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62
.all-contributorsrc
Normal file
62
.all-contributorsrc
Normal file
@@ -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": "[](#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
36
.coderabbit.yaml
Normal file
@@ -0,0 +1,36 @@
|
||||
# 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
29
.commitlintrc.json
Normal file
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"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]
|
||||
}
|
||||
}
|
||||
35
.editorconfig
Normal file
35
.editorconfig
Normal file
@@ -0,0 +1,35 @@
|
||||
# EditorConfig is awesome: https://EditorConfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
# 所有文件的默认设置
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
# TypeScript/JavaScript 文件
|
||||
[*.{ts,tsx,js,jsx,mjs,cjs}]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
|
||||
# JSON 文件
|
||||
[*.json]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
|
||||
# YAML 文件
|
||||
[*.{yml,yaml}]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
|
||||
# Markdown 文件
|
||||
[*.md]
|
||||
trim_trailing_whitespace = false
|
||||
indent_size = 2
|
||||
|
||||
# 包管理文件
|
||||
[{package.json,package-lock.json,tsconfig.json}]
|
||||
indent_size = 2
|
||||
50
.eslintrc.json
Normal file
50
.eslintrc.json
Normal file
@@ -0,0 +1,50 @@
|
||||
{
|
||||
"root": true,
|
||||
"parser": "@typescript-eslint/parser",
|
||||
"parserOptions": {
|
||||
"ecmaVersion": 2020,
|
||||
"sourceType": "module",
|
||||
"project": "./tsconfig.json"
|
||||
},
|
||||
"plugins": [
|
||||
"@typescript-eslint"
|
||||
],
|
||||
"extends": [
|
||||
"eslint:recommended",
|
||||
"plugin:@typescript-eslint/recommended"
|
||||
],
|
||||
"rules": {
|
||||
"semi": ["error", "always"],
|
||||
"quotes": ["error", "single", { "avoidEscape": true }],
|
||||
"indent": ["error", 4, { "SwitchCase": 1 }],
|
||||
"no-trailing-spaces": "error",
|
||||
"eol-last": ["error", "always"],
|
||||
"comma-dangle": ["error", "none"],
|
||||
"object-curly-spacing": ["error", "always"],
|
||||
"array-bracket-spacing": ["error", "never"],
|
||||
"arrow-parens": ["error", "always"],
|
||||
"no-multiple-empty-lines": ["error", { "max": 2, "maxEOF": 1 }],
|
||||
"no-console": "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"
|
||||
},
|
||||
"ignorePatterns": [
|
||||
"node_modules/",
|
||||
"dist/",
|
||||
"bin/",
|
||||
"build/",
|
||||
"coverage/",
|
||||
"thirdparty/",
|
||||
"examples/lawn-mower-demo/",
|
||||
"extensions/",
|
||||
"*.min.js",
|
||||
"*.d.ts"
|
||||
]
|
||||
}
|
||||
44
.gitattributes
vendored
Normal file
44
.gitattributes
vendored
Normal file
@@ -0,0 +1,44 @@
|
||||
# 自动检测文本文件并规范化换行符
|
||||
* text=auto
|
||||
|
||||
# 源代码文件强制使用 LF
|
||||
*.ts text eol=lf
|
||||
*.tsx text eol=lf
|
||||
*.js text eol=lf
|
||||
*.jsx text eol=lf
|
||||
*.mjs text eol=lf
|
||||
*.cjs text eol=lf
|
||||
*.json text eol=lf
|
||||
*.md text eol=lf
|
||||
*.yml text eol=lf
|
||||
*.yaml text eol=lf
|
||||
|
||||
# 配置文件强制使用 LF
|
||||
.gitignore text eol=lf
|
||||
.gitattributes text eol=lf
|
||||
.editorconfig text eol=lf
|
||||
.prettierrc text eol=lf
|
||||
.prettierignore text eol=lf
|
||||
.eslintrc.json text eol=lf
|
||||
tsconfig.json text eol=lf
|
||||
|
||||
# Shell 脚本强制使用 LF
|
||||
*.sh text eol=lf
|
||||
|
||||
# Windows 批处理文件使用 CRLF
|
||||
*.bat text eol=crlf
|
||||
*.cmd text eol=crlf
|
||||
*.ps1 text eol=crlf
|
||||
|
||||
# 二进制文件不转换
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.jpeg binary
|
||||
*.gif binary
|
||||
*.ico binary
|
||||
*.svg binary
|
||||
*.woff binary
|
||||
*.woff2 binary
|
||||
*.ttf binary
|
||||
*.eot binary
|
||||
*.otf binary
|
||||
130
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
Normal file
130
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
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
17
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@@ -0,0 +1,17 @@
|
||||
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
|
||||
90
.github/ISSUE_TEMPLATE/feature_request.yml
vendored
Normal file
90
.github/ISSUE_TEMPLATE/feature_request.yml
vendored
Normal file
@@ -0,0 +1,90 @@
|
||||
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
.github/ISSUE_TEMPLATE/question.yml
vendored
Normal file
64
.github/ISSUE_TEMPLATE/question.yml
vendored
Normal file
@@ -0,0 +1,64 @@
|
||||
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
.github/labeler.yml
vendored
Normal file
32
.github/labeler.yml
vendored
Normal file
@@ -0,0 +1,32 @@
|
||||
# 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'
|
||||
95
.github/labels.yml
vendored
Normal file
95
.github/labels.yml
vendored
Normal file
@@ -0,0 +1,95 @@
|
||||
# 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'
|
||||
73
.github/workflows/ai-batch-analyze-issues.yml
vendored
Normal file
73
.github/workflows/ai-batch-analyze-issues.yml
vendored
Normal file
@@ -0,0 +1,73 @@
|
||||
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
.github/workflows/ai-helper-tip.yml
vendored
Normal file
61
.github/workflows/ai-helper-tip.yml
vendored
Normal file
@@ -0,0 +1,61 @@
|
||||
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');
|
||||
85
.github/workflows/ai-issue-helper.yml
vendored
Normal file
85
.github/workflows/ai-issue-helper.yml
vendored
Normal file
@@ -0,0 +1,85 @@
|
||||
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: ${{ steps.ai.outputs.response }}
|
||||
uses: actions/github-script@v7
|
||||
with:
|
||||
script: |
|
||||
await github.rest.issues.createComment({
|
||||
owner: context.repo.owner,
|
||||
repo: context.repo.repo,
|
||||
issue_number: context.issue.number,
|
||||
body: process.env.AI_RESPONSE
|
||||
});
|
||||
56
.github/workflows/ai-issue-moderator.yml
vendored
Normal file
56
.github/workflows/ai-issue-moderator.yml
vendored
Normal file
@@ -0,0 +1,56 @@
|
||||
name: AI Issue Moderator
|
||||
|
||||
on:
|
||||
issues:
|
||||
types: [opened]
|
||||
issue_comment:
|
||||
types: [created]
|
||||
|
||||
permissions:
|
||||
issues: write
|
||||
contents: read
|
||||
models: read
|
||||
|
||||
jobs:
|
||||
moderate:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Check Content
|
||||
uses: actions/ai-inference@v1
|
||||
id: check
|
||||
with:
|
||||
model: 'gpt-4o-mini'
|
||||
system-prompt: |
|
||||
你是一个内容审查助手。
|
||||
检查内容是否包含:
|
||||
1. 垃圾信息或广告
|
||||
2. 恶意或攻击性内容
|
||||
3. 与项目完全无关的内容
|
||||
|
||||
只返回 "SPAM" 或 "OK",不要其他内容。
|
||||
prompt: |
|
||||
标题:${{ 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.'
|
||||
});
|
||||
160
.github/workflows/batch-label-issues.yml
vendored
Normal file
160
.github/workflows/batch-label-issues.yml
vendored
Normal file
@@ -0,0 +1,160 @@
|
||||
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 $'🤖 自动标签系统检测到此 issue 并添加了相关标签。如有误判,请告知维护者。\n\n🤖 Auto-labeling system detected and labeled this issue. Please let maintainers know if this is incorrect.' || true
|
||||
else
|
||||
echo " ℹ️ 未检测到明确类型"
|
||||
fi
|
||||
|
||||
# 避免 API 限制
|
||||
sleep 1
|
||||
done
|
||||
|
||||
echo ""
|
||||
echo "✅ 批量标签完成!"
