (!entity) {
entity = scene.createEntity();
const tree = assetManager.getAsset(treeId)!;
BehaviorTreeStarter.start(entity, tree);
} else {
BehaviorTreeStarter.restart(entity);
}
this.active.push(entity);
return entity;
}
recycle(entity: Entity) {
BehaviorTreeStarter.pause(entity);
const index = this.active.indexOf(entity);
if (index >= 0) {
this.active.splice(index, 1);
this.pool.push(entity);
}
}
}
```
## 最佳实践
### 1. 使用环境变量控制调试
```typescript
const DEBUG = process.env.NODE_ENV === 'development';
const aiTree = BehaviorTreeBuilder.create('AI')
.selector('Main')
.when(DEBUG, builder =>
builder.log('调试信息开始AI逻辑')
)
// AI 逻辑...
.end()
.build();
```
### 2. 错误处理
```typescript
try {
const tree = BehaviorTreeBuilder.create('AI')
// ... 构建逻辑
.build();
assetManager.loadAsset(tree);
BehaviorTreeStarter.start(entity, tree);
} catch (error) {
console.error('启动AI失败:', error);
// 使用默认AI或进行降级处理
}
```
### 3. 监控和日志
```typescript
// 定期输出AI状态
setInterval(() => {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const count = assetManager.getAssetCount();
const entities = scene.getEntitiesFor(Matcher.empty().all(BehaviorTreeRuntimeComponent));
console.log(`[AI监控] 行为树资产: ${count}, 活跃实体: ${entities.length}`);
}, 10000);
```
## 常见问题
### 如何与 Express/Koa 等框架集成?
```typescript
import express from 'express';
import { Core, Scene } from '@esengine/ecs-framework';
const app = express();
const scene = new Scene();
// 在单独的循环中更新ECS
setInterval(() => {
Core.update(0.016);
}, 16);
app.post('/npc/:id/interact', (req, res) => {
const npcId = req.params.id;
const npc = scene.findEntity(npcId);
if (npc) {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', req.body);
res.json({ success: true });
} else {
res.status(404).json({ error: 'NPC not found' });
}
});
app.listen(3000);
```
### 如何持久化行为树状态?
```typescript
// 保存状态
function saveAIState(entity: Entity) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
return {
treeId: runtime.treeId,
blackboard: runtime.getAllBlackboardVariables(),
activeNodes: Array.from(runtime.activeNodeIds)
};
}
}
// 恢复状态
function loadAIState(entity: Entity, savedState: any) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
// 恢复黑板变量
Object.entries(savedState.blackboard).forEach(([key, value]) => {
runtime.setBlackboardValue(key, value);
});
}
}
```
## 下一步
- 查看[资产管理](./asset-management.md)了解资源加载和子树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的服务端AI

View File

View File

@@ -238,6 +238,50 @@ class HierarchicalLoggingExample {
}
```
### 集成第三方日志库
通过 `setLoggerFactory` 可以将业务代码中的日志器替换为第三方日志库(如 winston、pino、nestjs Logger 等)。
**说明**: 目前框架内部日志仍使用 ConsoleLogger自定义日志器仅影响业务代码如 EntitySystem
#### 基本用法
```typescript
import { setLoggerFactory } from '@esengine/ecs-framework';
setLoggerFactory((name?: string) => {
// 返回实现 ILogger 接口的日志器实例
return yourLogger;
});
```
#### 使用示例
```typescript
// 集成 Winston
setLoggerFactory((name?: string) => winston.createLogger({ /* ... */ }));
// 集成 Pino
setLoggerFactory((name?: string) => pino({ name }));
// 集成 NestJS Logger
setLoggerFactory((name?: string) => new Logger(name));
```
#### EntitySystem 中的使用
EntitySystem 会自动使用类名创建日志器:
```typescript
class PlayerMovementSystem extends EntitySystem {
// this.logger 自动使用 'PlayerMovementSystem' 作为名称
protected process(entities: readonly Entity[]): void {
this.logger.info(`处理 ${entities.length} 个玩家实体`);
}
}
```
### 自定义输出
```typescript
@@ -547,4 +591,4 @@ class LoggingConfiguration {
LoggingConfiguration.setupLogging();
```
日志系统是调试和监控应用的重要工具,正确使用日志系统能大大提高开发效率和问题排查能力。
日志系统是调试和监控应用的重要工具,正确使用日志系统能大大提高开发效率和问题排查能力。

66
eslint.config.mjs Normal file
View File

@@ -0,0 +1,66 @@
import eslint from '@eslint/js';
import tseslint from 'typescript-eslint';
export default [
eslint.configs.recommended,
...tseslint.configs.recommended,
{
files: ['packages/**/src/**/*.{ts,tsx,js,jsx}'],
languageOptions: {
parser: tseslint.parser,
parserOptions: {
ecmaVersion: 2020,
sourceType: 'module'
}
},
rules: {
'semi': 'warn',
'quotes': 'warn',
'indent': 'off',
'no-trailing-spaces': 'warn',
'eol-last': 'warn',
'comma-dangle': 'warn',
'object-curly-spacing': 'warn',
'array-bracket-spacing': 'warn',
'arrow-parens': 'warn',
'prefer-const': 'warn',
'no-multiple-empty-lines': 'warn',
'no-console': 'off',
'@typescript-eslint/no-explicit-any': 'warn',
'@typescript-eslint/no-unsafe-function-type': 'warn',
'@typescript-eslint/no-unsafe-assignment': 'off',
'@typescript-eslint/no-unsafe-member-access': 'off',
'@typescript-eslint/no-unsafe-call': 'off',
'@typescript-eslint/no-unsafe-return': 'off',
'@typescript-eslint/no-unsafe-argument': 'off',
'@typescript-eslint/explicit-module-boundary-types': 'off',
'@typescript-eslint/no-unused-vars': ['warn', { argsIgnorePattern: '^_' }],
'@typescript-eslint/no-non-null-assertion': 'off',
'@typescript-eslint/no-require-imports': 'warn',
'@typescript-eslint/no-this-alias': 'warn',
'no-case-declarations': 'warn',
'no-prototype-builtins': 'warn',
'no-empty': 'warn',
'no-useless-catch': 'warn'
}
},
{
ignores: [
'node_modules/**',
'**/node_modules/**',
'dist/**',
'**/dist/**',
'bin/**',
'**/bin/**',
'build/**',
'**/build/**',
'coverage/**',
'**/coverage/**',
'thirdparty/**',
'examples/lawn-mower-demo/**',
'extensions/**',
'**/*.min.js',
'**/*.d.ts'
]
}
];

View File

@@ -1,2 +0,0 @@
[InternetShortcut]
URL=https://docs.cocos.com/creator/manual/en/scripting/setup.html#custom-script-template

View File

@@ -1,24 +0,0 @@
#///////////////////////////
# Cocos Creator 3D Project
#///////////////////////////
library/
temp/
local/
build/
profiles/
native
#//////////////////////////
# NPM
#//////////////////////////
node_modules/
#//////////////////////////
# VSCode
#//////////////////////////
.vscode/
#//////////////////////////
# WebStorm
#//////////////////////////
.idea/

View File

@@ -1,14 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "2a691dda-d56d-4a72-9fef-111a999415db",
"files": [],
"subMetas": {},
"userData": {
"isBundle": true,
"bundleConfigID": "default",
"bundleName": "resources",
"priority": 8
}
}

View File

@@ -1,9 +0,0 @@
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View File

@@ -1,9 +0,0 @@
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View File

@@ -1,317 +0,0 @@
{
"nodes": [
{
"id": "node_15iffhg4p",
"type": "root",
"name": "根节点",
"description": "行为树的根节点,每棵树只能有一个根节点",
"children": [
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]
},
{
"id": "node_o6tsnrxyg",
"type": "selector",
"name": "选择器",
"description": "按顺序执行子节点,任一成功则整体成功",
"properties": {
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},
"children": [
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},
{
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"type": "conditional-decorator",
"name": "休息条件装饰器",
"description": "基于条件执行子节点(拖拽条件节点到此装饰器来配置条件)",
"properties": {
"conditionType": "blackboardCompare",
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},
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"properties": {}
}
},
{
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"type": "conditional-decorator",
"name": "存储条件装饰器",
"description": "基于条件执行子节点(拖拽条件节点到此装饰器来配置条件)",
"properties": {
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},
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],
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}
},
{
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"name": "挖矿条件装饰器",
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},
{
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"name": "序列器",
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"properties": {
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},
"children": [
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]
},
{
"id": "node_0fgq85ovw",
"type": "event-action",
"name": "回家休息",
"description": "执行已注册的事件处理函数(推荐)",
"properties": {
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"parameters": "{}"
}
},
{
"id": "node_9v13vpqyr",
"type": "event-action",
"name": "恢复体力",
"description": "执行已注册的事件处理函数(推荐)",
"properties": {
"eventName": "recover-stamina",
"parameters": "{}"
}
},
{
"id": "node_ui4ja9mlj",
"type": "event-action",
"name": "前往仓库存储",
"description": "执行已注册的事件处理函数(推荐)",
"properties": {
"eventName": "store-ore",
"parameters": "{}"
}
},
{
"id": "node_969njccy2",
"type": "event-action",
"name": "挖掘金矿",
"description": "执行已注册的事件处理函数(推荐)",
"properties": {
"eventName": "mine-gold-ore",
"parameters": "{}"
}
},
{
"id": "node_520hedw22",
"type": "event-action",
"name": "默认待机",
"description": "执行已注册的事件处理函数(推荐)",
"properties": {
"eventName": "idle-behavior",
"parameters": "{}"
}
},
{
"id": "node_o5c7hv5wx",
"type": "set-blackboard-value",
"name": "设置黑板变量",
"description": "设置黑板变量的值",
"properties": {
"variableName": "{{hasOre}}",
"value": "false"
}
},
{
"id": "node_zf0sgkqev",
"type": "set-blackboard-value",
"name": "设置黑板变量",
"description": "设置黑板变量的值",
"properties": {
"variableName": "{{hasOre}}",
"value": "true"
}
},
{
"id": "node_dhsz8rgl1",
"type": "sequence",
"name": "序列器",
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"properties": {
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},
"children": [
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},
{
"id": "node_zguxml6u7",
"type": "sequence",
"name": "序列器",
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"properties": {
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},
"children": [
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}
],
"blackboard": [
{
"name": "unitType",
"type": "string",
"value": "miner",
"description": "单位类型",
"group": "基础属性"
},
{
"name": "currentHealth",
"type": "number",
"value": 100,
"description": "当前生命值",
"group": "基础属性"
},
{
"name": "maxHealth",
"type": "number",
"value": 100,
"description": "最大生命值",
"group": "基础属性"
},
{
"name": "stamina",
"type": "number",
"value": 100,
"description": "当前体力值 - 挖矿会消耗体力",
"group": "体力系统"
},
{
"name": "maxStamina",
"type": "number",
"value": 100,
"description": "最大体力值",
"group": "体力系统"
},
{
"name": "staminaPercentage",
"type": "number",
"value": 1,
"description": "体力百分比",
"group": "体力系统"
},
{
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"value": false,
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"group": "体力系统"
},
{
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"group": "体力系统"
},
{
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"type": "vector3",
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"y": 0,
"z": 0
},
"description": "家的位置 - 矿工休息的地方",
"group": "体力系统"
},
{
"name": "hasOre",
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"value": false,
"description": "是否携带矿石",
"group": "工作状态"
},
{
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"type": "string",
"value": "mine",
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"group": "工作状态"
},
{
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"value": false,
"description": "是否有目标",
"group": "工作状态"
},
{
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"type": "vector3",
"value": {
"x": 0,
"y": 0,
"z": 0
},
"description": "目标位置",
"group": "移动属性"
},
{
"name": "isMoving",
"type": "boolean",
"value": false,
"description": "是否正在移动",
"group": "移动属性"
}
],
"metadata": {
"name": "behavior-tree",
"created": "2025-06-25T14:06:55.596Z",
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"exportType": "clean"
}
}