|
||||
echo "查看结果: https://github.com/${{ github.repository }}/issues"
|
||||
6
.github/workflows/ci.yml
vendored
6
.github/workflows/ci.yml
vendored
@@ -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
|
||||
|
||||
|
||||
146
.github/workflows/cleanup-dependabot.yml
vendored
Normal file
146
.github/workflows/cleanup-dependabot.yml
vendored
Normal file
@@ -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(' ℹ️ 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
.github/workflows/codecov.yml
vendored
Normal file
45
.github/workflows/codecov.yml
vendored
Normal file
@@ -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
.github/workflows/codeql.yml
vendored
Normal file
41
.github/workflows/codeql.yml
vendored
Normal file
@@ -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
.github/workflows/commitlint.yml
vendored
Normal file
31
.github/workflows/commitlint.yml
vendored
Normal file
@@ -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
23
.github/workflows/issue-labeler.yml
vendored
Normal file
@@ -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
28
.github/workflows/issue-translator.yml
vendored
Normal file
@@ -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>
|
||||
157
.github/workflows/release-editor.yml
vendored
Normal file
157
.github/workflows/release-editor.yml
vendored
Normal file
@@ -0,0 +1,157 @@
|
||||
name: Release Editor App
|
||||
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- 'editor-v*'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
description: 'Release version (e.g., 1.0.0)'
|
||||
required: true
|
||||
default: '1.0.0'
|
||||
|
||||
jobs:
|
||||
build-tauri:
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- platform: windows-latest
|
||||
target: x86_64-pc-windows-msvc
|
||||
arch: x64
|
||||
- platform: macos-latest
|
||||
target: x86_64-apple-darwin
|
||||
arch: x64
|
||||
- platform: macos-latest
|
||||
target: aarch64-apple-darwin
|
||||
arch: arm64
|
||||
|
||||
runs-on: ${{ matrix.platform }}
|
||||
|
||||
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 Rust stable
|
||||
uses: dtolnay/rust-toolchain@stable
|
||||
with:
|
||||
targets: ${{ matrix.target }}
|
||||
|
||||
- name: Rust cache
|
||||
uses: Swatinem/rust-cache@v2
|
||||
with:
|
||||
workspaces: packages/editor-app/src-tauri
|
||||
cache-on-failure: true
|
||||
|
||||
- name: Install dependencies (Ubuntu)
|
||||
if: matrix.platform == 'ubuntu-latest'
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y libgtk-3-dev libwebkit2gtk-4.0-dev libappindicator3-dev librsvg2-dev patchelf
|
||||
|
||||
- name: Install frontend dependencies
|
||||
run: npm ci
|
||||
|
||||
- name: Update version in config files (for manual trigger)
|
||||
if: github.event_name == 'workflow_dispatch'
|
||||
run: |
|
||||
cd packages/editor-app
|
||||
# 临时更新版本号用于构建(不提交到仓库)
|
||||
npm version ${{ github.event.inputs.version }} --no-git-tag-version
|
||||
node scripts/sync-version.js
|
||||
|
||||
- name: Cache TypeScript build
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
packages/core/bin
|
||||
packages/editor-core/dist
|
||||
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-
|
||||
|
||||
- name: Build core package
|
||||
run: npm run build:core
|
||||
|
||||
- name: Build editor-core package
|
||||
run: |
|
||||
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:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
TAURI_SIGNING_PRIVATE_KEY: ${{ secrets.TAURI_SIGNING_PRIVATE_KEY }}
|
||||
TAURI_SIGNING_PRIVATE_KEY_PASSWORD: ${{ secrets.TAURI_SIGNING_PRIVATE_KEY_PASSWORD }}
|
||||
with:
|
||||
projectPath: packages/editor-app
|
||||
tagName: ${{ github.event_name == 'workflow_dispatch' && format('editor-v{0}', github.event.inputs.version) || github.ref_name }}
|
||||
releaseName: 'ECS Editor v${{ github.event.inputs.version || github.ref_name }}'
|
||||
releaseBody: 'See the assets to download this version and install.'
|
||||
releaseDraft: false
|
||||
prerelease: false
|
||||
includeUpdaterJson: true
|
||||
updaterJsonKeepUniversal: false
|
||||
args: ${{ matrix.platform == 'macos-latest' && format('--target {0}', matrix.target) || '' }}
|
||||
|
||||
# 构建成功后,创建 PR 更新版本号
|
||||
update-version-pr:
|
||||
needs: build-tauri
|
||||
if: github.event_name == 'workflow_dispatch' && success()
|
||||
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'
|
||||
|
||||
- name: Update version files
|
||||
run: |
|
||||
cd packages/editor-app
|
||||
npm version ${{ github.event.inputs.version }} --no-git-tag-version
|
||||
node scripts/sync-version.js
|
||||
|
||||
- name: Create Pull Request
|
||||
uses: peter-evans/create-pull-request@v6
|
||||
with:
|
||||
token: ${{ secrets.GITHUB_TOKEN }}
|
||||
commit-message: "chore(editor): bump version to ${{ github.event.inputs.version }}"
|
||||
branch: release/editor-v${{ github.event.inputs.version }}
|
||||
delete-branch: true
|
||||
title: "chore(editor): Release v${{ github.event.inputs.version }}"
|
||||
body: |
|
||||
## 🚀 Release v${{ github.event.inputs.version }}
|
||||
|
||||
This PR updates the editor version after successful release build.
|
||||
|
||||
### Changes
|
||||
- ✅ Updated `packages/editor-app/package.json` → `${{ github.event.inputs.version }}`
|
||||
- ✅ Updated `packages/editor-app/src-tauri/tauri.conf.json` → `${{ github.event.inputs.version }}`
|
||||
|
||||
### Release
|
||||
- 📦 [GitHub Release](https://github.com/${{ github.repository }}/releases/tag/editor-v${{ github.event.inputs.version }})
|
||||
|
||||
---
|
||||
*This PR was automatically created by the release workflow.*
|
||||
labels: |
|
||||
release
|
||||
editor
|
||||
automated pr
|
||||
112
.github/workflows/release.yml
vendored
Normal file
112
.github/workflows/release.yml
vendored
Normal file
@@ -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
|
||||
43
.github/workflows/size-limit.yml
vendored
Normal file
43
.github/workflows/size-limit.yml
vendored
Normal file
@@ -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
60
.github/workflows/stale.yml
vendored
Normal file
@@ -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
58
.github/workflows/welcome.yml
vendored
Normal file
@@ -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).
|
||||
9
.gitignore
vendored
9
.gitignore
vendored
@@ -69,3 +69,12 @@ docs/.vitepress/dist/
|
||||
/demo/.idea/
|
||||
/demo/.vscode/
|
||||
/demo_wxgame/
|
||||
|
||||
# Tauri 构建产物
|
||||
**/src-tauri/target/
|
||||
**/src-tauri/WixTools/
|
||||
**/src-tauri/gen/
|
||||
|
||||
# Tauri 捆绑输出
|
||||
**/src-tauri/target/release/bundle/
|
||||
**/src-tauri/target/debug/bundle/
|
||||
|
||||
15
.gitmodules
vendored
15
.gitmodules
vendored
@@ -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
|
||||
|
||||
49
.prettierignore
Normal file
49
.prettierignore
Normal file
@@ -0,0 +1,49 @@
|
||||
# 依赖和构建输出
|
||||
node_modules/
|
||||
dist/
|
||||
bin/
|
||||
build/
|
||||
coverage/
|
||||
*.min.js
|
||||
*.min.css
|
||||
|
||||
# 编译输出
|
||||
**/*.d.ts
|
||||
tsconfig.tsbuildinfo
|
||||
|
||||
# 日志
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
pnpm-debug.log*
|
||||
|
||||
# 第三方库
|
||||
thirdparty/
|
||||
examples/lawn-mower-demo/
|
||||
extensions/
|
||||
|
||||
# 文档生成
|
||||
docs/.vitepress/cache/
|
||||
docs/.vitepress/dist/
|
||||
docs/api/
|
||||
|
||||
# 临时文件
|
||||
*.tmp
|
||||
*.bak
|
||||
*.swp
|
||||
*~
|
||||
|
||||
# 系统文件
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# 编辑器
|
||||
.vscode/
|
||||
.idea/
|
||||
|
||||
# 其他
|
||||
*.backup
|
||||
CHANGELOG.md
|
||||
LICENSE
|
||||
README.md
|
||||
14
.prettierrc
Normal file
14
.prettierrc
Normal file
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"semi": true,
|
||||
"singleQuote": true,
|
||||
"tabWidth": 4,
|
||||
"useTabs": false,
|
||||
"trailingComma": "none",
|
||||
"printWidth": 120,
|
||||
"arrowParens": "always",
|
||||
"endOfLine": "lf",
|
||||
"bracketSpacing": true,
|
||||
"quoteProps": "as-needed",
|
||||
"jsxSingleQuote": false,
|
||||
"proseWrap": "preserve"
|
||||
}
|
||||
25
.size-limit.json
Normal file
25
.size-limit.json
Normal 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
133
CONTRIBUTING.md
Normal 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
214
LICENSE
@@ -1,201 +1,21 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
MIT License
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
Copyright (c) 2025 ECS Framework
|
||||
|
||||
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|
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|
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SOFTWARE.