View File

@@ -1,11 +0,0 @@
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View File

@@ -1,12 +0,0 @@
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View File

@@ -1,9 +0,0 @@
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@@ -1,13 +0,0 @@
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"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_id": "89cmsd2gNNsq155xC7mob8"
},
{
"__type__": "c33869Km+9Bb7dw/OyRztvE",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 14
},
"_enabled": true,
"__prefab": null,
"minerCount": 1,
"goldMineCount": 3,
"_id": "86AIY7iYlMNqJsDC/+LIMU"
},
{
"__type__": "cc.SceneGlobals",
"ambient": {
"__id__": 17
},
"shadows": {
"__id__": 18
},
"_skybox": {
"__id__": 19
},
"fog": {
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},
"octree": {
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},
"skin": {
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},
"lightProbeInfo": {
"__id__": 23
},
"postSettings": {
"__id__": 24
},
"bakedWithStationaryMainLight": false,
"bakedWithHighpLightmap": false
},
{
"__type__": "cc.AmbientInfo",
"_skyColorHDR": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.5,
"z": 0.8,
"w": 0.520833125
},
"_skyColor": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.5,
"z": 0.8,
"w": 0.520833125
},
"_skyIllumHDR": 20000,
"_skyIllum": 20000,
"_groundAlbedoHDR": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.2,
"z": 0.2,
"w": 1
},
"_groundAlbedo": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.2,
"z": 0.2,
"w": 1
},
"_skyColorLDR": {
"__type__": "cc.Vec4",
"x": 0.452588,
"y": 0.607642,
"z": 0.755699,
"w": 0
},
"_skyIllumLDR": 0.8,
"_groundAlbedoLDR": {
"__type__": "cc.Vec4",
"x": 0.618555,
"y": 0.577848,
"z": 0.544564,
"w": 0
}
},
{
"__type__": "cc.ShadowsInfo",
"_enabled": false,
"_type": 0,
"_normal": {
"__type__": "cc.Vec3",
"x": 0,
"y": 1,
"z": 0
},
"_distance": 0,
"_planeBias": 1,
"_shadowColor": {
"__type__": "cc.Color",
"r": 76,
"g": 76,
"b": 76,
"a": 255
},
"_maxReceived": 4,
"_size": {
"__type__": "cc.Vec2",
"x": 1024,
"y": 1024
}
},
{
"__type__": "cc.SkyboxInfo",
"_envLightingType": 0,
"_envmapHDR": {
"__uuid__": "d032ac98-05e1-4090-88bb-eb640dcb5fc1@b47c0",
"__expectedType__": "cc.TextureCube"
},
"_envmap": {
"__uuid__": "d032ac98-05e1-4090-88bb-eb640dcb5fc1@b47c0",
"__expectedType__": "cc.TextureCube"
},
"_envmapLDR": {
"__uuid__": "6f01cf7f-81bf-4a7e-bd5d-0afc19696480@b47c0",
"__expectedType__": "cc.TextureCube"
},
"_diffuseMapHDR": null,
"_diffuseMapLDR": null,
"_enabled": true,
"_useHDR": true,
"_editableMaterial": null,
"_reflectionHDR": null,
"_reflectionLDR": null,
"_rotationAngle": 0
},
{
"__type__": "cc.FogInfo",
"_type": 0,
"_fogColor": {
"__type__": "cc.Color",
"r": 200,
"g": 200,
"b": 200,
"a": 255
},
"_enabled": false,
"_fogDensity": 0.3,
"_fogStart": 0.5,
"_fogEnd": 300,
"_fogAtten": 5,
"_fogTop": 1.5,
"_fogRange": 1.2,
"_accurate": false
},
{
"__type__": "cc.OctreeInfo",
"_enabled": false,
"_minPos": {
"__type__": "cc.Vec3",
"x": -1024,
"y": -1024,
"z": -1024
},
"_maxPos": {
"__type__": "cc.Vec3",
"x": 1024,
"y": 1024,
"z": 1024
},
"_depth": 8
},
{
"__type__": "cc.SkinInfo",
"_enabled": true,
"_blurRadius": 0.01,
"_sssIntensity": 3
},
{
"__type__": "cc.LightProbeInfo",
"_giScale": 1,
"_giSamples": 1024,
"_bounces": 2,
"_reduceRinging": 0,
"_showProbe": true,
"_showWireframe": true,
"_showConvex": false,
"_data": null,
"_lightProbeSphereVolume": 1
},
{
"__type__": "cc.PostSettingsInfo",
"_toneMappingType": 0
}
]

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@@ -1,11 +0,0 @@
{
"ver": "1.1.50",
"importer": "scene",
"imported": true,
"uuid": "ff354f0b-c2f5-4dea-8ffb-0152d175d11c",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,11 +0,0 @@
{
"ver": "1.1.50",
"importer": "scene",
"imported": true,
"uuid": "fcbf2917-6d43-4528-8829-7ee089594879",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