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|
||||
155
README.md
155
README.md
@@ -1,12 +1,53 @@
|
||||
# ECS Framework
|
||||
|
||||
[](https://github.com/esengine/ecs-framework/actions)
|
||||
[](https://codecov.io/gh/esengine/ecs-framework)
|
||||
[](https://badge.fury.io/js/%40esengine%2Fecs-framework)
|
||||
[](https://www.npmjs.com/package/@esengine/ecs-framework)
|
||||
[](https://bundlephobia.com/package/@esengine/ecs-framework)
|
||||
[](https://www.typescriptlang.org/)
|
||||
[](https://opensource.org/licenses/MIT)
|
||||
[](#contributors)
|
||||
[](https://github.com/esengine/ecs-framework/stargazers)
|
||||
[](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">
|
||||
|
||||
[](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">
|
||||
|
||||
[](https://www.npmjs.com/package/@esengine/ecs-framework)
|
||||
|
||||
[](https://npmtrends.com/@esengine/ecs-framework)
|
||||
|
||||
</div>
|
||||
|
||||
---
|
||||
|
||||
## 特性
|
||||
|
||||
@@ -91,15 +132,75 @@ 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:
|
||||
|
||||
- **Cocos Creator** - 内置引擎集成支持,提供[专用调试插件](https://store.cocos.com/app/detail/7823)
|
||||
- **Laya 引擎** - 完整的生命周期管理
|
||||
- **Cocos Creator**
|
||||
- **Laya 引擎**
|
||||
- **原生 Web** - 浏览器环境直接运行
|
||||
- **小游戏平台** - 微信、支付宝等小游戏
|
||||
|
||||
## ECS Framework Editor
|
||||
|
||||
跨平台桌面编辑器,提供可视化开发和调试工具。
|
||||
|
||||
### 主要功能
|
||||
|
||||
- **场景管理** - 可视化场景层级和实体管理
|
||||
- **组件检视** - 实时查看和编辑实体组件
|
||||
- **性能分析** - 内置 Profiler 监控系统性能
|
||||
- **插件系统** - 可扩展的插件架构
|
||||
- **远程调试** - 连接运行中的游戏进行实时调试
|
||||
- **自动更新** - 支持热更新,自动获取最新版本
|
||||
|
||||
### 下载
|
||||
|
||||
[](https://github.com/esengine/ecs-framework/releases/latest)
|
||||
|
||||
支持 Windows、macOS (Intel & Apple Silicon)
|
||||
|
||||
### 截图
|
||||
|
||||
<img src="screenshots/main_screetshot.png" alt="ECS Framework Editor" width="800">
|
||||
|
||||
<details>
|
||||
<summary>查看更多截图</summary>
|
||||
|
||||
**性能分析器**
|
||||
<img src="screenshots/performance_profiler.png" alt="Performance Profiler" width="600">
|
||||
|
||||
**插件管理**
|
||||
<img src="screenshots/plugin_manager.png" alt="Plugin Manager" width="600">
|
||||
|
||||
**设置界面**
|
||||
<img src="screenshots/settings.png" alt="Settings" width="600">
|
||||
|
||||
</details>
|
||||
|
||||
## 示例项目
|
||||
|
||||
@@ -108,6 +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
|
||||
@@ -117,11 +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">
|
||||
|
||||
[](https://github.com/sponsors/esengine)
|
||||
[](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
53
codecov.yml
Normal 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
|
||||
@@ -66,6 +66,7 @@ export default defineConfig({
|
||||
items: [
|
||||
{ text: '实体类 (Entity)', link: '/guide/entity' },
|
||||
{ text: '组件系统 (Component)', link: '/guide/component' },
|
||||
{ text: '实体查询系统', link: '/guide/entity-query' },
|
||||
{
|
||||
text: '系统架构 (System)',
|
||||
link: '/guide/system',
|
||||
@@ -73,13 +74,43 @@ export default defineConfig({
|
||||
{ text: 'Worker系统 (多线程)', link: '/guide/worker-system' }
|
||||
]
|
||||
},
|
||||
{ text: '场景管理 (Scene)', link: '/guide/scene' },
|
||||
{
|
||||
text: '场景管理 (Scene)',
|
||||
link: '/guide/scene',
|
||||
items: [
|
||||
{ text: 'SceneManager', link: '/guide/scene-manager' },
|
||||
{ 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' },
|
||||
{ text: '日志系统 (Logger)', link: '/guide/logging' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '高级特性',
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: '服务容器 (Service Container)', link: '/guide/service-container' },
|
||||
{ text: '插件系统 (Plugin System)', link: '/guide/plugin-system' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '平台适配器',
|
||||
link: '/guide/platform-adapter',
|
||||
|
||||
392
docs/guide/behavior-tree/advanced-usage.md
Normal file
392
docs/guide/behavior-tree/advanced-usage.md
Normal 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
|
||||
506
docs/guide/behavior-tree/asset-management.md
Normal file
506
docs/guide/behavior-tree/asset-management.md
Normal file
@@ -0,0 +1,506 @@
|
||||
# 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
|
||||
468
docs/guide/behavior-tree/best-practices.md
Normal file
468
docs/guide/behavior-tree/best-practices.md
Normal file
@@ -0,0 +1,468 @@
|
||||
# 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
|
||||
683
docs/guide/behavior-tree/cocos-integration.md
Normal file
683
docs/guide/behavior-tree/cocos-integration.md
Normal file
@@ -0,0 +1,683 @@
|
||||
# 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()` 和 `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
|
||||
491
docs/guide/behavior-tree/core-concepts.md
Normal file
491
docs/guide/behavior-tree/core-concepts.md
Normal file
@@ -0,0 +1,491 @@
|
||||
# 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
|
||||
1025
docs/guide/behavior-tree/custom-actions.md
Normal file
1025
docs/guide/behavior-tree/custom-actions.md
Normal file
File diff suppressed because it is too large
Load Diff
119
docs/guide/behavior-tree/editor-guide.md
Normal file
119
docs/guide/behavior-tree/editor-guide.md
Normal file
@@ -0,0 +1,119 @@
|
||||
# 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` 或 `Backspace` 键
|
||||
|
||||
### 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
|
||||
253
docs/guide/behavior-tree/editor-workflow.md
Normal file
253
docs/guide/behavior-tree/editor-workflow.md
Normal file
@@ -0,0 +1,253 @@
|
||||
# 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
|
||||
385
docs/guide/behavior-tree/getting-started.md
Normal file
385
docs/guide/behavior-tree/getting-started.md
Normal file
@@ -0,0 +1,385 @@
|
||||
# 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`和`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。
|
||||
197
docs/guide/behavior-tree/index.md
Normal file
197
docs/guide/behavior-tree/index.md
Normal file
@@ -0,0 +1,197 @@
|
||||
# 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
|
||||
313
docs/guide/behavior-tree/laya-integration.md
Normal file
313
docs/guide/behavior-tree/laya-integration.md
Normal file
@@ -0,0 +1,313 @@
|
||||
# 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)
|
||||
580
docs/guide/behavior-tree/nodejs-usage.md
Normal file
580
docs/guide/behavior-tree/nodejs-usage.md
Normal file
@@ -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AI,60 TPS
|
||||
private normalAIs: Entity[] = []; // 普通敌人,20 TPS
|
||||
private backgroundAIs: Entity[] = []; // 背景NPC,5 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
|
||||
@@ -63,14 +63,14 @@ class Health extends Component {
|
||||
- 框架能正确管理组件注册
|
||||
|
||||
```typescript
|
||||
// ✅ 正确的用法
|
||||
// 正确的用法
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0;
|
||||
dy: number = 0;
|
||||
}
|
||||
|
||||
// ❌ 错误的用法 - 没有装饰器
|
||||
// 错误的用法 - 没有装饰器
|
||||
class BadComponent extends Component {
|
||||
// 这样定义的组件可能在生产环境出现问题
|
||||
}
|
||||
@@ -90,7 +90,7 @@ class ExampleComponent extends Component {
|
||||
* 用于初始化资源、建立引用等
|
||||
*/
|
||||
onAddedToEntity(): void {
|
||||
console.log(`组件 ${this.constructor.name} 被添加到实体 ${this.entity.name}`);
|
||||
console.log(`组件 ${this.constructor.name} 已添加,实体ID: ${this.entityId}`);
|
||||
this.resource = new SomeResource();
|
||||
}
|
||||
|
||||
@@ -99,7 +99,7 @@ class ExampleComponent extends Component {
|
||||
* 用于清理资源、断开引用等
|
||||
*/
|
||||
onRemovedFromEntity(): void {
|
||||