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@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "1556cd72-9618-4f9f-b9e7-28152a33bde9",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,130 +0,0 @@
import { _decorator, Component, Node, Vec3, Color } from 'cc';
import { SimplePrefabFactory } from './components/SimplePrefabFactory';
import { BehaviorTreeComponent } from './components/BehaviorTreeComponent';
import { StatusUIManager } from './components/StatusUIManager';
const { ccclass, property } = _decorator;
/**
* 矿工AI演示场景
*/
@ccclass('SimpleMinerDemo')
export class SimpleMinerDemo extends Component {
@property
minerCount: number = 1;
@property
goldMineCount: number = 3;
private miners: Node[] = [];
private goldMines: Node[] = [];
private warehouse: Node | null = null;
private ground: Node | null = null;
private totalOresCollected: number = 0;
private warehouseUI: any = null;
start() {
this.createWorld();
this.createWarehouse();
this.createGoldMines();
this.createMiners();
}
private createWorld() {
this.ground = SimplePrefabFactory.createGround(new Vec3(20, 0.2, 20));
this.node.addChild(this.ground);
this.ground.setWorldPosition(new Vec3(0, 0, 0));
}
private createWarehouse() {
this.warehouse = SimplePrefabFactory.createBuilding('Warehouse', new Vec3(2, 2, 2), Color.GRAY);
this.node.addChild(this.warehouse);
this.warehouse.setWorldPosition(new Vec3(0, 1, 0));
this.createWarehouseUI();
}
private createGoldMines() {
for (let i = 0; i < this.goldMineCount; i++) {
const angle = (i / this.goldMineCount) * Math.PI * 2;
const radius = 6 + Math.random() * 2;
const position = new Vec3(
Math.cos(angle) * radius,
0.8,
Math.sin(angle) * radius
);
const goldMine = SimplePrefabFactory.createResource(`GoldMine_${i + 1}`, Color.YELLOW);
this.node.addChild(goldMine);
goldMine.setWorldPosition(position);
goldMine.setScale(new Vec3(1.2, 1.2, 1.2));
this.goldMines.push(goldMine);
}
}
private createMiners() {
for (let i = 0; i < this.minerCount; i++) {
const angle = (i / this.minerCount) * Math.PI * 2;
const radius = 3;
const position = new Vec3(
Math.cos(angle) * radius,
1,
Math.sin(angle) * radius
);
const miner = SimplePrefabFactory.createUnit(`Miner_${i + 1}`, Color.BLUE);
this.node.addChild(miner);
miner.setWorldPosition(position);
const behaviorTree = miner.addComponent(BehaviorTreeComponent);
behaviorTree.behaviorTreeFile = 'miner-stamina-ai.bt';
behaviorTree.debugMode = true;
this.scheduleOnce(() => {
const blackboard = behaviorTree.getBlackboard();
if (blackboard) {
blackboard.setValue('homePosition', position.clone());
}
}, 0.5);
this.miners.push(miner);
}
}
public getAllGoldMines(): Node[] {
return this.goldMines.filter(mine => mine && mine.isValid);
}
public getWarehouse(): Node | null {
return this.warehouse;
}
public mineGoldOre(miner: Node): boolean {
this.totalOresCollected++;
this.updateWarehouseUI();
return true;
}
public getTotalOresCollected(): number {
return this.totalOresCollected;
}
private createWarehouseUI() {
if (!this.warehouse) return;
this.warehouseUI = StatusUIManager.createWarehouseUI(this.warehouse);
if (this.warehouseUI) {
this.updateWarehouseUI();
}
}
private updateWarehouseUI() {
if (this.warehouseUI && this.warehouseUI.warehouseCountLabel) {
this.warehouseUI.warehouseCountLabel.string = `🏭 总存储: ${this.totalOresCollected}`;
}
}
onDestroy() {
this.unscheduleAllCallbacks();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "c3386f4a-9bef-416f-b770-fcec91cedbc4",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "d07d95ad-f180-4b6e-9d0a-7248e75ec795",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,518 +0,0 @@
import { Node, resources, JsonAsset, Component, _decorator, Vec3, tween, instantiate, Prefab } from 'cc';
import { BehaviorTree, BehaviorTreeBuilder, Blackboard, TaskStatus, BehaviorTreeJSONConfig, EventRegistry, IBehaviorTreeContext, ActionResult } from '@esengine/ai';
import { MinerStatusUI } from './MinerStatusUI';
import { StatusUIManager } from './StatusUIManager';
const { ccclass, property } = _decorator;
@ccclass('BehaviorTreeComponent')
export class BehaviorTreeComponent extends Component {
@property
behaviorTreeFile: string = '';
@property
autoStart: boolean = true;
@property
debugMode: boolean = false;
@property
showStatusUI: boolean = true;
@property(Prefab)
statusUIPrefab: Prefab | null = null;
private behaviorTree: BehaviorTree<any> | null = null;
private statusUI: MinerStatusUI | null = null;
private blackboard: Blackboard | null = null;
private context: any = null;
private eventRegistry: EventRegistry | null = null;
private isLoaded: boolean = false;
private isRunning: boolean = false;
private actionStates: Map<string, {
isExecuting: boolean;
startTime: number;
duration: number;
}> = new Map();
start() {
if (this.autoStart && this.behaviorTreeFile) {
this.initialize();
}
if (this.showStatusUI) {
this.createStatusUI();
}
}
async initialize() {
if (!this.behaviorTreeFile) {
return;
}
try {
await this.loadBehaviorTree();
this.isLoaded = true;
this.isRunning = true;
} catch (error) {
// 静默处理
}
}
private async loadBehaviorTree(): Promise<void> {
return new Promise((resolve, reject) => {
let jsonPath = this.behaviorTreeFile;
resources.load(jsonPath, JsonAsset, (err, asset) => {
if (err) {
reject(err);
return;
}
try {
const treeData = asset.json as BehaviorTreeJSONConfig;
this.buildBehaviorTree(treeData);
resolve();
} catch (buildError) {
reject(buildError);
}
});
});
}
private buildBehaviorTree(treeData: BehaviorTreeJSONConfig) {
this.eventRegistry = new EventRegistry();
this.setupEventHandlers();
const baseContext = {
node: this.node,
component: this,
eventRegistry: this.eventRegistry
};
const result = BehaviorTreeBuilder.fromBehaviorTreeConfig(treeData, baseContext);
this.behaviorTree = result.tree;
this.blackboard = result.blackboard;
this.context = result.context;
this.initializeBlackboard();
}
private setupEventHandlers() {
if (!this.eventRegistry) return;
this.eventRegistry.registerAction('go-home-rest', (context, params) => {
return this.handleGoHomeRest(context, params);
});
this.eventRegistry.registerAction('recover-stamina', (context, params) => {
return this.handleRecoverStamina(context, params);
});
this.eventRegistry.registerAction('store-ore', (context, params) => {
return this.handleStoreOre(context, params);
});
this.eventRegistry.registerAction('mine-gold-ore', (context, params) => {
return this.handleMineGoldOre(context, params);
});
this.eventRegistry.registerAction('idle-behavior', (context, params) => {
return this.handleIdleBehavior(context, params);
});
}
private initializeBlackboard() {
if (!this.blackboard) return;
this.blackboard.setValue('stamina', 100);
this.blackboard.setValue('staminaPercentage', 1.0);
this.blackboard.setValue('isLowStamina', false);
this.blackboard.setValue('hasOre', false);
this.blackboard.setValue('isResting', false);
this.blackboard.setValue('homePosition', this.node.worldPosition);
}
private createStatusUI() {
if (!this.statusUIPrefab) {
this.createSimpleStatusUI();
return;
}
const uiNode = instantiate(this.statusUIPrefab);
const canvas = this.node.scene?.getChildByName('Canvas');
if (canvas) {
canvas.addChild(uiNode);
this.statusUI = uiNode.getComponent(MinerStatusUI);
if (this.statusUI) {
this.statusUI.setFollowTarget(this.node);
}
}
}
private createSimpleStatusUI() {
this.statusUI = StatusUIManager.createStatusUIForMiner(this.node);
}
private updateStatusUI() {
if (!this.statusUI || !this.blackboard) return;
const stamina = this.blackboard.getValue('stamina') || 0;
const maxStamina = this.blackboard.getValue('maxStamina') || 100;
const hasOre = this.blackboard.getValue('hasOre') || false;
const isResting = this.blackboard.getValue('isResting') || false;
// 更新体力
this.statusUI.updateStamina(stamina, maxStamina);
// 更新状态文本
let status = '';
if (isResting) {
status = '😴休息中';
} else if (hasOre) {
status = '🚚运输中';
} else {
status = '⛏️挖矿中';
}
this.statusUI.updateStatus(status);
// 获取仓库矿石总数
const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
const warehouseTotal = (gameManager as any)?.getTotalOresCollected() || 0;
// 更新矿石数量显示
this.statusUI.updateOreCount(hasOre, warehouseTotal);
// 更新动作进度
this.updateActionProgressUI();
}
private updateActionProgressUI() {
if (!this.statusUI) return;
let actionName = '';
let progress = 0;
// 检查当前正在执行的动作
for (const [key, state] of this.actionStates.entries()) {
if (state.isExecuting) {
const elapsed = Date.now() - state.startTime;
progress = Math.min(elapsed / state.duration, 1.0);
switch (key) {
case 'mine-gold-ore':
actionName = '⛏️ 挖掘中';
break;
case 'store-ore':
actionName = '📦 存储中';
break;
case 'recover-stamina':
actionName = '💤 恢复体力';
break;
default:
actionName = key;
}
break; // 只显示第一个正在执行的动作
}
}
// 如果没有正在执行的动作,清空进度显示
this.statusUI.updateActionProgress(actionName, progress);
}
// ==================== 行为树事件处理器 ====================
/**
* 清理动作状态 - 当动作被中止时调用
*/
private clearActionState(actionKey: string) {
if (this.actionStates.has(actionKey)) {
this.actionStates.delete(actionKey);
}
}
/**
* 回家休息 - 包含体力恢复逻辑
*/
private handleGoHomeRest(context: any, params: any): ActionResult {
const blackboard = this.blackboard;
if (!blackboard) return 'failure';
// 检查是否已经在家了
const homePos = blackboard.getValue('homePosition') || this.node.worldPosition;
const distance = Vec3.distance(this.node.worldPosition, homePos);
if (distance > 1.0) {
// 还没到家,继续移动
this.moveToPosition(homePos, 2.0);
return 'running';
} else {
this.clearActionState('mine-gold-ore');
this.clearActionState('store-ore');
blackboard.setValue('isResting', true);
const actionKey = 'go-home-rest';
const currentTime = Date.now();
// 初始化休息状态
if (!this.actionStates.has(actionKey)) {
this.actionStates.set(actionKey, {
isExecuting: true,
startTime: currentTime,
duration: 2000 // 2秒恢复一次
});
return 'running';
}
const actionState = this.actionStates.get(actionKey)!;
const elapsed = currentTime - actionState.startTime;
if (elapsed >= actionState.duration) {
const currentStamina = blackboard.getValue('stamina');
const newStamina = Math.min(100, currentStamina + 10);
blackboard.setValue('stamina', newStamina);
blackboard.setValue('staminaPercentage', newStamina / 100);
if (newStamina >= 80) {
blackboard.setValue('isResting', false);
blackboard.setValue('isLowStamina', false);
this.actionStates.delete(actionKey);
return 'success';
}
actionState.startTime = currentTime;
}
return 'running';
}
}
private handleRecoverStamina(context: any, params: any): ActionResult {
return 'success';
}
private handleMineGoldOre(context: any, params: any): ActionResult {
const blackboard = this.blackboard;
if (!blackboard) return 'failure';
const hasOre = blackboard.getValue('hasOre');
const isLowStamina = blackboard.getValue('isLowStamina');
const isResting = blackboard.getValue('isResting');
if (hasOre || isLowStamina || isResting) {
return 'failure';
}
const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
const goldMines = (gameManager as any)?.getAllGoldMines();
if (!goldMines?.length) return 'failure';
let nearestMine = goldMines[0];
let minDistance = Vec3.distance(this.node.worldPosition, nearestMine.worldPosition);
for (const mine of goldMines) {
const distance = Vec3.distance(this.node.worldPosition, mine.worldPosition);
if (distance < minDistance) {
minDistance = distance;
nearestMine = mine;
}
}
if (minDistance > 2.0) {
this.moveToPosition(nearestMine.worldPosition, 2.0);
return 'running';
} else {
const actionKey = 'mine-gold-ore';
const currentTime = Date.now();
if (!this.actionStates.has(actionKey)) {
this.actionStates.set(actionKey, {
isExecuting: true,
startTime: currentTime,
duration: 3000
});
return 'running';
}
const actionState = this.actionStates.get(actionKey)!;
const elapsed = currentTime - actionState.startTime;
if (elapsed >= actionState.duration) {
const currentStamina = blackboard.getValue('stamina');
const newStamina = Math.max(0, currentStamina - 15);
blackboard.setValue('stamina', newStamina);
blackboard.setValue('staminaPercentage', newStamina / 100);
blackboard.setValue('hasOre', true);
blackboard.setValue('isLowStamina', newStamina < 20);
this.actionStates.delete(actionKey);
return 'failure';
}
return 'running';
}
}
private handleStoreOre(context: any, params: any): ActionResult {
const blackboard = this.blackboard;
if (!blackboard) return 'failure';
const hasOre = blackboard.getValue('hasOre');
if (!hasOre) {
return 'failure';
}
const isLowStamina = blackboard.getValue('isLowStamina');
if (isLowStamina) {
return 'failure';
}
this.clearActionState('mine-gold-ore');
const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
const warehouse = (gameManager as any)?.getWarehouse();
if (!warehouse) return 'failure';
const distance = Vec3.distance(this.node.worldPosition, warehouse.worldPosition);
if (distance > 2.0) {
this.moveToPosition(warehouse.worldPosition, 2.0);
return 'running';
} else {
const actionKey = 'store-ore';
const currentTime = Date.now();
if (!this.actionStates.has(actionKey)) {
this.actionStates.set(actionKey, {
isExecuting: true,
startTime: currentTime,
duration: 1500
});
return 'running';
}
const actionState = this.actionStates.get(actionKey)!;
const elapsed = currentTime - actionState.startTime;
if (elapsed >= actionState.duration) {
blackboard.setValue('hasOre', false);
(gameManager as any).mineGoldOre(this.node);
this.actionStates.delete(actionKey);
return 'success';
}
return 'running';
}
}
private handleIdleBehavior(context: any, params: any): ActionResult {
return 'success';
}
private moveToPosition(targetPos: Vec3, duration: number) {
tween(this.node).stop();
tween(this.node).to(duration, { worldPosition: targetPos }).start();
}
update(deltaTime: number) {
if (this.behaviorTree && this.isRunning) {
this.behaviorTree.tick(deltaTime);
}
if (this.showStatusUI) {
this.updateStatusUI();
}
}
/**
* 获取黑板
*/
getBlackboard(): Blackboard | null {
return this.blackboard;
}
/**
* 获取行为树
*/
getBehaviorTree(): BehaviorTree<any> | null {
return this.behaviorTree;
}
/**
* 暂停行为树
*/
pause() {
this.isRunning = false;
if (this.debugMode) {
}
}
/**
* 恢复行为树
*/
resume() {
if (this.isLoaded) {
this.isRunning = true;
if (this.debugMode) {
}
}
}
/**
* 停止行为树
*/
stop() {
this.isRunning = false;
if (this.behaviorTree) {
this.behaviorTree.reset();
}
if (this.debugMode) {
}
}
/**
* 重新加载行为树
*/
async reload() {
this.stop();
await this.initialize();
}
/**
* 重置行为树状态
*/
reset() {
if (this.behaviorTree) {
this.behaviorTree.reset();
}
if (this.debugMode) {
}
}
onDestroy() {
this.stop();
if (this.eventRegistry) {
this.eventRegistry.clear();
}
// 清理UI
if (this.statusUI) {
this.statusUI.node.destroy();
this.statusUI = null;
}
this.behaviorTree = null;
this.blackboard = null;
this.context = null;
this.eventRegistry = null;
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "8efd182b-9891-4903-bef2-eb07b5184263",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,299 +0,0 @@
import { _decorator, Component, resources, JsonAsset, Vec3 } from 'cc';
import { BehaviorTree, BehaviorTreeBuilder, Blackboard, BehaviorTreeJSONConfig, ExecutionContext, EventRegistry, ActionResult } from '@esengine/ai';
import { UnitController } from './UnitController';
import { RTSBehaviorHandler } from './RTSBehaviorHandler';
const { ccclass, property } = _decorator;
/**
* 游戏执行上下文接口
* 继承框架的ExecutionContext添加游戏特定的属性
*/
interface GameExecutionContext extends ExecutionContext {
unitController: UnitController;
gameObject: any;
eventRegistry?: EventRegistry;
// 确保继承索引签名
[key: string]: unknown;
}
/**
* 行为树管理器 - 使用@esengine/ai包管理行为树
*/
@ccclass('BehaviorTreeManager')
export class BehaviorTreeManager extends Component {
@property
debugMode: boolean = true;
@property
tickInterval: number = 0.1; // 行为树更新间隔(秒)- 10fps更新频率平衡性能和响应性
private behaviorTree: BehaviorTree<GameExecutionContext> | null = null;
private blackboard: Blackboard | null = null;
private context: GameExecutionContext | null = null;
private eventRegistry: EventRegistry | null = null;
private isLoaded: boolean = false;
private isRunning: boolean = false;
private lastTickTime: number = 0;
private unitController: UnitController | null = null;
private currentBehaviorTreeName: string = '';
private behaviorHandler: RTSBehaviorHandler | null = null;
/**
* 初始化行为树
*/
async initializeBehaviorTree(behaviorTreeName: string, unitController: UnitController) {
this.currentBehaviorTreeName = behaviorTreeName;
this.unitController = unitController;
// 获取RTSBehaviorHandler组件
this.behaviorHandler = this.getComponent(RTSBehaviorHandler);
if (!this.behaviorHandler) {
console.error(`BehaviorTreeManager: 未找到RTSBehaviorHandler组件 - ${this.node.name}`);
return;
}
try {
await this.loadBehaviorTree(behaviorTreeName);
this.setupBlackboard();
this.isLoaded = true;
this.isRunning = true;
} catch (error) {
console.error(`行为树初始化失败: ${behaviorTreeName}`, error);
}
}
/**
* 加载行为树文件
*/
private async loadBehaviorTree(behaviorTreeName: string): Promise<void> {
return new Promise((resolve, reject) => {
const jsonPath = `${behaviorTreeName}.bt`;
resources.load(jsonPath, JsonAsset, (err, asset) => {
if (err) {
console.error(`加载行为树文件失败: ${jsonPath}`, err);
reject(err);
return;
}
try {
const behaviorTreeData = asset.json as BehaviorTreeJSONConfig;
// 创建执行上下文
this.blackboard = new Blackboard();
this.eventRegistry = this.createEventRegistry();
this.context = {
blackboard: this.blackboard,
unitController: this.unitController!,
gameObject: this.node,
eventRegistry: this.eventRegistry
} as GameExecutionContext;
// 从JSON数据创建行为树
const buildResult = BehaviorTreeBuilder.fromBehaviorTreeConfig<GameExecutionContext>(behaviorTreeData, this.context);
this.behaviorTree = buildResult.tree;
this.blackboard = buildResult.blackboard;
resolve();
} catch (parseError) {
console.error(`创建行为树失败: ${jsonPath}`, parseError);