console.log(`组件 ${this.constructor.name} 从实体 ${this.entity.name} 移除`);
|
||||
console.log(`组件 ${this.constructor.name} 已移除`);
|
||||
if (this.resource) {
|
||||
this.resource.cleanup();
|
||||
this.resource = null;
|
||||
@@ -108,30 +108,58 @@ class ExampleComponent extends Component {
|
||||
}
|
||||
```
|
||||
|
||||
## 访问实体
|
||||
## 组件与实体的关系
|
||||
|
||||
组件可以通过 `this.entity` 访问其所属的实体:
|
||||
组件存储了所属实体的ID (`entityId`),而不是直接引用实体对象。这是ECS数据导向设计的体现,避免了循环引用。
|
||||
|
||||
在实际使用中,**应该在 System 中处理实体和组件的交互**,而不是在组件内部:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Damage')
|
||||
class Damage extends Component {
|
||||
damage: number;
|
||||
@ECSComponent('Health')
|
||||
class Health extends Component {
|
||||
current: number;
|
||||
max: number;
|
||||
|
||||
constructor(damage: number) {
|
||||
constructor(max: number = 100) {
|
||||
super();
|
||||
this.damage = damage;
|
||||
this.max = max;
|
||||
this.current = max;
|
||||
}
|
||||
|
||||
// 在组件方法中访问实体和其他组件
|
||||
applyDamage(): void {
|
||||
const health = this.entity.getComponent(Health);
|
||||
if (health) {
|
||||
health.takeDamage(this.damage);
|
||||
isDead(): boolean {
|
||||
return this.current <= 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('Damage')
|
||||
class Damage extends Component {
|
||||
value: number;
|
||||
|
||||
constructor(value: number) {
|
||||
super();
|
||||
this.value = value;
|
||||
}
|
||||
}
|
||||
|
||||
// 推荐:在 System 中处理逻辑
|
||||
class DamageSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(Health, Damage));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health)!;
|
||||
const damage = entity.getComponent(Damage)!;
|
||||
|
||||
health.current -= damage.value;
|
||||
|
||||
// 如果生命值为0,销毁实体
|
||||
if (health.isDead()) {
|
||||
this.entity.destroy();
|
||||
entity.destroy();
|
||||
}
|
||||
|
||||
// 应用伤害后移除 Damage 组件
|
||||
entity.removeComponent(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -146,9 +174,27 @@ class Damage extends Component {
|
||||
class ExampleComponent extends Component {
|
||||
someData: string = "example";
|
||||
|
||||
showComponentInfo(): void {
|
||||
console.log(`组件ID: ${this.id}`); // 唯一的组件ID
|
||||
console.log(`所属实体: ${this.entity.name}`); // 所属实体引用
|
||||
onAddedToEntity(): void {
|
||||
console.log(`组件ID: ${this.id}`); // 唯一的组件ID
|
||||
console.log(`所属实体ID: ${this.entityId}`); // 所属实体的ID
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
如果需要访问实体对象,应该在 System 中进行:
|
||||
|
||||
```typescript
|
||||
class ExampleSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(ExampleComponent));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const comp = entity.getComponent(ExampleComponent)!;
|
||||
console.log(`实体名称: ${entity.name}`);
|
||||
console.log(`组件数据: ${comp.someData}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -245,7 +291,7 @@ class WeaponConfig extends Component {
|
||||
### 1. 保持组件简单
|
||||
|
||||
```typescript
|
||||
// ✅ 好的组件设计 - 单一职责
|
||||
// 好的组件设计 - 单一职责
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
@@ -258,7 +304,7 @@ class Velocity extends Component {
|
||||
dy: number = 0;
|
||||
}
|
||||
|
||||
// ❌ 避免的组件设计 - 职责过多
|
||||
// 避免的组件设计 - 职责过多
|
||||
@ECSComponent('GameObject')
|
||||
class GameObject extends Component {
|
||||
x: number;
|
||||
@@ -330,16 +376,11 @@ class Inventory extends Component {
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 避免在组件中存储实体引用
|
||||
### 4. 引用其他实体
|
||||
|
||||
当组件需要关联其他实体时(如父子关系、跟随目标等),**推荐方式是存储实体ID**,然后在 System 中查找:
|
||||
|
||||
```typescript
|
||||
// ❌ 避免:在组件中存储其他实体的引用
|
||||
@ECSComponent('BadFollower')
|
||||
class BadFollower extends Component {
|
||||
target: Entity; // 直接引用可能导致内存泄漏
|
||||
}
|
||||
|
||||
// ✅ 推荐:存储实体ID,通过场景查找
|
||||
@ECSComponent('Follower')
|
||||
class Follower extends Component {
|
||||
targetId: number;
|
||||
@@ -349,11 +390,269 @@ class Follower extends Component {
|
||||
super();
|
||||
this.targetId = targetId;
|
||||
}
|
||||
}
|
||||
|
||||
getTarget(): Entity | null {
|
||||
return this.entity.scene?.findEntityById(this.targetId) || null;
|
||||
// 在 System 中查找目标实体并处理逻辑
|
||||
class FollowerSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(Follower, Position));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const follower = entity.getComponent(Follower)!;
|
||||
const position = entity.getComponent(Position)!;
|
||||
|
||||
// 通过场景查找目标实体
|
||||
const target = entity.scene?.findEntityById(follower.targetId);
|
||||
if (target) {
|
||||
const targetPos = target.getComponent(Position);
|
||||
if (targetPos) {
|
||||
// 跟随逻辑
|
||||
const dx = targetPos.x - position.x;
|
||||
const dy = targetPos.y - position.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance > follower.followDistance) {
|
||||
// 移动靠近目标
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
这种方式的优势:
|
||||
- 组件保持简单,只存储基本数据类型
|
||||
- 符合数据导向设计
|
||||
- 在 System 中统一处理查找和逻辑
|
||||
- 易于理解和维护
|
||||
|
||||
**避免在组件中直接存储实体引用**:
|
||||
|
||||
```typescript
|
||||
// 错误示范:直接存储实体引用
|
||||
@ECSComponent('BadFollower')
|
||||
class BadFollower extends Component {
|
||||
target: Entity; // 实体销毁后仍持有引用,可能导致内存泄漏
|
||||
}
|
||||
```
|
||||
|
||||
## 高级特性
|
||||
|
||||
### EntityRef 装饰器 - 自动引用追踪
|
||||
|
||||
框架提供了 `@EntityRef` 装饰器用于**特殊场景**下安全地存储实体引用。这是一个高级特性,一般情况下推荐使用存储ID的方式。
|
||||
|
||||
#### 什么时候需要 EntityRef?
|
||||
|
||||
在以下场景中,`@EntityRef` 可以简化代码:
|
||||
|
||||
1. **父子关系**: 需要在组件中直接访问父实体或子实体
|
||||
2. **复杂关联**: 实体之间有多个引用关系
|
||||
3. **频繁访问**: 需要在多处访问引用的实体,使用ID查找会有性能开销
|
||||
|
||||
#### 核心特性
|
||||
|
||||
`@EntityRef` 装饰器通过 **ReferenceTracker** 自动追踪引用关系:
|
||||
|
||||
- 当被引用的实体销毁时,所有指向它的 `@EntityRef` 属性自动设为 `null`
|
||||
- 防止跨场景引用(会输出警告并拒绝设置)
|
||||
- 防止引用已销毁的实体(会输出警告并设为 `null`)
|
||||
- 使用 WeakRef 避免内存泄漏(自动GC支持)
|
||||
- 组件移除时自动清理引用注册
|
||||
|
||||
#### 基本用法
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, EntityRef, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Parent')
|
||||
class ParentComponent extends Component {
|
||||
@EntityRef()
|
||||
parent: Entity | null = null;
|
||||
}
|
||||
|
||||
// 使用示例
|
||||
const scene = new Scene();
|
||||
const parent = scene.createEntity('Parent');
|
||||
const child = scene.createEntity('Child');
|
||||
|
||||
const comp = child.addComponent(new ParentComponent());
|
||||
comp.parent = parent;
|
||||
|
||||
console.log(comp.parent); // Entity { name: 'Parent' }
|
||||
|
||||
// 当 parent 被销毁时,comp.parent 自动变为 null
|
||||
parent.destroy();
|
||||
console.log(comp.parent); // null
|
||||
```
|
||||
|
||||
#### 多个引用属性
|
||||
|
||||
一个组件可以有多个 `@EntityRef` 属性:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Combat')
|
||||
class CombatComponent extends Component {
|
||||
@EntityRef()
|
||||
target: Entity | null = null;
|
||||
|
||||
@EntityRef()
|
||||
ally: Entity | null = null;
|
||||
|
||||
@EntityRef()
|
||||
lastAttacker: Entity | null = null;
|
||||
}
|
||||
|
||||
// 使用示例
|
||||
const player = scene.createEntity('Player');
|
||||
const enemy = scene.createEntity('Enemy');
|
||||
const npc = scene.createEntity('NPC');
|
||||
|
||||
const combat = player.addComponent(new CombatComponent());
|
||||
combat.target = enemy;
|
||||
combat.ally = npc;
|
||||
|
||||
// enemy 销毁后,只有 target 变为 null,ally 仍然有效
|
||||
enemy.destroy();
|
||||
console.log(combat.target); // null
|
||||
console.log(combat.ally); // Entity { name: 'NPC' }
|
||||
```
|
||||
|
||||
#### 安全检查
|
||||
|
||||
`@EntityRef` 提供了多重安全检查:
|
||||
|
||||