reject(parseError);
}
});
});
}
/**
* 创建事件注册表
*/
private createEventRegistry(): EventRegistry {
const registry = new EventRegistry();
// 注册体力系统矿工行为事件处理器
const eventHandlers = {
// 矿工体力系统核心行为
'mine-gold-ore': (context: any, params?: any) => this.callBehaviorHandler('onMineGoldOre', params),
'store-ore': (context: any, params?: any) => this.callBehaviorHandler('onStoreOre', params),
'go-home-rest': (context: any, params?: any) => this.callBehaviorHandler('onGoHomeRest', params),
'recover-stamina': (context: any, params?: any) => this.callBehaviorHandler('onRecoverStamina', params),
'idle-behavior': (context: any, params?: any) => this.callBehaviorHandler('onIdleBehavior', params)
};
// 将事件处理器注册到EventRegistry
Object.entries(eventHandlers).forEach(([eventName, handler]) => {
registry.registerAction(eventName, handler);
});
return registry;
}
/**
* 调用行为处理器的方法
*/
private callBehaviorHandler(methodName: string, params: any = {}): ActionResult {
if (!this.behaviorHandler) {
console.error(`BehaviorTreeManager: RTSBehaviorHandler未初始化 - ${this.node.name}`);
return 'failure';
}
try {
// 直接调用RTSBehaviorHandler的方法
const method = (this.behaviorHandler as any)[methodName];
if (typeof method === 'function') {
const result = method.call(this.behaviorHandler, params);
return result || 'success'; // 确保有返回值
} else {
console.error(`BehaviorTreeManager: 方法不存在: ${methodName}`);
return 'failure';
}
} catch (error) {
console.error(`BehaviorTreeManager: 调用方法失败: ${methodName}`, error);
return 'failure';
}
}
/**
* 设置黑板基础信息
*/
private setupBlackboard() {
if (!this.unitController || !this.blackboard) return;
// 设置矿工基础信息
this.blackboard.setValue('unitType', this.unitController.unitType);
this.blackboard.setValue('currentHealth', this.unitController.currentHealth);
this.blackboard.setValue('maxHealth', this.unitController.maxHealth);
this.blackboard.setValue('currentCommand', 'mine');
this.blackboard.setValue('hasOre', false);
this.blackboard.setValue('hasTarget', false);
this.blackboard.setValue('targetPosition', null);
this.blackboard.setValue('isMoving', false);
// 设置体力系统信息
this.blackboard.setValue('stamina', this.unitController.currentStamina);
this.blackboard.setValue('maxStamina', this.unitController.maxStamina);
this.blackboard.setValue('staminaPercentage', this.unitController.currentStamina / this.unitController.maxStamina);
this.blackboard.setValue('isLowStamina', this.unitController.currentStamina < this.unitController.maxStamina * 0.2);
this.blackboard.setValue('isResting', false);
this.blackboard.setValue('homePosition', this.unitController.homePosition);
}
/**
* 更新黑板值
*/
updateBlackboardValue(key: string, value: any) {
if (this.blackboard) {
this.blackboard.setValue(key, value);
}
}
/**
* 获取黑板值
*/
getBlackboardValue(key: string): any {
return this.blackboard?.getValue(key);
}
/**
* 获取黑板
*/
getBlackboard(): Blackboard | null {
return this.blackboard;
}
/**
* 获取行为树
*/
getBehaviorTree(): BehaviorTree<GameExecutionContext> | null {
return this.behaviorTree;
}
/**
* 更新行为树
*/
update(deltaTime: number) {
if (!this.isLoaded || !this.isRunning || !this.behaviorTree || !this.blackboard) return;
// 控制更新频率
this.lastTickTime += deltaTime;
if (this.lastTickTime < this.tickInterval) return;
this.lastTickTime = 0;
// 更新矿工状态信息
if (this.unitController) {
// 基础属性
this.blackboard.setValue('currentHealth', this.unitController.currentHealth);
this.blackboard.setValue('currentCommand', this.unitController.currentCommand);
this.blackboard.setValue('hasTarget', this.unitController.targetPosition && !this.unitController.targetPosition.equals(Vec3.ZERO));
this.blackboard.setValue('targetPosition', this.unitController.targetPosition);
this.blackboard.setValue('isMoving', this.unitController.targetPosition && !this.unitController.targetPosition.equals(Vec3.ZERO));
// 体力系统状态
this.blackboard.setValue('stamina', this.unitController.currentStamina);
this.blackboard.setValue('maxStamina', this.unitController.maxStamina);
this.blackboard.setValue('staminaPercentage', this.unitController.currentStamina / this.unitController.maxStamina);
this.blackboard.setValue('isLowStamina', this.unitController.currentStamina < this.unitController.maxStamina * 0.2);
this.blackboard.setValue('homePosition', this.unitController.homePosition);
}
// 执行行为树
try {
this.behaviorTree.tick(deltaTime);
} catch (error) {
console.error(`行为树执行错误: ${this.node.name}`, error);
}
}
/**
* 暂停行为树
*/
pause() {
this.isRunning = false;
}
/**
* 恢复行为树
*/
resume() {
if (this.isLoaded) {
this.isRunning = true;
}
}
/**
* 停止行为树
*/
stop() {
this.isRunning = false;
}
/**
* 重新加载行为树
*/
async reloadBehaviorTree() {
if (this.currentBehaviorTreeName && this.unitController) {
this.stop();
await this.initializeBehaviorTree(this.currentBehaviorTreeName, this.unitController);
}
}
/**
* 重置行为树
*/
reset() {
if (this.behaviorTree) {
this.behaviorTree.reset();
}
}
onDestroy() {
this.stop();
this.behaviorTree = null;
this.blackboard = null;
this.context = null;
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "891c88fc-282d-4791-a961-8d85244bfee7",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,130 +0,0 @@
import { Component, _decorator, Label, ProgressBar, Node, UITransform, Canvas, find, Camera, Vec3, director, Color, Layers, Graphics } from 'cc';
const { ccclass, property } = _decorator;
/**
* 矿工状态UI组件
*/
@ccclass('MinerStatusUI')
export class MinerStatusUI extends Component {
nameLabel: Label | null = null;
statusLabel: Label | null = null;
staminaBar: ProgressBar | null = null;
actionProgressBar: ProgressBar | null = null;
actionLabel: Label | null = null;
oreCountLabel: Label | null = null;
warehouseCountLabel: Label | null = null;
@property
followTarget: Node | null = null;
@property
yOffset: number = 100;
private camera: Camera | null = null;
private canvas: Canvas | null = null;
start() {
this.node.layer = Layers.Enum.UI_2D;
this.camera = find('Main Camera')?.getComponent(Camera) || director.getScene()?.getComponentInChildren(Camera);
this.canvas = find('Canvas')?.getComponent(Canvas) || director.getScene()?.getComponentInChildren(Canvas);
if (this.nameLabel && this.followTarget) {
this.nameLabel.string = this.followTarget.name;
}
this.updateStamina(100, 100);
this.updateStatus('待机中');
this.updateActionProgress('', 0);
}
update() {
if (this.followTarget && this.camera && this.canvas) {
this.updateUIPosition();
}
}
private updateUIPosition() {
if (!this.followTarget || !this.camera || !this.canvas) return;
const targetWorldPos = this.followTarget.worldPosition.clone();
// 根据目标类型设置不同的Y偏移
if (this.followTarget.name.includes('Warehouse')) {
targetWorldPos.y += 3.0; // 仓库偏移更高
} else {
targetWorldPos.y += 2.0; // 矿工偏移
}
// 将世界坐标直接转换为UI坐标
const uiPos = new Vec3();
this.camera.convertToUINode(targetWorldPos, this.canvas.node, uiPos);
this.node.setPosition(uiPos);
}
setFollowTarget(target: Node) {
this.followTarget = target;
if (this.nameLabel) {
this.nameLabel.string = target.name;
}
}
updateStamina(current: number, max: number) {
if (this.staminaBar) {
this.staminaBar.progress = current / max;
}
if (this.staminaBar) {
const percentage = current / max;
const fillNode = this.staminaBar.node.getChildByName('Bar');
if (fillNode) {
const graphics = fillNode.getComponent(Graphics);
if (graphics) {
let color: Color;
if (percentage > 0.6) {
color = new Color(0, 255, 0, 255);
} else if (percentage > 0.3) {
color = new Color(255, 255, 0, 255);
} else {
color = new Color(255, 0, 0, 255);
}
graphics.clear();
graphics.fillColor = color;
graphics.rect(-75, -4, 150 * percentage, 8);
graphics.fill();
}
}
}
}
updateStatus(status: string) {
if (this.statusLabel) {
this.statusLabel.string = status;
}
}
updateActionProgress(actionName: string, progress: number) {
if (this.actionLabel) {
this.actionLabel.string = actionName;
}
if (this.actionProgressBar) {
this.actionProgressBar.progress = Math.max(0, Math.min(1, progress));
this.actionProgressBar.node.active = actionName !== '' && progress > 0;
}
}
setVisible(visible: boolean) {
this.node.active = visible;
}
updateOreCount(hasOre: boolean, warehouseTotal: number) {
if (this.oreCountLabel) {
this.oreCountLabel.string = hasOre ? '💎1' : '💎0';
}
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "5f877c25-5c26-49c6-bbb5-7ff36323e0a1",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,334 +0,0 @@
import { _decorator, Component, Vec3, Node } from 'cc';
import { UnitController } from './UnitController';
const { ccclass } = _decorator;
/**
* 矿工体力系统行为处理器 - 处理挖矿、休息、存储的完整循环
* 展示体力驱动的工作-休息循环系统
*/
@ccclass('RTSBehaviorHandler')
export class RTSBehaviorHandler extends Component {
private unitController: UnitController | null = null;
private minerDemo: any = null; // MinerDemo组件引用
private lastActionTime: number = 0;
private actionCooldown: number = 0.5; // 动作冷却时间,避免频繁切换
private minerIndex: number = -1; // 矿工索引,用于找到对应的家
start() {
this.unitController = this.getComponent(UnitController);
// 获取场景中的MinerDemo组件
this.minerDemo = this.node.parent?.getComponent('MinerDemo');
if (!this.unitController) {
console.error('RTSBehaviorHandler: 未找到UnitController组件');
}
if (!this.minerDemo) {
console.error('RTSBehaviorHandler: 未找到MinerDemo组件');
}
// 从节点名称中提取矿工索引
const match = this.node.name.match(/Miner_(\d+)/);
if (match) {
this.minerIndex = parseInt(match[1]) - 1; // 转换为0基索引
}
this.lastActionTime = Date.now();
}
/**
* 检查动作冷却
*/
private isActionOnCooldown(): boolean {
return (Date.now() - this.lastActionTime) < (this.actionCooldown * 1000);
}
/**
* 更新动作时间
*/
private updateActionTime() {
this.lastActionTime = Date.now();
}
/**
* 挖掘金矿(永不枯竭)
* @param params 事件参数,包含黑板变量值
*/
onMineGoldOre(params: any = {}): string {
if (!this.unitController || !this.minerDemo) {
return 'failure';
}
// 检查体力是否充足
if (this.unitController.currentStamina < this.unitController.staminaCostPerMining) {
return 'failure';
}
// 检查是否已经携带矿石
const hasOre = this.unitController.getBlackboardValue('hasOre');
if (hasOre) {
return 'failure';
}
// 动作冷却检查
if (this.isActionOnCooldown()) {
return 'running';
}
// 获取所有金矿
const goldMines = this.minerDemo.getAllGoldMines();
if (goldMines.length === 0) {
return 'failure';
}
// 寻找最近的金矿
const currentPos = this.node.worldPosition;
let nearestMine: Node | null = null;
let minDistance = Infinity;
for (const mine of goldMines) {
if (!mine || !mine.isValid) continue;
const distance = Vec3.distance(currentPos, mine.worldPosition);
if (distance < minDistance) {
minDistance = distance;
nearestMine = mine;
}
}
if (!nearestMine) {
return 'failure';
}
// 检查是否已经到达金矿位置
if (minDistance < 2.0) {
// 检查是否正在移动
const isMoving = this.unitController.getBlackboardValue('isMoving');
if (isMoving) {
return 'running';
}
// 消耗体力
this.unitController.currentStamina = Math.max(0, this.unitController.currentStamina - this.unitController.staminaCostPerMining);
// 设置携带矿石状态
this.unitController.setBlackboardValue('hasOre', true);
// 通知演示管理器
this.minerDemo.mineGoldOre(this.node);
// 清除移动目标
this.unitController.clearTarget();
this.unitController.setBlackboardValue('isMoving', false);
this.updateActionTime();
return 'success';
} else {
// 设置移动目标
this.unitController.setTarget(nearestMine.worldPosition);
return 'running';
}
}
/**
* 前往仓库存储矿石
* @param params 事件参数,包含黑板变量值
*/
onStoreOre(params: any = {}): string {
if (!this.unitController || !this.minerDemo) {
return 'failure';
}
// 检查是否携带矿石
const hasOre = this.unitController.getBlackboardValue('hasOre');
if (!hasOre) {
return 'failure';
}
// 动作冷却检查
if (this.isActionOnCooldown()) {
return 'running';
}
const warehouse = this.minerDemo.getWarehouse();
if (!warehouse || !warehouse.isValid) {
return 'failure';
}
// 计算到仓库的距离
const currentPos = this.node.worldPosition;
const warehousePos = warehouse.worldPosition;
const distance = Vec3.distance(currentPos, warehousePos);
// 检查是否已经到达仓库
if (distance < 2.5) {
// 检查是否正在移动
const isMoving = this.unitController.getBlackboardValue('isMoving');
if (isMoving) {
return 'running';
}
// 清除携带矿石状态
this.unitController.setBlackboardValue('hasOre', false);
// 清除移动目标
this.unitController.clearTarget();
this.unitController.setBlackboardValue('isMoving', false);
this.updateActionTime();
return 'success';
} else {
// 设置移动目标
this.unitController.setTarget(warehousePos);
return 'running';
}
}
/**
* 回家休息
* @param params 事件参数,包含黑板变量值
*/
onGoHomeRest(params: any = {}): string {
if (!this.unitController || !this.minerDemo) {
return 'failure';
}
// 动作冷却检查
if (this.isActionOnCooldown()) {
return 'running';
}
// 获取矿工的家
const home = this.minerDemo.getMinerHome(this.minerIndex);
if (!home || !home.isValid) {
return 'failure';
}
// 计算到家的距离
const currentPos = this.node.worldPosition;
const homePos = home.worldPosition;
const distance = Vec3.distance(currentPos, homePos);
// 检查是否已经到达家
if (distance < 2.0) {
// 检查是否正在移动
const isMoving = this.unitController.getBlackboardValue('isMoving');
if (isMoving) {
return 'running';
}
// 设置休息状态
this.unitController.setBlackboardValue('isResting', true);
// 清除移动目标
this.unitController.clearTarget();
this.unitController.setBlackboardValue('isMoving', false);
this.updateActionTime();
return 'success';
} else {
// 设置移动目标
this.unitController.setTarget(homePos);
return 'running';
}
}
/**
* 恢复体力
* @param params 事件参数,包含黑板变量值
*/
onRecoverStamina(params: any = {}): string {
if (!this.unitController) {
return 'failure';
}
// 检查是否在家中
const isResting = this.unitController.getBlackboardValue('isResting');
if (!isResting) {
return 'failure';
}
// 恢复体力
const oldStamina = this.unitController.currentStamina;
this.unitController.currentStamina = Math.min(this.unitController.maxStamina,
this.unitController.currentStamina + this.unitController.staminaRecoveryRate * 0.1); // 每次恢复2点体力
const isFullyRested = this.unitController.currentStamina >= this.unitController.maxStamina;
if (isFullyRested) {
// 清除休息状态
this.unitController.setBlackboardValue('isResting', false);
// 通知演示管理器
this.minerDemo.completeRestCycle();
this.updateActionTime();
return 'success';
} else {
// 体力还在恢复中
return 'running';
}
}
/**
* 待机行为
* @param params 事件参数,包含黑板变量值
*/
onIdleBehavior(params: any = {}): string {
if (!this.unitController) {
return 'failure';
}
// 清除移动目标,确保停止移动
this.unitController.clearTarget();
this.unitController.setBlackboardValue('isMoving', false);
return 'success';
}
/**
* 获取矿工状态摘要
*/
getMinerStatus(): string {
if (!this.unitController) return 'Unknown';
const hasOre = this.unitController.getBlackboardValue('hasOre');
const isMoving = this.unitController.getBlackboardValue('isMoving');
const isResting = this.unitController.getBlackboardValue('isResting');
const stamina = this.unitController.currentStamina;
const maxStamina = this.unitController.maxStamina;
let status = '';
if (isResting) {
status = '😴休息中';
} else if (hasOre) {
status = isMoving ? '🚚运输中' : '📦携带矿石';
} else {
status = isMoving ? '🚶移动中' : '⛏️挖矿';
}
return `${status} (体力:${stamina.toFixed(0)}/${maxStamina})`;
}
/**
* 调试信息
*/
getDebugInfo(): any {
if (!this.unitController) return {};
return {
name: this.node.name,
hasOre: this.unitController.getBlackboardValue('hasOre'),
isMoving: this.unitController.getBlackboardValue('isMoving'),
isResting: this.unitController.getBlackboardValue('isResting'),
stamina: this.unitController.currentStamina,
maxStamina: this.unitController.maxStamina,
staminaPercentage: this.unitController.currentStamina / this.unitController.maxStamina,
isLowStamina: this.unitController.currentStamina < this.unitController.maxStamina * 0.2,
status: this.getMinerStatus()
};
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "739ff9ee-42d5-4542-bb5b-3e7611c729e2",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,126 +0,0 @@
import { _decorator, Component, Node, Vec3, MeshRenderer, BoxCollider, RigidBody, Material, Color, primitives, utils } from 'cc';
const { ccclass, property } = _decorator;
/**
* 简单预制体工厂
*/
@ccclass('SimplePrefabFactory')
export class SimplePrefabFactory extends Component {
/**
* 创建单位节点
*/
static createUnit(name: string, color: Color = Color.WHITE): Node {
const unit = new Node(name);
// 添加网格渲染器
const meshRenderer = unit.addComponent(MeshRenderer);
// 创建立方体网格
const mesh = utils.createMesh(primitives.box({ width: 1, height: 1, length: 1 }));
meshRenderer.mesh = mesh;
// 创建材质
const material = new Material();
material.initialize({ effectName: 'builtin-unlit' });
material.setProperty('mainColor', color);
meshRenderer.material = material;
// 添加碰撞器
const collider = unit.addComponent(BoxCollider);
collider.size = new Vec3(1, 1, 1);
// 添加刚体
const rigidBody = unit.addComponent(RigidBody);
rigidBody.type = RigidBody.Type.KINEMATIC;
return unit;
}
/**
* 创建建筑节点
*/
static createBuilding(name: string, size: Vec3 = new Vec3(2, 2, 2), color: Color = Color.GRAY): Node {
const building = new Node(name);
// 添加网格渲染器
const meshRenderer = building.addComponent(MeshRenderer);
// 创建立方体网格
const mesh = utils.createMesh(primitives.box({
width: size.x,
height: size.y,
length: size.z
}));
meshRenderer.mesh = mesh;
// 创建材质
const material = new Material();
material.initialize({ effectName: 'builtin-unlit' });
material.setProperty('mainColor', color);
meshRenderer.material = material;
// 添加碰撞器
const collider = building.addComponent(BoxCollider);
collider.size = size;
return building;
}
/**
* 创建资源节点
*/
static createResource(name: string, color: Color = Color.YELLOW): Node {
const resource = new Node(name);
// 添加网格渲染器
const meshRenderer = resource.addComponent(MeshRenderer);
// 创建球体网格
const mesh = utils.createMesh(primitives.sphere(0.5));
meshRenderer.mesh = mesh;
// 创建材质
const material = new Material();
material.initialize({ effectName: 'builtin-unlit' });
material.setProperty('mainColor', color);
meshRenderer.material = material;
// 添加碰撞器
const collider = resource.addComponent(BoxCollider);
collider.size = new Vec3(1, 1, 1);
return resource;
}
/**
* 创建地面节点
*/