```typescript
|
||||
const scene1 = new Scene();
|
||||
const scene2 = new Scene();
|
||||
|
||||
const entity1 = scene1.createEntity('Entity1');
|
||||
const entity2 = scene2.createEntity('Entity2');
|
||||
|
||||
const comp = entity1.addComponent(new ParentComponent());
|
||||
|
||||
// 跨场景引用会失败
|
||||
comp.parent = entity2; // 输出错误日志,comp.parent 为 null
|
||||
console.log(comp.parent); // null
|
||||
|
||||
// 引用已销毁的实体会失败
|
||||
const entity3 = scene1.createEntity('Entity3');
|
||||
entity3.destroy();
|
||||
comp.parent = entity3; // 输出警告日志,comp.parent 为 null
|
||||
console.log(comp.parent); // null
|
||||
```
|
||||
|
||||
#### 实现原理
|
||||
|
||||
`@EntityRef` 使用以下机制实现自动引用追踪:
|
||||
|
||||
1. **ReferenceTracker**: Scene 持有一个引用追踪器,记录所有实体引用关系
|
||||
2. **WeakRef**: 使用弱引用存储组件,避免循环引用导致内存泄漏
|
||||
3. **属性拦截**: 通过 `Object.defineProperty` 拦截 getter/setter
|
||||
4. **自动清理**: 实体销毁时,ReferenceTracker 遍历所有引用并设为 null
|
||||
|
||||
```typescript
|
||||
// 简化的实现原理
|
||||
class ReferenceTracker {
|
||||
// entityId -> 引用该实体的所有组件记录
|
||||
private _references: Map<number, Set<{ component: WeakRef<Component>, propertyKey: string }>>;
|
||||
|
||||
// 实体销毁时调用
|
||||
clearReferencesTo(entityId: number): void {
|
||||
const records = this._references.get(entityId);
|
||||
if (records) {
|
||||
for (const record of records) {
|
||||
const component = record.component.deref();
|
||||
if (component) {
|
||||
// 将组件的引用属性设为 null
|
||||
(component as any)[record.propertyKey] = null;
|
||||
}
|
||||
}
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 性能考虑
|
||||
|
||||
`@EntityRef` 会带来一些性能开销:
|
||||
|
||||
- **写入开销**: 每次设置引用时需要更新 ReferenceTracker
|
||||
- **内存开销**: ReferenceTracker 需要维护引用映射表
|
||||
- **销毁开销**: 实体销毁时需要遍历所有引用并清理
|
||||
|
||||
对于大多数场景,这些开销是可以接受的。但如果有**大量实体和频繁的引用变更**,存储ID可能更高效。
|
||||
|
||||
#### 最佳实践
|
||||
|
||||
```typescript
|
||||
// 推荐:适合使用 @EntityRef 的场景 - 父子关系
|
||||
@ECSComponent('Transform')
|
||||
class Transform extends Component {
|
||||
@EntityRef()
|
||||
parent: Entity | null = null;
|
||||
|
||||
position: { x: number, y: number } = { x: 0, y: 0 };
|
||||
|
||||
// 可以直接访问父实体的组件
|
||||
getWorldPosition(): { x: number, y: number } {
|
||||
if (!this.parent) {
|
||||
return { ...this.position };
|
||||
}
|
||||
|
||||
const parentTransform = this.parent.getComponent(Transform);
|
||||
if (parentTransform) {
|
||||
const parentPos = parentTransform.getWorldPosition();
|
||||
return {
|
||||
x: parentPos.x + this.position.x,
|
||||
y: parentPos.y + this.position.y
|
||||
};
|
||||
}
|
||||
|
||||
return { ...this.position };
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:不适合使用 @EntityRef 的场景 - 大量动态目标
|
||||
@ECSComponent('AITarget')
|
||||
class AITarget extends Component {
|
||||
@EntityRef()
|
||||
target: Entity | null = null; // 如果目标频繁变化,用ID更好
|
||||
|
||||
updateCooldown: number = 0;
|
||||
}
|
||||
|
||||
// 推荐:这种场景用ID更好
|
||||
@ECSComponent('AITarget')
|
||||
class AITargetBetter extends Component {
|
||||
targetId: number | null = null; // 存储ID
|
||||
updateCooldown: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
#### 调试支持
|
||||
|
||||
ReferenceTracker 提供了调试接口:
|
||||
|
||||
```typescript
|
||||
// 查看某个实体被哪些组件引用
|
||||
const references = scene.referenceTracker.getReferencesTo(entity.id);
|
||||
console.log(`实体 ${entity.name} 被 ${references.length} 个组件引用`);
|
||||
|
||||
// 获取完整的调试信息
|
||||
const debugInfo = scene.referenceTracker.getDebugInfo();
|
||||
console.log(debugInfo);
|
||||
```
|
||||
|
||||
#### 总结
|
||||
|
||||
- **推荐做法**: 大部分情况使用存储ID + System查找的方式
|
||||
- **EntityRef 适用场景**: 父子关系、复杂关联、组件内需要直接访问引用实体的场景
|
||||
- **核心优势**: 自动清理、防止悬空引用、代码更简洁
|
||||
- **注意事项**: 有性能开销,不适合大量动态引用的场景
|
||||
|
||||
组件是 ECS 架构的数据载体,正确设计组件能让你的游戏代码更模块化、可维护和高性能。
|
||||
0
docs/guide/editor-plugin-system.md
Normal file
0
docs/guide/editor-plugin-system.md
Normal file
501
docs/guide/entity-query.md
Normal file
501
docs/guide/entity-query.md
Normal file
@@ -0,0 +1,501 @@
|
||||
# 实体查询系统
|
||||
|
||||
实体查询是 ECS 架构的核心功能之一。本指南将介绍如何使用 Matcher 和 QuerySystem 来查询和筛选实体。
|
||||
|
||||
## 核心概念
|
||||
|
||||
### Matcher - 查询条件描述符
|
||||
|
||||
Matcher 是一个链式 API,用于描述实体查询条件。它本身不执行查询,而是作为条件传递给 EntitySystem 或 QuerySystem。
|
||||
|
||||
### QuerySystem - 查询执行引擎
|
||||
|
||||
QuerySystem 负责实际执行查询,内部使用响应式查询机制自动优化性能。
|
||||
|
||||
## 在 EntitySystem 中使用 Matcher
|
||||
|
||||
这是最常见的使用方式。EntitySystem 通过 Matcher 自动筛选和处理符合条件的实体。
|
||||
|
||||
### 基础用法
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Matcher, Entity, Component } from '@esengine/ecs-framework';
|
||||
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
}
|
||||
|
||||
class VelocityComponent extends Component {
|
||||
public vx: number = 0;
|
||||
public vy: number = 0;
|
||||
}
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 方式1: 使用 Matcher.empty().all()
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
|
||||
// 方式2: 直接使用 Matcher.all() (等价)
|
||||
// super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
const vel = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
pos.x += vel.vx;
|
||||
pos.y += vel.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 添加到场景
|
||||
scene.addEntityProcessor(new MovementSystem());
|
||||
```
|
||||
|
||||
### Matcher 链式 API
|
||||
|
||||
#### all() - 必须包含所有组件
|
||||
|
||||
```typescript
|
||||
class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 实体必须同时拥有 Health 和 Position 组件
|
||||
super(Matcher.empty().all(HealthComponent, PositionComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理同时拥有两个组件的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### any() - 至少包含一个组件
|
||||
|
||||
```typescript
|
||||
class DamageableSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 实体至少拥有 Health 或 Shield 其中之一
|
||||
super(Matcher.any(HealthComponent, ShieldComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 处理拥有生命值或护盾的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### none() - 不能包含指定组件
|
||||
|
||||
```typescript
|
||||
class AliveEntitySystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 实体不能拥有 DeadTag 组件
|
||||
super(Matcher.all(HealthComponent).none(DeadTag));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理活着的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 组合条件
|
||||
|
||||
```typescript
|
||||
class CombatSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(PositionComponent, HealthComponent) // 必须有位置和生命
|
||||
.any(WeaponComponent, MagicComponent) // 至少有武器或魔法
|
||||
.none(DeadTag, FrozenTag) // 不能是死亡或冰冻状态
|
||||
);
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 处理可以战斗的活着的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 按标签查询
|
||||
|
||||
```typescript
|
||||
class PlayerSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 查询特定标签的实体
|
||||
super(Matcher.empty().withTag(Tags.PLAYER));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理玩家实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 按名称查询
|
||||
|
||||
```typescript
|
||||
class BossSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 查询特定名称的实体
|
||||
super(Matcher.empty().withName('Boss'));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理名为 'Boss' 的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 直接使用 QuerySystem
|
||||
|
||||
如果不需要创建系统,可以直接使用 Scene 的 querySystem 进行查询。
|
||||
|
||||
### 基础查询方法
|
||||
|
||||
```typescript
|
||||
// 获取场景的查询系统
|
||||
const querySystem = scene.querySystem;
|
||||
|
||||
// 查询拥有所有指定组件的实体
|
||||
const result1 = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
console.log(`找到 ${result1.count} 个移动实体`);
|
||||
console.log(`查询耗时: ${result1.executionTime.toFixed(2)}ms`);
|
||||
|
||||
// 查询拥有任意指定组件的实体
|
||||
const result2 = querySystem.queryAny(WeaponComponent, MagicComponent);
|
||||
console.log(`找到 ${result2.count} 个战斗单位`);
|
||||
|
||||
// 查询不包含指定组件的实体
|
||||
const result3 = querySystem.queryNone(DeadTag);
|
||||
console.log(`找到 ${result3.count} 个活着的实体`);
|
||||
```
|
||||
|
||||
### 按标签查询
|
||||
|
||||
```typescript
|
||||
const playerResult = querySystem.queryByTag(Tags.PLAYER);
|
||||
for (const player of playerResult.entities) {
|
||||
console.log('玩家:', player.name);
|
||||
}
|
||||
```
|
||||
|
||||
### 按名称查询
|
||||
|
||||
```typescript
|
||||
const bossResult = querySystem.queryByName('Boss');
|
||||
if (bossResult.count > 0) {
|
||||
const boss = bossResult.entities[0];
|
||||
console.log('找到Boss:', boss);
|
||||
}
|
||||
```
|
||||
|
||||
### 按单个组件查询
|
||||
|
||||
```typescript
|
||||
const healthResult = querySystem.queryByComponent(HealthComponent);
|
||||
console.log(`有 ${healthResult.count} 个实体拥有生命值`);
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
### 自动缓存
|
||||
|
||||
QuerySystem 内部使用响应式查询自动缓存结果,相同的查询条件会直接使用缓存:
|
||||
|
||||
```typescript
|
||||
// 第一次查询,执行实际查询
|
||||
const result1 = querySystem.queryAll(PositionComponent);
|
||||
console.log('fromCache:', result1.fromCache); // false
|
||||
|
||||
// 第二次相同查询,使用缓存
|
||||
const result2 = querySystem.queryAll(PositionComponent);
|
||||
console.log('fromCache:', result2.fromCache); // true
|
||||
```
|
||||
|
||||
### 实体变化自动更新
|
||||
|
||||
当实体添加/移除组件时,查询缓存会自动更新:
|
||||
|
||||
```typescript
|
||||
// 查询拥有武器的实体
|
||||
const before = querySystem.queryAll(WeaponComponent);
|
||||
console.log('之前:', before.count); // 假设为 5
|
||||
|
||||
// 给实体添加武器
|
||||
const enemy = scene.createEntity('Enemy');
|
||||
enemy.addComponent(new WeaponComponent());
|
||||
|
||||
// 再次查询,自动包含新实体
|
||||
const after = querySystem.queryAll(WeaponComponent);
|
||||
console.log('之后:', after.count); // 现在是 6
|
||||
```
|
||||
|
||||
### 查询性能统计
|
||||
|
||||
```typescript
|
||||
const stats = querySystem.getStats();
|
||||
console.log('总查询次数:', stats.queryStats.totalQueries);
|
||||
console.log('缓存命中率:', stats.queryStats.cacheHitRate);
|
||||
console.log('缓存大小:', stats.cacheStats.size);
|
||||
```
|
||||
|
||||
## 实际应用场景
|
||||
|
||||
### 场景1: 物理系统
|
||||
|
||||
```typescript
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(TransformComponent, RigidbodyComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(TransformComponent)!;
|
||||
const rigidbody = entity.getComponent(RigidbodyComponent)!;
|
||||
|
||||
// 应用重力
|
||||
rigidbody.velocity.y -= 9.8 * Time.deltaTime;
|
||||
|
||||
// 更新位置
|
||||
transform.position.x += rigidbody.velocity.x * Time.deltaTime;
|
||||
transform.position.y += rigidbody.velocity.y * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景2: 渲染系统
|
||||
|
||||
```typescript
|
||||
class RenderSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(TransformComponent, SpriteComponent)
|
||||
.none(InvisibleTag) // 排除不可见实体
|
||||
);
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 按 z-order 排序
|
||||
const sorted = entities.slice().sort((a, b) => {
|
||||
const zA = a.getComponent(TransformComponent)!.z;
|
||||
const zB = b.getComponent(TransformComponent)!.z;
|
||||
return zA - zB;
|
||||
});
|
||||
|
||||
// 渲染实体
|
||||
for (const entity of sorted) {
|
||||
const transform = entity.getComponent(TransformComponent)!;
|
||||
const sprite = entity.getComponent(SpriteComponent)!;
|
||||
|
||||
renderer.drawSprite(sprite.texture, transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景3: 碰撞检测
|
||||
|
||||
```typescript
|
||||
class CollisionSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(TransformComponent, ColliderComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 简单的 O(n²) 碰撞检测
|
||||
for (let i = 0; i < entities.length; i++) {
|
||||
for (let j = i + 1; j < entities.length; j++) {
|
||||
this.checkCollision(entities[i], entities[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private checkCollision(a: Entity, b: Entity): void {
|
||||
const transA = a.getComponent(TransformComponent)!;
|
||||
const transB = b.getComponent(TransformComponent)!;
|
||||
const colliderA = a.getComponent(ColliderComponent)!;
|
||||
const colliderB = b.getComponent(ColliderComponent)!;
|
||||
|
||||
if (this.isOverlapping(transA, colliderA, transB, colliderB)) {
|
||||
// 触发碰撞事件
|
||||
scene.eventSystem.emit('collision', { entityA: a, entityB: b });
|
||||
}
|
||||
}
|
||||
|
||||
private isOverlapping(...args: any[]): boolean {
|
||||
// 碰撞检测逻辑
|
||||
return false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景4: 一次性查询
|
||||
|
||||
```typescript
|
||||
// 在系统外部执行一次性查询
|
||||
class GameManager {
|
||||
private scene: Scene;
|
||||
|
||||
public countEnemies(): number {
|
||||
const result = this.scene.querySystem.queryByTag(Tags.ENEMY);
|
||||
return result.count;
|
||||
}
|
||||
|
||||
public findNearestEnemy(playerPos: Vector2): Entity | null {
|
||||
const enemies = this.scene.querySystem.queryByTag(Tags.ENEMY);
|
||||
|
||||
let nearest: Entity | null = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
for (const enemy of enemies.entities) {
|
||||
const transform = enemy.getComponent(TransformComponent);
|
||||
if (!transform) continue;
|
||||
|
||||
const distance = Vector2.distance(playerPos, transform.position);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
nearest = enemy;
|
||||
}
|
||||
}
|
||||
|
||||
return nearest;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 优先使用 EntitySystem
|
||||
|
||||
```typescript
|
||||
// 推荐: 使用 EntitySystem
|
||||
class GoodSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 自动获得符合条件的实体,每帧自动更新
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐: 在 update 中手动查询
|
||||
class BadSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 每帧手动查询,浪费性能
|
||||
const result = this.scene!.querySystem.queryAll(HealthComponent);
|
||||
for (const entity of result.entities) {
|
||||
// ...
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 合理使用 none() 排除条件
|
||||
|
||||
```typescript
|
||||
// 排除已死亡的敌人
|
||||
class EnemyAISystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(EnemyTag, AIComponent)
|
||||
.none(DeadTag) // 不处理死亡的敌人
|
||||
);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 使用标签优化查询
|
||||
|
||||
```typescript
|
||||
// 不好: 查询所有实体再过滤
|
||||
const allEntities = scene.querySystem.getAllEntities();
|
||||
const players = allEntities.filter(e => e.hasComponent(PlayerTag));
|
||||
|
||||
// 好: 直接按标签查询
|
||||
const players = scene.querySystem.queryByTag(Tags.PLAYER).entities;
|
||||
```
|
||||
|
||||
### 4. 避免过于复杂的查询条件
|
||||
|
||||
```typescript
|
||||
// 不推荐: 过于复杂
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(A, B, C, D)
|
||||
.any(E, F, G)
|
||||
.none(H, I, J)
|
||||
);
|
||||
|
||||
// 推荐: 拆分成多个简单系统
|
||||
class SystemAB extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(A, B));
|
||||
}
|
||||
}
|
||||
|
||||
class SystemCD extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(C, D));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 注意事项
|
||||
|
||||
### 1. 查询结果是只读的
|
||||
|
||||
```typescript
|
||||
const result = querySystem.queryAll(PositionComponent);
|
||||
|
||||
// 不要修改返回的数组
|
||||
result.entities.push(someEntity); // 错误!