static createGround(size: Vec3 = new Vec3(50, 0.1, 50), color: Color = new Color(100, 150, 100, 255)): Node {
const ground = new Node('Ground');
// 添加网格渲染器
const meshRenderer = ground.addComponent(MeshRenderer);
// 创建平面网格
const mesh = utils.createMesh(primitives.box({
width: size.x,
height: size.y,
length: size.z
}));
meshRenderer.mesh = mesh;
// 创建材质
const material = new Material();
material.initialize({ effectName: 'builtin-unlit' });
material.setProperty('mainColor', color);
meshRenderer.material = material;
// 添加碰撞器
const collider = ground.addComponent(BoxCollider);
collider.size = size;
return ground;
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "ac45cfc7-cf47-4315-bdf0-ba002b45b4b6",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,282 +0,0 @@
import { Component, _decorator, Node, Label, ProgressBar, UITransform, Widget, Canvas, find, director, Color, Sprite, Layers, Graphics } from 'cc';
import { MinerStatusUI } from './MinerStatusUI';
const { ccclass, property } = _decorator;
/**
* 状态UI管理器
* 负责创建和管理游戏对象的状态显示界面
*/
@ccclass('StatusUIManager')
export class StatusUIManager extends Component {
/**
* 为矿工创建状态显示UI
*/
static createStatusUIForMiner(miner: Node): MinerStatusUI | null {
const canvas = find('Canvas') || director.getScene()?.getChildByName('Canvas');
if (!canvas) {
return null;
}
const uiRoot = new Node(`${miner.name}_StatusUI`);
canvas.addChild(uiRoot);
const uiTransform = uiRoot.addComponent(UITransform);
uiTransform.setContentSize(200, 100);
const borderNode = new Node('Border');
uiRoot.addChild(borderNode);
const borderTransform = borderNode.addComponent(UITransform);
borderTransform.setContentSize(202, 102);
const borderGraphics = borderNode.addComponent(Graphics);
borderGraphics.fillColor = new Color(100, 100, 100, 120);
borderGraphics.rect(-101, -51, 202, 102);
borderGraphics.fill();
const borderWidget = borderNode.addComponent(Widget);
borderWidget.isAlignTop = true;
borderWidget.isAlignBottom = true;
borderWidget.isAlignLeft = true;
borderWidget.isAlignRight = true;
borderWidget.top = -1;
borderWidget.bottom = -1;
borderWidget.left = -1;
borderWidget.right = -1;
borderWidget.updateAlignment();
const backgroundNode = new Node('Background');
uiRoot.addChild(backgroundNode);
const backgroundTransform = backgroundNode.addComponent(UITransform);
backgroundTransform.setContentSize(200, 100);
const backgroundGraphics = backgroundNode.addComponent(Graphics);
backgroundGraphics.fillColor = new Color(0, 0, 0, 100);
backgroundGraphics.rect(-100, -50, 200, 100);
backgroundGraphics.fill();
const statusUI = uiRoot.addComponent(MinerStatusUI);
statusUI.setFollowTarget(miner);
const nameNode = new Node('NameLabel');
uiRoot.addChild(nameNode);
const nameTransform = nameNode.addComponent(UITransform);
nameTransform.setContentSize(200, 25);
const nameLabel = nameNode.addComponent(Label);
nameLabel.string = miner.name;
nameLabel.fontSize = 16;
nameLabel.color = new Color(255, 255, 255, 255);
const nameWidget = nameNode.addComponent(Widget);
nameWidget.isAlignTop = true;
nameWidget.top = 0;
nameWidget.isAlignHorizontalCenter = true;
nameWidget.updateAlignment();
// 创建状态标签
const statusNode = new Node('StatusLabel');
uiRoot.addChild(statusNode);
const statusTransform = statusNode.addComponent(UITransform);
statusTransform.setContentSize(200, 20);
const statusLabel = statusNode.addComponent(Label);
statusLabel.string = '待机中';
statusLabel.fontSize = 14;
statusLabel.color = new Color(200, 200, 200, 255);
// 设置状态标签位置
const statusWidget = statusNode.addComponent(Widget);
statusWidget.isAlignTop = true;
statusWidget.top = 25;
statusWidget.isAlignHorizontalCenter = true;
statusWidget.updateAlignment();
// 创建体力进度条
const staminaBarNode = new Node('StaminaBar');
uiRoot.addChild(staminaBarNode);
const staminaBarTransform = staminaBarNode.addComponent(UITransform);
staminaBarTransform.setContentSize(150, 8);
const staminaBar = staminaBarNode.addComponent(ProgressBar);
staminaBar.progress = 1.0;
// 创建体力进度条背景
const staminaBgNode = new Node('Background');
staminaBarNode.addChild(staminaBgNode);
const staminaBgTransform = staminaBgNode.addComponent(UITransform);
staminaBgTransform.setContentSize(150, 8);
const staminaBgGraphics = staminaBgNode.addComponent(Graphics);
staminaBgGraphics.fillColor = new Color(50, 50, 50, 255);
staminaBgGraphics.rect(-75, -4, 150, 8);
staminaBgGraphics.fill();
// 创建体力进度条填充
const staminaFillNode = new Node('Bar');
staminaBarNode.addChild(staminaFillNode);
const staminaFillTransform = staminaFillNode.addComponent(UITransform);
staminaFillTransform.setContentSize(150, 8);
const staminaFillGraphics = staminaFillNode.addComponent(Graphics);
staminaFillGraphics.fillColor = new Color(0, 255, 0, 255);
staminaFillGraphics.rect(-75, -4, 150, 8);
staminaFillGraphics.fill();
// 设置体力进度条位置
const staminaWidget = staminaBarNode.addComponent(Widget);
staminaWidget.isAlignTop = true;
staminaWidget.top = 45;
staminaWidget.isAlignHorizontalCenter = true;
staminaWidget.updateAlignment();
// 创建动作进度条
const actionBarNode = new Node('ActionProgressBar');
uiRoot.addChild(actionBarNode);
const actionBarTransform = actionBarNode.addComponent(UITransform);
actionBarTransform.setContentSize(150, 6);
const actionBar = actionBarNode.addComponent(ProgressBar);
actionBar.progress = 0;
actionBarNode.active = false; // 初始隐藏
// 创建动作进度条背景
const actionBgNode = new Node('Background');
actionBarNode.addChild(actionBgNode);
const actionBgTransform = actionBgNode.addComponent(UITransform);
actionBgTransform.setContentSize(150, 6);
const actionBgGraphics = actionBgNode.addComponent(Graphics);
actionBgGraphics.fillColor = new Color(50, 50, 50, 255);
actionBgGraphics.rect(-75, -3, 150, 6);
actionBgGraphics.fill();
// 创建动作进度条填充
const actionFillNode = new Node('Bar');
actionBarNode.addChild(actionFillNode);
const actionFillTransform = actionFillNode.addComponent(UITransform);
actionFillTransform.setContentSize(150, 6);
const actionFillGraphics = actionFillNode.addComponent(Graphics);
actionFillGraphics.fillColor = new Color(255, 255, 0, 255);
actionFillGraphics.rect(-75, -3, 150, 6);
actionFillGraphics.fill();
// 设置动作进度条位置
const actionWidget = actionBarNode.addComponent(Widget);
actionWidget.isAlignTop = true;
actionWidget.top = 55;
actionWidget.isAlignHorizontalCenter = true;
actionWidget.updateAlignment();
// 创建动作标签
const actionLabelNode = new Node('ActionLabel');
uiRoot.addChild(actionLabelNode);
const actionLabelTransform = actionLabelNode.addComponent(UITransform);
actionLabelTransform.setContentSize(200, 15);
const actionLabel = actionLabelNode.addComponent(Label);
actionLabel.string = '';
actionLabel.fontSize = 12;
actionLabel.color = new Color(255, 255, 0, 255);
// 设置动作标签位置
const actionLabelWidget = actionLabelNode.addComponent(Widget);
actionLabelWidget.isAlignTop = true;
actionLabelWidget.top = 65;
actionLabelWidget.isAlignHorizontalCenter = true;
actionLabelWidget.updateAlignment();
// 创建矿石数量标签
const oreCountNode = new Node('OreCountLabel');
uiRoot.addChild(oreCountNode);
const oreCountTransform = oreCountNode.addComponent(UITransform);
oreCountTransform.setContentSize(100, 15);
const oreCountLabel = oreCountNode.addComponent(Label);
oreCountLabel.string = '💎0';
oreCountLabel.fontSize = 12;
oreCountLabel.color = new Color(255, 215, 0, 255); // 金色
// 设置矿石数量标签位置(居中显示)
const oreCountWidget = oreCountNode.addComponent(Widget);
oreCountWidget.isAlignTop = true;
oreCountWidget.top = 80;
oreCountWidget.isAlignHorizontalCenter = true;
oreCountWidget.updateAlignment();
statusUI.nameLabel = nameLabel;
statusUI.statusLabel = statusLabel;
statusUI.staminaBar = staminaBar;
statusUI.actionProgressBar = actionBar;
statusUI.actionLabel = actionLabel;
statusUI.oreCountLabel = oreCountLabel;
statusUI.warehouseCountLabel = null;
StatusUIManager.setNodeLayerRecursively(uiRoot, Layers.Enum.UI_2D);
return statusUI;
}
/**
* 递归设置节点及其子节点的层级
*/
private static setNodeLayerRecursively(node: Node, layer: number) {
node.layer = layer;
for (const child of node.children) {
StatusUIManager.setNodeLayerRecursively(child, layer);
}
}
/**
* 从矿工名字中提取索引号
*/
private static extractMinerIndex(minerName: string): number {
const match = minerName.match(/Miner_(\d+)/);
if (match) {
return parseInt(match[1]) - 1;
}
return 0;
}
/**
* 为仓库创建存储量显示UI
*/
static createWarehouseUI(warehouse: Node): MinerStatusUI | null {
const canvas = find('Canvas') || director.getScene()?.getChildByName('Canvas');
if (!canvas) {
return null;
}
const uiRoot = new Node(`${warehouse.name}_StorageUI`);
canvas.addChild(uiRoot);
const uiTransform = uiRoot.addComponent(UITransform);
uiTransform.setContentSize(120, 40);
const backgroundNode = new Node('Background');
uiRoot.addChild(backgroundNode);
const backgroundTransform = backgroundNode.addComponent(UITransform);
backgroundTransform.setContentSize(120, 40);
const backgroundGraphics = backgroundNode.addComponent(Graphics);
backgroundGraphics.fillColor = new Color(0, 0, 0, 120);
backgroundGraphics.rect(-60, -20, 120, 40);
backgroundGraphics.fill();
const storageNode = new Node('StorageLabel');
uiRoot.addChild(storageNode);
const storageTransform = storageNode.addComponent(UITransform);
storageTransform.setContentSize(120, 30);
const storageLabel = storageNode.addComponent(Label);
storageLabel.string = '🏭 总存储: 0';
storageLabel.fontSize = 14;
storageLabel.color = new Color(255, 255, 255, 255);
const storageWidget = storageNode.addComponent(Widget);
storageWidget.isAlignHorizontalCenter = true;
storageWidget.isAlignVerticalCenter = true;
storageWidget.updateAlignment();
const statusUI = uiRoot.addComponent(MinerStatusUI);
statusUI.setFollowTarget(warehouse);
statusUI.nameLabel = null;
statusUI.statusLabel = null;
statusUI.staminaBar = null;
statusUI.actionProgressBar = null;
statusUI.actionLabel = null;
statusUI.oreCountLabel = null;
statusUI.warehouseCountLabel = storageLabel;
StatusUIManager.setNodeLayerRecursively(uiRoot, Layers.Enum.UI_2D);
return statusUI;
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "7478e794-dd80-4661-9421-8e147d33c51e",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,353 +0,0 @@
import { _decorator, Component, Node, Vec3, MeshRenderer, Color, tween } from 'cc';
import { BehaviorTreeManager } from './BehaviorTreeManager';
import { RTSBehaviorHandler } from './RTSBehaviorHandler';
const { ccclass, property } = _decorator;
/**
* 单位配置接口
*/
export interface UnitConfig {
unitType: string;
behaviorTreeName: string;
maxHealth: number;
moveSpeed: number;
attackRange: number;
attackDamage: number;
color: string;
}
/**
* 单位控制器
*/
@ccclass('UnitController')
export class UnitController extends Component {
@property
showDebugInfo: boolean = true;
// 单位属性
public unitType: string = '';
public maxHealth: number = 100;
public currentHealth: number = 100;
public moveSpeed: number = 1.5;
public attackRange: number = 2;
public attackDamage: number = 25;
public isSelected: boolean = false;
public currentCommand: string = 'idle';
public targetPosition: Vec3 = Vec3.ZERO.clone();
public targetNode: Node | null = null;
public lastAttackTime: number = 0;
public attackCooldown: number = 1.5;
public color: string = 'white';
// 体力系统属性
public maxStamina: number = 100;
public currentStamina: number = 100;
public homePosition: Vec3 = Vec3.ZERO.clone();
public staminaRecoveryRate: number = 20; // 每秒恢复的体力
public staminaCostPerMining: number = 15; // 每次挖矿消耗的体力
// 移动状态管理
private isMoving: boolean = false;
private moveStartTime: number = 0;
private lastTargetUpdateTime: number = 0;
private behaviorTreeManager: BehaviorTreeManager | null = null;
private behaviorHandler: Component | null = null;
private meshRenderer: MeshRenderer | null = null;
onLoad() {
this.meshRenderer = this.getComponent(MeshRenderer);
// 创建行为树管理器
this.behaviorTreeManager = this.addComponent(BehaviorTreeManager);
// 添加RTS行为处理器
try {
// 添加RTSBehaviorHandler组件
this.behaviorHandler = this.addComponent(RTSBehaviorHandler);
} catch (error) {
console.warn('RTSBehaviorHandler组件添加失败', error);
}
}
/**
* 设置单位配置
*/
setup(config: UnitConfig) {
this.unitType = config.unitType;
this.maxHealth = config.maxHealth;
this.currentHealth = config.maxHealth;
this.moveSpeed = config.moveSpeed;
this.attackRange = config.attackRange;
this.attackDamage = config.attackDamage;
this.color = config.color;
// 设置材质颜色
this.setUnitColor(config.color);
// 设置节点名称显示单位类型
this.node.name = `${config.unitType.toUpperCase()}_${this.node.name}`;
// 初始化行为树
if (this.behaviorTreeManager) {
this.behaviorTreeManager.initializeBehaviorTree(config.behaviorTreeName, this);
}
}
/**
* 设置单位颜色
*/
private setUnitColor(colorName: string) {
if (!this.meshRenderer || !this.meshRenderer.material) return;
const colorMap: { [key: string]: Color } = {
'red': Color.RED,
'green': Color.GREEN,
'blue': Color.BLUE,
'yellow': Color.YELLOW,
'white': Color.WHITE,
'cyan': Color.CYAN,
'magenta': Color.MAGENTA
};
const color = colorMap[colorName] || Color.WHITE;
this.meshRenderer.material.setProperty('mainColor', color);
}
/**
* 设置选择状态
*/
setSelected(selected: boolean) {
this.isSelected = selected;
// 视觉效果
if (selected) {
this.showSelectionEffect();
} else {
this.hideSelectionEffect();
}
// 更新行为树黑板
if (this.behaviorTreeManager) {
this.behaviorTreeManager.updateBlackboardValue('isSelected', selected);
}
}
/**
* 显示选择效果
*/
private showSelectionEffect() {
// 添加选择圈效果
tween(this.node)
.to(0.3, { scale: new Vec3(1.1, 1.1, 1.1) })
.to(0.3, { scale: Vec3.ONE })
.union()
.repeatForever()
.start();
}
/**
* 隐藏选择效果
*/
private hideSelectionEffect() {
// 停止所有缩放动画
tween(this.node).stop();
this.node.setScale(Vec3.ONE);
}
/**
* 发布命令
*/
issueCommand(command: string, target?: Vec3 | Node) {
this.currentCommand = command;
// 设置目标
if (target instanceof Vec3) {
this.targetPosition = target.clone();
this.targetNode = null;
} else if (target instanceof Node) {
this.targetPosition = target.worldPosition.clone();
this.targetNode = target;
}
// 更新行为树黑板
if (this.behaviorTreeManager) {
this.behaviorTreeManager.updateBlackboardValue('currentCommand', command);
this.behaviorTreeManager.updateBlackboardValue('hasTarget', target !== undefined);
this.behaviorTreeManager.updateBlackboardValue('targetPosition', this.targetPosition);
if (target instanceof Node) {
this.behaviorTreeManager.updateBlackboardValue('targetType',
target.name.includes('Resource') ? 'resource' :
target.name.includes('Building') ? 'building' : 'unit');
}
}
}
/**
* 设置黑板变量值
*/
setBlackboardValue(key: string, value: any) {
if (this.behaviorTreeManager) {
this.behaviorTreeManager.updateBlackboardValue(key, value);
}
}
/**
* 获取黑板变量值
*/
getBlackboardValue(key: string): any {
return this.behaviorTreeManager?.getBlackboardValue(key);
}
/**
* 设置移动目标
*/
setTarget(position: Vec3) {
this.targetPosition = position.clone();
this.isMoving = true;
this.moveStartTime = Date.now();
}
/**
* 清除移动目标
*/
clearTarget() {
this.targetPosition = Vec3.ZERO.clone();
this.isMoving = false;
}
/**
* 受到伤害
*/
takeDamage(damage: number) {
this.currentHealth = Math.max(0, this.currentHealth - damage);
// 更新行为树黑板
if (this.behaviorTreeManager) {
this.behaviorTreeManager.updateBlackboardValue('currentHealth', this.currentHealth);
this.behaviorTreeManager.updateBlackboardValue('healthPercentage', this.currentHealth / this.maxHealth);
this.behaviorTreeManager.updateBlackboardValue('isLowHealth', this.currentHealth < this.maxHealth * 0.3);
}
// 视觉效果
this.showDamageEffect();
if (this.currentHealth <= 0) {
this.die();
}
}
/**
* 显示受伤效果
*/
private showDamageEffect() {
if (!this.meshRenderer || !this.meshRenderer.material) return;
// 闪红效果
const originalColor = this.meshRenderer.material.getProperty('mainColor') as Color;
this.meshRenderer.material.setProperty('mainColor', Color.RED);
this.scheduleOnce(() => {
if (this.meshRenderer && this.meshRenderer.material) {
this.meshRenderer.material.setProperty('mainColor', originalColor);
}
}, 0.2);
}
/**
* 单位死亡
*/
private die() {
console.log(`单位 ${this.node.name} 死亡`);
// 播放死亡动画后销毁节点
tween(this.node)
.to(0.5, { scale: Vec3.ZERO })
.call(() => {
this.node.destroy();
})
.start();
}
/**
* 移动到目标位置只在水平面移动不改变Y轴
*/
moveToTarget(targetPos: Vec3, speed?: number, deltaTime?: number): boolean {
const currentPos = this.node.worldPosition;
const distance = Vec3.distance(currentPos, targetPos);
if (distance < 0.5) {
this.isMoving = false;
return true;
}
const actualSpeed = speed || this.moveSpeed;
const actualDeltaTime = deltaTime || 0.016;
const direction = new Vec3();
Vec3.subtract(direction, targetPos, currentPos);
direction.normalize();
const moveDistance = actualSpeed * actualDeltaTime;
const newPosition = new Vec3();
Vec3.scaleAndAdd(newPosition, currentPos, direction, moveDistance);
this.node.setWorldPosition(newPosition);
this.isMoving = true;
return false;
}
/**
* 攻击目标
*/
attackTarget(): boolean {
const currentTime = Date.now();
if (currentTime - this.lastAttackTime < this.attackCooldown * 1000) {
return false;
}
if (this.targetNode && this.targetNode.isValid) {
const distance = Vec3.distance(this.node.worldPosition, this.targetNode.worldPosition);
if (distance <= this.attackRange) {
this.lastAttackTime = currentTime;
return true;
}
}
return false;
}
update(deltaTime: number) {
if (this.behaviorTreeManager) {
this.behaviorTreeManager.update(deltaTime);
}
if (this.isMoving && !this.targetPosition.equals(Vec3.ZERO)) {
const reached = this.moveToTarget(this.targetPosition, this.moveSpeed, deltaTime);
if (reached) {
this.clearTarget();
}
}
// 调试信息显示
if (this.showDebugInfo) {
this.updateDebugInfo();
}
}
/**
* 更新调试信息
*/
private updateDebugInfo() {
// 可以在这里添加调试信息的显示逻辑
// 比如在单位上方显示状态文本等
}
onDestroy() {
// 停止所有动画
tween(this.node).stop();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "4ac64480-2d09-4de6-a22c-add022790676",
"files": [],
"subMetas": {},
"userData": {}
}