|
||||
|
||||
// 如果需要修改,先复制
|
||||
const mutableArray = [...result.entities];
|
||||
mutableArray.push(someEntity); // 正确
|
||||
```
|
||||
|
||||
### 2. 组件添加/移除后的查询时机
|
||||
|
||||
```typescript
|
||||
// 创建实体并添加组件
|
||||
const entity = scene.createEntity('Player');
|
||||
entity.addComponent(new PositionComponent());
|
||||
|
||||
// 立即查询可能获取到新实体
|
||||
const result = scene.querySystem.queryAll(PositionComponent);
|
||||
// result.entities 包含新创建的实体
|
||||
```
|
||||
|
||||
### 3. Matcher 是不可变的
|
||||
|
||||
```typescript
|
||||
const matcher = Matcher.empty().all(PositionComponent);
|
||||
|
||||
// 链式调用返回新的 Matcher 实例
|
||||
const matcher2 = matcher.any(VelocityComponent);
|
||||
|
||||
// matcher 本身不变
|
||||
console.log(matcher === matcher2); // false
|
||||
```
|
||||
|
||||
## 相关 API
|
||||
|
||||
- [Matcher](../api/classes/Matcher.md) - 查询条件描述符 API 参考
|
||||
- [QuerySystem](../api/classes/QuerySystem.md) - 查询系统 API 参考
|
||||
- [EntitySystem](../api/classes/EntitySystem.md) - 实体系统 API 参考
|
||||
- [Entity](../api/classes/Entity.md) - 实体 API 参考
|
||||
@@ -314,8 +314,8 @@ import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建世界管理器(手动管理)
|
||||
const worldManager = new WorldManager();
|
||||
// 从服务容器获取 WorldManager(Core 已自动创建并注册)
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 创建多个独立的游戏世界
|
||||
const room1 = worldManager.createWorld('room_001');
|
||||
|
||||
@@ -29,4 +29,12 @@
|
||||
掌握分级日志系统,用于调试、监控和错误追踪。
|
||||
|
||||
### [平台适配器 (Platform Adapter)](./platform-adapter.md)
|
||||
了解如何为不同平台实现和注册平台适配器,支持浏览器、小游戏、Node.js等环境。
|
||||
了解如何为不同平台实现和注册平台适配器,支持浏览器、小游戏、Node.js等环境。
|
||||
|
||||
## 高级特性
|
||||
|
||||
### [服务容器 (Service Container)](./service-container.md)
|
||||
掌握依赖注入和服务管理,实现松耦合的架构设计。
|
||||
|
||||
### [插件系统 (Plugin System)](./plugin-system.md)
|
||||
学习如何开发和使用插件,扩展框架功能,实现功能模块化。
|
||||
@@ -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。
|
||||
|
||||
643
docs/guide/plugin-system.md
Normal file
643
docs/guide/plugin-system.md
Normal file
@@ -0,0 +1,643 @@
|
||||
# 插件系统
|
||||
|
||||
插件系统允许你以模块化的方式扩展 ECS Framework 的功能。通过插件,你可以封装特定功能(如网络同步、物理引擎、调试工具等),并在多个项目中复用。
|
||||
|
||||
## 概述
|
||||
|
||||
### 什么是插件
|
||||
|
||||
插件是实现了 `IPlugin` 接口的类,可以在运行时动态安装到框架中。插件可以:
|
||||
|
||||
- 注册自定义服务到服务容器
|
||||
- 添加系统到场景
|
||||
- 注册自定义组件
|
||||
- 扩展框架功能
|
||||
|
||||
### 插件的优势
|
||||
|
||||
- **模块化**: 将功能封装为独立模块,提高代码可维护性
|
||||
- **可复用**: 同一个插件可以在多个项目中使用
|
||||
- **解耦**: 核心框架与扩展功能分离
|
||||
- **热插拔**: 运行时动态安装和卸载插件
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 创建第一个插件
|
||||
|
||||
创建一个简单的调试插件:
|
||||
|
||||
```typescript
|
||||
import { IPlugin, Core, ServiceContainer } from '@esengine/ecs-framework';
|
||||
|
||||
class DebugPlugin implements IPlugin {
|
||||
readonly name = 'debug-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
console.log('Debug plugin installed');
|
||||
|
||||
// 可以在这里注册服务、添加系统等
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
console.log('Debug plugin uninstalled');
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 安装插件
|
||||
|
||||
使用 `Core.installPlugin()` 安装插件:
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 安装插件
|
||||
await Core.installPlugin(new DebugPlugin());
|
||||
|
||||
// 检查插件是否已安装
|
||||
if (Core.isPluginInstalled('debug-plugin')) {
|
||||
console.log('Debug plugin is running');
|
||||
}
|
||||
```
|
||||
|
||||
### 卸载插件
|
||||
|
||||
```typescript
|
||||
// 卸载插件
|
||||
await Core.uninstallPlugin('debug-plugin');
|
||||
```
|
||||
|
||||
### 获取插件实例
|
||||
|
||||
```typescript
|
||||
// 获取已安装的插件
|
||||
const plugin = Core.getPlugin('debug-plugin');
|
||||
if (plugin) {
|
||||
console.log(`Plugin version: ${plugin.version}`);
|
||||
}
|
||||
```
|
||||
|
||||
## 插件开发
|
||||
|
||||
### IPlugin 接口
|
||||
|
||||
所有插件必须实现 `IPlugin` 接口:
|
||||
|
||||
```typescript
|
||||
export interface IPlugin {
|
||||
// 插件唯一名称
|
||||
readonly name: string;
|
||||
|
||||
// 插件版本(建议遵循semver规范)
|
||||
readonly version: string;
|
||||
|
||||
// 依赖的其他插件(可选)
|
||||
readonly dependencies?: readonly string[];
|
||||
|
||||
// 安装插件时调用
|
||||
install(core: Core, services: ServiceContainer): void | Promise<void>;
|
||||
|
||||
// 卸载插件时调用
|
||||
uninstall(): void | Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### 插件生命周期
|
||||
|
||||
#### install 方法
|
||||
|
||||
在插件安装时调用,用于初始化插件:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 1. 注册服务
|
||||
services.registerSingleton(MyService);
|
||||
|
||||
// 2. 访问当前场景
|
||||
const scene = core.scene;
|
||||
if (scene) {
|
||||
// 3. 添加系统
|
||||
scene.addSystem(new MySystem());
|
||||
}
|
||||
|
||||
// 4. 其他初始化逻辑
|
||||
console.log('Plugin initialized');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### uninstall 方法
|
||||
|
||||
在插件卸载时调用,用于清理资源:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private myService?: MyService;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
this.myService = new MyService();
|
||||
services.registerInstance(MyService, this.myService);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理服务
|
||||
if (this.myService) {
|
||||
this.myService.dispose();
|
||||
this.myService = undefined;
|
||||
}
|
||||
|
||||
// 移除事件监听器
|
||||
// 释放其他资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 异步插件
|
||||
|
||||
插件的 `install` 和 `uninstall` 方法都支持异步:
|
||||
|
||||
```typescript
|
||||
class AsyncPlugin implements IPlugin {
|
||||
readonly name = 'async-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
async install(core: Core, services: ServiceContainer): Promise<void> {
|
||||
// 异步加载资源
|
||||
const config = await fetch('/plugin-config.json').then(r => r.json());
|
||||
|
||||
// 使用加载的配置初始化服务
|
||||
const service = new MyService(config);
|
||||
services.registerInstance(MyService, service);
|
||||
}
|
||||
|
||||
async uninstall(): Promise<void> {
|
||||
// 异步清理
|
||||
await this.saveState();
|
||||
}
|
||||
|
||||
private async saveState() {
|
||||
// 保存插件状态
|
||||
}
|
||||
}
|
||||
|
||||
// 使用
|
||||
await Core.installPlugin(new AsyncPlugin());
|
||||
```
|
||||
|
||||
### 注册服务
|
||||
|
||||
插件可以向服务容器注册自己的服务:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class NetworkService implements IService {
|
||||
connect(url: string) {
|
||||
console.log(`Connecting to ${url}`);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
console.log('Network service disposed');
|
||||
}
|
||||
}
|
||||
|
||||
class NetworkPlugin implements IPlugin {
|
||||
readonly name = 'network-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 注册网络服务
|
||||
services.registerSingleton(NetworkService);
|
||||
|
||||
// 解析并使用服务
|
||||
const network = services.resolve(NetworkService);
|
||||
network.connect('ws://localhost:8080');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 服务容器会自动调用服务的dispose方法
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 添加系统
|
||||
|
||||
插件可以向场景添加自定义系统:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PhysicsBody));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 物理模拟逻辑
|
||||
}
|
||||
}
|
||||
|
||||
class PhysicsPlugin implements IPlugin {
|
||||
readonly name = 'physics-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private physicsSystem?: PhysicsSystem;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const scene = core.scene;
|
||||
if (scene) {
|
||||
this.physicsSystem = new PhysicsSystem();
|
||||
scene.addSystem(this.physicsSystem);
|
||||
}
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 移除系统
|
||||
if (this.physicsSystem) {
|
||||
const scene = Core.scene;
|
||||
if (scene) {
|
||||
scene.removeSystem(this.physicsSystem);
|
||||
}
|
||||
this.physicsSystem = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 依赖管理
|
||||
|
||||
### 声明依赖
|
||||
|
||||
插件可以声明对其他插件的依赖:
|
||||
|
||||
```typescript
|
||||
class AdvancedPhysicsPlugin implements IPlugin {
|
||||
readonly name = 'advanced-physics';
|
||||
readonly version = '2.0.0';
|
||||
|
||||
// 声明依赖基础物理插件
|
||||
readonly dependencies = ['physics-plugin'] as const;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 可以安全地使用physics-plugin提供的服务
|
||||
const physicsService = services.resolve(PhysicsService);
|
||||
// ...