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

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@@ -1,103 +0,0 @@
import { Core } from '@esengine/ecs-framework';
import { Component, _decorator } from 'cc';
import { GameScene } from './scenes/GameScene';
const { ccclass, property } = _decorator;
/**
* ECS管理器 - Cocos Creator组件
* 将此组件添加到场景中的任意节点上即可启动ECS框架
*
* 使用说明:
* 1. 在Cocos Creator场景中创建一个空节点
* 2. 将此ECSManager组件添加到该节点
* 3. 运行场景即可自动启动ECS框架
*/
@ccclass('ECSManager')
export class ECSManager extends Component {
@property({
tooltip: '是否启用调试模式(建议开发阶段开启)'
})
public debugMode: boolean = true;
private isInitialized: boolean = false;
/**
* 组件启动时初始化ECS
*/
start() {
this.initializeECS();
}
/**
* 初始化ECS框架
*/
private initializeECS(): void {
if (this.isInitialized) return;
// ECS框架初始化开始
try {
// 1. 创建Core实例启用调试功能
if (this.debugMode) {
Core.create({
debug: true,
enableEntitySystems: true,
debugConfig: {
enabled: true,
websocketUrl: 'ws://localhost:8080',
autoReconnect: true,
debugFrameRate: 30,
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
}
});
console.log('✅ ECS调试模式已启用');
} else {
Core.create({
debug: false,
enableEntitySystems: true
});
console.log(' ECS调试模式已禁用');
}
// 2. 创建游戏场景
const gameScene = new GameScene();
// 3. 设置为当前场景会自动调用scene.begin()
Core.setScene(gameScene);
this.isInitialized = true;
// ECS框架初始化完成
} catch (error) {
console.error('ECS框架初始化失败:', error);
}
}
/**
* 每帧更新ECS框架
*/
update(deltaTime: number) {
if (this.isInitialized) {
// 更新ECS核心系统
Core.update(deltaTime);
}
}
/**
* 组件销毁时清理ECS
*/
onDestroy() {
if (this.isInitialized) {
// ECS框架清理
this.isInitialized = false;
}
}
}

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

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

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import { Component } from '@esengine/ecs-framework';
import { Vec3 } from 'cc';
/**
* AI组件 - 复杂的AI行为和状态管理
*/
export class AIComponent extends Component {
/** AI状态 */
public currentState: 'idle' | 'patrol' | 'chase' | 'attack' | 'flee' | 'dead' = 'idle';
/** 目标ID避免循环引用 */
public targetId: number | null = null;
/** AI伙伴ID列表避免循环引用 */
public allyIds: number[] = [];
/** 敌人ID列表 */
public enemyIds: number[] = [];
/** 复杂的AI配置 */
public config: {
personality: {
aggression: number; // 攻击性 0-1
curiosity: number; // 好奇心 0-1
loyalty: number; // 忠诚度 0-1
intelligence: number; // 智力 0-1
};
capabilities: {
sightRange: number;
hearingRange: number;
movementSpeed: number;
attackDamage: number;
health: number;
};
behaviorTree: {
rootNode: BehaviorNode;
blackboard: Map<string, any>;
executionHistory: BehaviorExecution[];
};
memory: {
lastSeenEnemyPosition: Vec3 | null;
lastSeenEnemyTime: number;
knownLocations: Array<{
position: Vec3;
type: 'safe' | 'danger' | 'resource' | 'patrol';
confidence: number;
lastVisited: number;
}>;
relationships: Map<number, {
entityId: number;
relationship: 'ally' | 'enemy' | 'neutral';
trustLevel: number;
lastInteraction: number;
interactionHistory: Array<{
type: 'friendly' | 'hostile' | 'neutral';
timestamp: number;
impact: number;
}>;
}>;
};
};
/** 状态机 */
public stateMachine: {
states: Map<string, AIState>;
transitions: Map<string, Array<{
targetState: string;
condition: () => boolean;
priority: number;
}>>;
stateHistory: Array<{
state: string;
enterTime: number;
exitTime: number;
data: any;
}>;
};
/** 感知系统 */
public perception: {
visibleEntities: Array<{
entityId: number;
position: Vec3;
distance: number;
angle: number;
lastSeen: number;
componentId?: number; // 使用组件ID避免循环引用
}>;
audibleSounds: Array<{
source: Vec3;
volume: number;
type: string;
timestamp: number;
}>;
tacticleInfo: Array<{
entityId: number;
contactPoint: Vec3;
force: number;
timestamp: number;
}>;
};
constructor() {
super();
// 初始化AI配置
this.config = {
personality: {
aggression: Math.random(),
curiosity: Math.random(),
loyalty: Math.random(),
intelligence: Math.random()
},
capabilities: {
sightRange: 100 + Math.random() * 100,
hearingRange: 50 + Math.random() * 50,
movementSpeed: 80 + Math.random() * 40,
attackDamage: 10 + Math.random() * 20,
health: 80 + Math.random() * 40
},
behaviorTree: {
rootNode: new BehaviorNode('root'),
blackboard: new Map(),
executionHistory: []
},
memory: {
lastSeenEnemyPosition: null,
lastSeenEnemyTime: 0,
knownLocations: [],
relationships: new Map()
}
};
// 初始化状态机
this.stateMachine = {
states: new Map(),
transitions: new Map(),
stateHistory: []
};
// 初始化感知系统
this.perception = {
visibleEntities: [],
audibleSounds: [],
tacticleInfo: []
};
this.initializeStateMachine();
this.initializeBehaviorTree();
}
/**
* 初始化状态机
*/
private initializeStateMachine(): void {
// 添加基本状态
this.stateMachine.states.set('idle', new AIState('idle', this));
this.stateMachine.states.set('patrol', new AIState('patrol', this));
this.stateMachine.states.set('chase', new AIState('chase', this));
this.stateMachine.states.set('attack', new AIState('attack', this));
this.stateMachine.states.set('flee', new AIState('flee', this));
// 设置状态转换
this.stateMachine.transitions.set('idle', [
{ targetState: 'patrol', condition: () => Math.random() > 0.8, priority: 1 },
{ targetState: 'chase', condition: () => this.perception.visibleEntities.length > 0, priority: 3 }
]);
this.stateMachine.transitions.set('patrol', [
{ targetState: 'idle', condition: () => Math.random() > 0.9, priority: 1 },
{ targetState: 'chase', condition: () => this.hasVisibleEnemies(), priority: 3 }
]);
}
/**
* 初始化行为树
*/
private initializeBehaviorTree(): void {
const root = this.config.behaviorTree.rootNode;
// 构建简单的行为树结构
const selectorNode = new BehaviorNode('selector');
const sequenceNode = new BehaviorNode('sequence');
const conditionNode = new BehaviorNode('condition');
const actionNode = new BehaviorNode('action');
root.addChild(selectorNode);
selectorNode.addChild(sequenceNode);
sequenceNode.addChild(conditionNode);
sequenceNode.addChild(actionNode);
// 设置黑板数据
this.config.behaviorTree.blackboard.set('lastPatrolPoint', new Vec3());
this.config.behaviorTree.blackboard.set('alertLevel', 0);
this.config.behaviorTree.blackboard.set('energy', 100);
}
/**
* 添加盟友(避免循环引用)
*/
public addAlly(allyEntityId: number): void {
if (!this.allyIds.includes(allyEntityId)) {
this.allyIds.push(allyEntityId);
// 更新关系记录
this.config.memory.relationships.set(allyEntityId, {
entityId: allyEntityId,
relationship: 'ally',
trustLevel: 0.8,
lastInteraction: Date.now(),
interactionHistory: []
});
}
}
/**
* 设置目标(避免循环引用)
*/
public setTarget(targetEntityId: number): void {
this.targetId = targetEntityId;
// 不再需要双向引用
}
/**
* 更新感知信息
*/
public updatePerception(deltaTime: number): void {
// 清理过期的感知信息
const currentTime = Date.now();
this.perception.visibleEntities = this.perception.visibleEntities.filter(
entity => currentTime - entity.lastSeen < 5000
);
this.perception.audibleSounds = this.perception.audibleSounds.filter(
sound => currentTime - sound.timestamp < 2000
);
// 更新记忆中的位置信息
this.config.memory.knownLocations.forEach(location => {
location.confidence *= 0.999; // 随时间衰减可信度
});
}
/**
* 检查是否有可见敌人
*/
private hasVisibleEnemies(): boolean {
return this.perception.visibleEntities.some(entity =>
this.config.memory.relationships.get(entity.entityId)?.relationship === 'enemy'
);
}
/**
* 重置组件
*/
public reset(): void {
// 清理ID数组不再需要处理循环引用
this.allyIds = [];
this.enemyIds = [];
this.targetId = null;
this.currentState = 'idle';
this.config.behaviorTree.blackboard.clear();
this.config.memory.relationships.clear();
this.perception.visibleEntities = [];
this.perception.audibleSounds = [];
this.perception.tacticleInfo = [];
}
}
/**
* 行为树节点
*/
class BehaviorNode {
public name: string;
public children: BehaviorNode[] = [];
public parent: BehaviorNode | null = null;
public data: Map<string, any> = new Map();
constructor(name: string) {
this.name = name;
}
public addChild(child: BehaviorNode): void {
this.children.push(child);
child.parent = this;
}
}
/**
* 行为执行记录
*/
interface BehaviorExecution {
nodeName: string;
startTime: number;
endTime: number;
result: 'success' | 'failure' | 'running';
data: any;
}
/**
* AI状态
*/
class AIState {
public name: string;
public owner: AIComponent;
public enterTime: number = 0;
public data: Map<string, any> = new Map();
constructor(name: string, owner: AIComponent) {
this.name = name;
this.owner = owner;
}
public enter(): void {
this.enterTime = Date.now();
}
public exit(): void {
// 记录状态历史
this.owner.stateMachine.stateHistory.push({
state: this.name,
enterTime: this.enterTime,
exitTime: Date.now(),
data: Object.fromEntries(this.data)
});
}
}

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import { Component } from '@esengine/ecs-framework';
/**
* 生命值组件
* 管理实体的生命值、最大生命值等
*/
export class Health extends Component {
/** 当前生命值 */
public currentHealth: number = 100;
/** 最大生命值 */
public maxHealth: number = 100;
/** 是否死亡 */
public isDead: boolean = false;
/** 生命值回复速度 (每秒) */
public regenRate: number = 0;
constructor(maxHealth: number = 100) {
super();
this.maxHealth = maxHealth;
this.currentHealth = maxHealth;
}
/**
* 受到伤害
*/
public takeDamage(damage: number): void {
this.currentHealth = Math.max(0, this.currentHealth - damage);
this.isDead = this.currentHealth <= 0;
}
/**
* 治疗
*/
public heal(amount: number): void {
if (!this.isDead) {
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
}
}
/**
* 复活
*/
public revive(healthPercent: number = 1.0): void {
this.isDead = false;
this.currentHealth = Math.floor(this.maxHealth * Math.max(0, Math.min(1, healthPercent)));
}
/**
* 获取生命值百分比
*/
public getHealthPercent(): number {
return this.maxHealth > 0 ? this.currentHealth / this.maxHealth : 0;
}
/**
* 重置组件
*/
public reset(): void {
this.currentHealth = this.maxHealth;
this.isDead = false;
this.regenRate = 0;
}
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import { Component } from '@esengine/ecs-framework';
/**
* 网络组件 - 模拟复杂的网络连接和数据同步(已移除循环引用)
*/
export class NetworkComponent extends Component {
/** 网络ID */
public networkId: string = '';
/** 连接状态 */
public connectionState: 'disconnected' | 'connecting' | 'connected' | 'error' = 'disconnected';
/** 网络连接信息 */
public connection: {
sessionId: string;
serverId: string;
roomId: string;
playerId: string;
ping: number;
packetLoss: number;
bandwidth: number;
lastHeartbeat: number;
};
/** 同步数据 */
public syncData: {
dirtyFlags: Set<string>;
lastSyncTime: number;
syncHistory: Array<{
timestamp: number;
dataSize: number;
properties: string[];
success: boolean;
}>;
queuedUpdates: Array<{
property: string;
value: any;
timestamp: number;
priority: number;
}>;
};
/** 网络统计 */
public networkStats: {
totalBytesSent: number;
totalBytesReceived: number;
packetsPerSecond: number;
averageLatency: number;
latencyHistory: number[];
connectionQuality: 'excellent' | 'good' | 'fair' | 'poor';
errorCount: number;
reconnectCount: number;
lastErrorTime: number;
errorLog: Array<{
timestamp: number;
errorType: string;
message: string;
stack?: string;
}>;
};
/** 连接的玩家ID列表避免循环引用 */
public connectedPlayerIds: Set<string> = new Set();
/** 群组成员ID避免循环引用 */
public groupMemberIds: string[] = [];
/** 群组领导者ID避免循环引用 */
public groupLeaderId: string | null = null;
/** 复杂的网络配置 */
public config: {
autoReconnect: boolean;
maxReconnectAttempts: number;
heartbeatInterval: number;
syncFrequency: number;
compressionEnabled: boolean;
encryptionEnabled: boolean;
priorityLevels: Map<string, number>;
filters: Array<{
property: string;
condition: (value: any) => boolean;
action: 'allow' | 'deny' | 'transform';
transformer?: (value: any) => any;
}>;
bufferSettings: {
maxBufferSize: number;
flushInterval: number;
compressionThreshold: number;
};
};
/** 消息队列 */
public messageQueue: {
incoming: Array<{
senderId: string;
messageType: string;
data: any;
timestamp: number;
processed: boolean;
}>;
outgoing: Array<{
targetId: string;
messageType: string;
data: any;
priority: number;
attempts: number;
maxAttempts: number;
}>;
processing: Map<string, {
messageId: string;
startTime: number;
expectedDuration: number;
status: 'processing' | 'completed' | 'failed';
}>;
};
/** 复杂的网络缓存系统 */
public cacheSystem: {
playerCache: Map<string, {
playerId: string;
lastSeen: number;
cachedData: any;
cacheExpiry: number;
}>;
messageCache: Map<string, {
messageId: string;
content: any;
timestamp: number;
recipients: string[];
}>;
syncCache: Map<string, {
propertyPath: string;
value: any;
lastUpdated: number;
version: number;
}>;
};
constructor(networkId: string = '') {
super();
this.networkId = networkId || this.generateNetworkId();
this.connection = {
sessionId: '',
serverId: '',
roomId: '',
playerId: '',
ping: 0,
packetLoss: 0,
bandwidth: 0,
lastHeartbeat: 0
};
this.syncData = {
dirtyFlags: new Set(),
lastSyncTime: 0,
syncHistory: [],
queuedUpdates: []
};
this.networkStats = {
totalBytesSent: 0,
totalBytesReceived: 0,
packetsPerSecond: 0,
averageLatency: 0,
latencyHistory: [],
connectionQuality: 'excellent',
errorCount: 0,
reconnectCount: 0,
lastErrorTime: 0,
errorLog: []
};
this.config = {
autoReconnect: true,
maxReconnectAttempts: 5,
heartbeatInterval: 1000,
syncFrequency: 60,
compressionEnabled: true,
encryptionEnabled: false,
priorityLevels: new Map([
['critical', 10],
['high', 7],
['medium', 5],
['low', 2]
]),
filters: [],
bufferSettings: {
maxBufferSize: 1024 * 1024, // 1MB
flushInterval: 100,
compressionThreshold: 1024
}
};
this.messageQueue = {
incoming: [],
outgoing: [],
processing: new Map()
};
this.cacheSystem = {
playerCache: new Map(),
messageCache: new Map(),
syncCache: new Map()
};
}
/**
* 生成网络ID
*/
private generateNetworkId(): string {
return 'net_' + Math.random().toString(36).substring(2, 15) +
Math.random().toString(36).substring(2, 15);
}
/**
* 连接到其他网络组件(避免循环引用)
*/
public connectToPlayer(playerNetworkId: string): void {
if (!this.connectedPlayerIds.has(playerNetworkId)) {
this.connectedPlayerIds.add(playerNetworkId);
// 记录连接事件
this.logNetworkEvent('player_connected', {
playerId: playerNetworkId,
timestamp: Date.now()
});
}
}
/**
* 加入群组(避免循环引用)
*/
public joinGroup(memberIds: string[], leaderId?: string): void {
this.groupMemberIds = [...memberIds];
this.groupLeaderId = leaderId || null;
// 更新缓存
memberIds.forEach(memberId => {
this.cacheSystem.playerCache.set(memberId, {
playerId: memberId,
lastSeen: Date.now(),
cachedData: {},
cacheExpiry: Date.now() + 300000 // 5分钟缓存
});
});
}
/**
* 发送消息
*/
public sendMessage(targetId: string, messageType: string, data: any, priority: number = 5): void {
const message = {
targetId,
messageType,
data: this.processOutgoingData(data),
priority,
attempts: 0,
maxAttempts: 3
};
this.messageQueue.outgoing.push(message);
this.messageQueue.outgoing.sort((a, b) => b.priority - a.priority);
// 更新统计
this.networkStats.totalBytesSent += JSON.stringify(data).length;
}
/**
* 处理传出数据
*/
private processOutgoingData(data: any): any {
let processedData = data;
// 应用过滤器
this.config.filters.forEach(filter => {
if (filter.condition(processedData)) {
if (filter.action === 'transform' && filter.transformer) {
processedData = filter.transformer(processedData);
}
}
});
// 压缩数据
if (this.config.compressionEnabled) {
processedData = this.compressData(processedData);
}
return processedData;
}
/**
* 压缩数据(模拟)
*/
private compressData(data: any): any {
// 模拟压缩算法
const serialized = JSON.stringify(data);
if (serialized.length > this.config.bufferSettings.compressionThreshold) {
// 模拟压缩
return {
compressed: true,
originalSize: serialized.length,
compressedSize: Math.floor(serialized.length * 0.6),
data: serialized.substring(0, Math.floor(serialized.length * 0.6))
};
}
return data;
}
/**
* 标记属性为脏
*/
public markDirty(property: string): void {
this.syncData.dirtyFlags.add(property);
}
/**
* 更新网络统计
*/
public updateNetworkStats(deltaTime: number): void {
// 更新延迟历史
if (this.networkStats.latencyHistory.length > 100) {
this.networkStats.latencyHistory.shift();
}
this.networkStats.latencyHistory.push(this.connection.ping);
// 计算平均延迟
this.networkStats.averageLatency = this.networkStats.latencyHistory.reduce((a, b) => a + b, 0) /
this.networkStats.latencyHistory.length;
// 更新连接质量
if (this.networkStats.averageLatency < 50) {
this.networkStats.connectionQuality = 'excellent';
} else if (this.networkStats.averageLatency < 100) {
this.networkStats.connectionQuality = 'good';
} else if (this.networkStats.averageLatency < 200) {
this.networkStats.connectionQuality = 'fair';
} else {
this.networkStats.connectionQuality = 'poor';
}
// 更新包率
this.networkStats.packetsPerSecond = this.messageQueue.outgoing.length / deltaTime;
// 清理过期缓存
this.cleanupExpiredCache();
}
/**
* 清理过期缓存
*/
private cleanupExpiredCache(): void {
const now = Date.now();
// 清理玩家缓存
for (const [key, value] of this.cacheSystem.playerCache) {
if (value.cacheExpiry < now) {
this.cacheSystem.playerCache.delete(key);
}
}
// 清理消息缓存
for (const [key, value] of this.cacheSystem.messageCache) {
if (value.timestamp < now - 600000) { // 10分钟过期
this.cacheSystem.messageCache.delete(key);
}
}
}
/**
* 记录网络事件
*/
private logNetworkEvent(eventType: string, data: any): void {
this.networkStats.errorLog.push({
timestamp: Date.now(),
errorType: eventType,
message: JSON.stringify(data)
});
// 限制日志大小
if (this.networkStats.errorLog.length > 1000) {
this.networkStats.errorLog = this.networkStats.errorLog.slice(-500);
}
}
/**
* 重置组件
*/
public reset(): void {
// 清理ID列表不再需要处理循环引用
this.connectedPlayerIds.clear();
this.groupMemberIds = [];
this.groupLeaderId = null;
this.connectionState = 'disconnected';
this.syncData.dirtyFlags.clear();
this.syncData.syncHistory = [];
this.syncData.queuedUpdates = [];
this.messageQueue.incoming = [];
this.messageQueue.outgoing = [];
this.messageQueue.processing.clear();
this.cacheSystem.playerCache.clear();
this.cacheSystem.messageCache.clear();
this.cacheSystem.syncCache.clear();
this.networkStats.errorLog = [];
this.networkStats.latencyHistory = [];
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "d9263549-7b26-4b4f-9a15-b82e7af5fbd5",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,346 +0,0 @@
import { Component } from '@esengine/ecs-framework';
import { Node, Vec3, Color, Sprite, Label } from 'cc';
/**
* Node组件 - 包含Cocos Creator节点引用已移除循环引用
*/
export class NodeComponent extends Component {
/** Cocos Creator节点引用 */
public node: Node | null = null;
/** 子节点列表 */
public children: Node[] = [];
/** 节点配置信息 */
public nodeConfig: {
name: string;
layer: number;
tag: string;
userData: Record<string, any>;
transformData: {
position: Vec3;
rotation: Vec3;
scale: Vec3;
};
renderData: {
color: Color;
opacity: number;
visible: boolean;
};
parentId: number | null; // 避免循环引用使用父节点实体ID
childIds: number[]; // 避免循环引用使用子节点实体ID列表
};
/** 渲染组件引用 */
public sprite: Sprite | null = null;
public label: Label | null = null;
/** 复杂嵌套对象 */
public complexData: {
statistics: {
frameCount: number;
lastUpdateTime: number;
performance: {
avgRenderTime: number;
maxRenderTime: number;
renderHistory: number[];
};
};
cache: {
textureCache: Map<string, any>;
materialCache: Map<string, any>;
shaderCache: Map<string, any>;
};
hierarchy: {
parentId: number | null; // 避免循环引用使用ID
rootId: number | null; // 避免循环引用使用ID
depth: number;
siblingIndex: number;
};
animation: {
isPlaying: boolean;
currentFrame: number;
totalFrames: number;
loopCount: number;
animationQueue: Array<{
name: string;
duration: number;
delay: number;
easing: string;
}>;
};
interaction: {
isInteractable: boolean;
touchEnabled: boolean;
hitTestResults: Array<{
position: Vec3;
timestamp: number;
result: boolean;
}>;
boundingBox: {
min: Vec3;
max: Vec3;
center: Vec3;
};
};
};
/** 复杂的渲染状态 */
public renderState: {
layerInfo: {
currentLayer: number;
layerStack: number[];
sortingOrder: number;
cullingMask: number;
};
materials: Array<{
materialId: string;
properties: Map<string, any>;
textures: Map<string, any>;
shaderParams: Record<string, any>;
}>;
lightingData: {
ambientColor: Color;
diffuseColor: Color;
specularColor: Color;
lightDirection: Vec3;
shadowData: {
castShadows: boolean;
receiveShadows: boolean;
shadowQuality: 'low' | 'medium' | 'high';
shadowDistance: number;
};
};
};
constructor(name: string = "DefaultNode") {
super();
this.nodeConfig = {
name: name,
layer: 0,
tag: "default",
userData: {},
transformData: {
position: new Vec3(),
rotation: new Vec3(),
scale: new Vec3(1, 1, 1)
},
renderData: {
color: new Color(255, 255, 255, 255),
opacity: 1.0,
visible: true
},
parentId: null,
childIds: []
};
this.complexData = {
statistics: {
frameCount: 0,
lastUpdateTime: 0,
performance: {
avgRenderTime: 0,
maxRenderTime: 0,
renderHistory: []
}
},
cache: {
textureCache: new Map(),
materialCache: new Map(),
shaderCache: new Map()
},
hierarchy: {
parentId: null,
rootId: null,
depth: 0,
siblingIndex: 0
},
animation: {
isPlaying: false,
currentFrame: 0,
totalFrames: 60,
loopCount: 0,
animationQueue: []
},
interaction: {
isInteractable: true,
touchEnabled: true,
hitTestResults: [],
boundingBox: {
min: new Vec3(-1, -1, -1),
max: new Vec3(1, 1, 1),
center: new Vec3()
}
}
};
this.renderState = {
layerInfo: {
currentLayer: 0,
layerStack: [0],
sortingOrder: 0,
cullingMask: 0xFFFFFFFF
},
materials: [],
lightingData: {
ambientColor: new Color(128, 128, 128, 255),
diffuseColor: new Color(255, 255, 255, 255),
specularColor: new Color(255, 255, 255, 255),
lightDirection: new Vec3(0, -1, 0),
shadowData: {
castShadows: true,
receiveShadows: true,
shadowQuality: 'medium',
shadowDistance: 100
}
}
};
}
/**
* 设置父节点组件(避免循环引用)
*/
public setParent(parentEntityId: number): void {
this.nodeConfig.parentId = parentEntityId;
this.complexData.hierarchy.parentId = parentEntityId;
// 深度需要通过其他方式计算,避免引用
}
/**
* 添加子节点
*/
public addChild(childEntityId: number): void {
if (!this.nodeConfig.childIds.includes(childEntityId)) {
this.nodeConfig.childIds.push(childEntityId);
}
}
/**
* 更新性能统计
*/
public updatePerformance(renderTime: number): void {
this.complexData.statistics.frameCount++;
this.complexData.statistics.lastUpdateTime = Date.now();
const perf = this.complexData.statistics.performance;
perf.renderHistory.push(renderTime);
// 保持历史记录在合理范围内
if (perf.renderHistory.length > 100) {
perf.renderHistory.shift();
}
// 计算平均值和最大值
perf.avgRenderTime = perf.renderHistory.reduce((a, b) => a + b, 0) / perf.renderHistory.length;
perf.maxRenderTime = Math.max(perf.maxRenderTime, renderTime);
}
/**
* 更新动画状态
*/
public updateAnimation(deltaTime: number): void {
if (this.complexData.animation.isPlaying) {
this.complexData.animation.currentFrame++;
if (this.complexData.animation.currentFrame >= this.complexData.animation.totalFrames) {
this.complexData.animation.currentFrame = 0;
this.complexData.animation.loopCount++;
// 处理动画队列
if (this.complexData.animation.animationQueue.length > 0) {
const nextAnim = this.complexData.animation.animationQueue.shift();
if (nextAnim) {
this.complexData.animation.totalFrames = Math.floor(nextAnim.duration * 60); // 假设60FPS
}
}
}
}
}
/**
* 添加材质
*/
public addMaterial(materialId: string, properties: Record<string, any>): void {
this.renderState.materials.push({
materialId,
properties: new Map(Object.entries(properties)),
textures: new Map(),
shaderParams: {}
});
}
/**
* 更新包围盒
*/
public updateBoundingBox(): void {
if (this.node) {
const worldPos = this.node.getWorldPosition();
const scale = this.node.getScale();
this.complexData.interaction.boundingBox.center = new Vec3(worldPos.x, worldPos.y, worldPos.z);
this.complexData.interaction.boundingBox.min = new Vec3(
worldPos.x - scale.x * 0.5,
worldPos.y - scale.y * 0.5,
worldPos.z - scale.z * 0.5
);
this.complexData.interaction.boundingBox.max = new Vec3(
worldPos.x + scale.x * 0.5,
worldPos.y + scale.y * 0.5,
worldPos.z + scale.z * 0.5
);
}
}
/**
* 执行点击测试
*/
public hitTest(point: Vec3): boolean {
const bbox = this.complexData.interaction.boundingBox;
const result = point.x >= bbox.min.x && point.x <= bbox.max.x &&
point.y >= bbox.min.y && point.y <= bbox.max.y &&
point.z >= bbox.min.z && point.z <= bbox.max.z;
// 记录测试结果
this.complexData.interaction.hitTestResults.push({
position: new Vec3(point.x, point.y, point.z),
timestamp: Date.now(),
result
});
// 限制历史记录大小
if (this.complexData.interaction.hitTestResults.length > 50) {
this.complexData.interaction.hitTestResults.shift();
}
return result;
}
/**
* 重置组件
*/
public reset(): void {
this.node = null;
this.children = [];
this.sprite = null;
this.label = null;
// 清理ID列表不再需要处理循环引用
this.nodeConfig.parentId = null;
this.nodeConfig.childIds = [];
this.complexData.hierarchy.parentId = null;
this.complexData.hierarchy.rootId = null;
this.complexData.hierarchy.depth = 0;
this.complexData.cache.textureCache.clear();
this.complexData.cache.materialCache.clear();
this.complexData.cache.shaderCache.clear();
this.complexData.animation.isPlaying = false;
this.complexData.animation.currentFrame = 0;
this.complexData.animation.animationQueue = [];
this.complexData.interaction.hitTestResults = [];
this.renderState.materials = [];
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "28e7e8cd-591e-4fde-bb14-d668724a6201",
"files": [],
"subMetas": {},
"userData": {}
}

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