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 依赖检查
|
||||
|
||||
框架会自动检查依赖关系,如果依赖未满足会抛出错误:
|
||||
|
||||
```typescript
|
||||
// 错误:physics-plugin 未安装
|
||||
try {
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
} catch (error) {
|
||||
console.error(error); // Plugin advanced-physics has unmet dependencies: physics-plugin
|
||||
}
|
||||
|
||||
// 正确:先安装依赖
|
||||
await Core.installPlugin(new PhysicsPlugin());
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
```
|
||||
|
||||
### 卸载顺序
|
||||
|
||||
框架会检查依赖关系,防止卸载被其他插件依赖的插件:
|
||||
|
||||
```typescript
|
||||
await Core.installPlugin(new PhysicsPlugin());
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
|
||||
// 错误:physics-plugin 被 advanced-physics 依赖
|
||||
try {
|
||||
await Core.uninstallPlugin('physics-plugin');
|
||||
} catch (error) {
|
||||
console.error(error); // Cannot uninstall plugin physics-plugin: it is required by advanced-physics
|
||||
}
|
||||
|
||||
// 正确:先卸载依赖它的插件
|
||||
await Core.uninstallPlugin('advanced-physics');
|
||||
await Core.uninstallPlugin('physics-plugin');
|
||||
```
|
||||
|
||||
## 插件管理
|
||||
|
||||
### 通过 Core 管理
|
||||
|
||||
Core 类提供了便捷的插件管理方法:
|
||||
|
||||
```typescript
|
||||
// 安装插件
|
||||
await Core.installPlugin(myPlugin);
|
||||
|
||||
// 卸载插件
|
||||
await Core.uninstallPlugin('plugin-name');
|
||||
|
||||
// 检查插件是否已安装
|
||||
if (Core.isPluginInstalled('plugin-name')) {
|
||||
// ...
|
||||
}
|
||||
|
||||
// 获取插件实例
|
||||
const plugin = Core.getPlugin('plugin-name');
|
||||
```
|
||||
|
||||
### 通过 PluginManager 管理
|
||||
|
||||
也可以直接使用 PluginManager 服务:
|
||||
|
||||
```typescript
|
||||
const pluginManager = Core.services.resolve(PluginManager);
|
||||
|
||||
// 获取所有插件
|
||||
const allPlugins = pluginManager.getAllPlugins();
|
||||
console.log(`Total plugins: ${allPlugins.length}`);
|
||||
|
||||
// 获取插件元数据
|
||||
const metadata = pluginManager.getMetadata('my-plugin');
|
||||
if (metadata) {
|
||||
console.log(`State: ${metadata.state}`);
|
||||
console.log(`Installed at: ${new Date(metadata.installedAt!)}`);
|
||||
}
|
||||
|
||||
// 获取所有插件元数据
|
||||
const allMetadata = pluginManager.getAllMetadata();
|
||||
for (const meta of allMetadata) {
|
||||
console.log(`${meta.name} v${meta.version} - ${meta.state}`);
|
||||
}
|
||||
```
|
||||
|
||||
## 实用插件示例
|
||||
|
||||
### 网络同步插件
|
||||
|
||||
```typescript
|
||||
import { IPlugin, IService, Core, ServiceContainer } from '@esengine/ecs-framework';
|
||||
|
||||
class NetworkSyncService implements IService {
|
||||
private ws?: WebSocket;
|
||||
|
||||
connect(url: string) {
|
||||
this.ws = new WebSocket(url);
|
||||
this.ws.onmessage = (event) => {
|
||||
const data = JSON.parse(event.data);
|
||||
this.handleMessage(data);
|
||||
};
|
||||
}
|
||||
|
||||
private handleMessage(data: any) {
|
||||
// 处理网络消息
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this.ws) {
|
||||
this.ws.close();
|
||||
this.ws = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class NetworkSyncPlugin implements IPlugin {
|
||||
readonly name = 'network-sync';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 注册网络服务
|
||||
services.registerSingleton(NetworkSyncService);
|
||||
|
||||
// 自动连接
|
||||
const network = services.resolve(NetworkSyncService);
|
||||
network.connect('ws://localhost:8080');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 服务会自动dispose
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 性能分析插件
|
||||
|
||||
```typescript
|
||||
class PerformanceAnalysisPlugin implements IPlugin {
|
||||
readonly name = 'performance-analysis';
|
||||
readonly version = '1.0.0';
|
||||
private frameCount = 0;
|
||||
private totalTime = 0;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const monitor = services.resolve(PerformanceMonitor);
|
||||
monitor.enable();
|
||||
|
||||
// 定期输出性能报告
|
||||
const timer = services.resolve(TimerManager);
|
||||
timer.schedule(5.0, true, null, () => {
|
||||
this.printReport(monitor);
|
||||
});
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
|
||||
private printReport(monitor: PerformanceMonitor) {
|
||||
console.log('=== Performance Report ===');
|
||||
console.log(`FPS: ${monitor.getFPS()}`);
|
||||
console.log(`Memory: ${monitor.getMemoryUsage()} MB`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 命名规范
|
||||
|
||||
- 插件名称使用小写字母和连字符:`my-awesome-plugin`
|
||||
- 版本号遵循语义化版本规范:`1.0.0`
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-awesome-plugin'; // 好
|
||||
readonly version = '1.0.0'; // 好
|
||||
}
|
||||
```
|
||||
|
||||
### 清理资源
|
||||
|
||||
始终在 `uninstall` 中清理插件创建的所有资源:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private timerId?: number;
|
||||
private listener?: () => void;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 添加定时器
|
||||
this.timerId = setInterval(() => {
|
||||
// ...
|
||||
}, 1000);
|
||||
|
||||
// 添加事件监听
|
||||
this.listener = () => {};
|
||||
window.addEventListener('resize', this.listener);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理定时器
|
||||
if (this.timerId) {
|
||||
clearInterval(this.timerId);
|
||||
this.timerId = undefined;
|
||||
}
|
||||
|
||||
// 移除事件监听
|
||||
if (this.listener) {
|
||||
window.removeEventListener('resize', this.listener);
|
||||
this.listener = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 错误处理
|
||||
|
||||
在插件中妥善处理错误,避免影响整个应用:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
async install(core: Core, services: ServiceContainer): Promise<void> {
|
||||
try {
|
||||
// 可能失败的操作
|
||||
await this.loadConfig();
|
||||
} catch (error) {
|
||||
console.error('Failed to load plugin config:', error);
|
||||
throw error; // 重新抛出,让框架知道安装失败
|
||||
}
|
||||
}
|
||||
|
||||
async uninstall(): Promise<void> {
|
||||
try {
|
||||
await this.cleanup();
|
||||
} catch (error) {
|
||||
console.error('Failed to cleanup plugin:', error);
|
||||
// 即使清理失败也不应该阻止卸载
|
||||
}
|
||||
}
|
||||
|
||||
private async loadConfig() {
|
||||
// 加载配置
|
||||
}
|
||||
|
||||
private async cleanup() {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 配置化
|
||||
|
||||
允许用户配置插件行为:
|
||||
|
||||
```typescript
|
||||
interface NetworkPluginConfig {
|
||||
serverUrl: string;
|
||||
autoReconnect: boolean;
|
||||
timeout: number;
|
||||
}
|
||||
|
||||
class NetworkPlugin implements IPlugin {
|
||||
readonly name = 'network-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
constructor(private config: NetworkPluginConfig) {}
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const network = new NetworkService(this.config);
|
||||
services.registerInstance(NetworkService, network);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
|
||||
// 使用
|
||||
const plugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
timeout: 5000
|
||||
});
|
||||
|
||||
await Core.installPlugin(plugin);
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 插件安装失败
|
||||
|
||||
**问题**: 插件安装时抛出错误
|
||||
|
||||
**原因**:
|
||||
- 依赖未满足
|
||||
- install 方法中有异常
|
||||
- 服务注册冲突
|
||||
|
||||
**解决**:
|
||||
1. 检查依赖是否已安装
|
||||
2. 查看错误日志
|
||||
3. 确保服务名称不冲突
|
||||
|
||||
### 插件卸载后仍有副作用
|
||||
|
||||
**问题**: 卸载插件后,插件的功能仍在运行
|
||||
|
||||
**原因**: uninstall 方法中未正确清理资源
|
||||
|
||||
**解决**: 确保在 uninstall 中清理:
|
||||
- 定时器
|
||||
- 事件监听器
|
||||
- WebSocket连接
|
||||
- 系统引用
|
||||
|
||||
### 何时使用插件
|
||||
|
||||
**适合使用插件**:
|
||||
- 可选功能(调试工具、性能分析)
|
||||
- 第三方集成(网络库、物理引擎)
|
||||
- 跨项目复用的功能模块
|
||||
|
||||
**不适合使用插件**:
|
||||
- 核心游戏逻辑
|
||||
- 简单的工具类
|
||||
- 项目特定的功能
|
||||
|
||||
## 相关链接
|
||||
|
||||
- [服务容器](./service-container.md) - 在插件中使用服务容器
|
||||
- [系统架构](./system.md) - 在插件中添加系统
|
||||
- [快速开始](./getting-started.md) - Core 初始化和基础使用
|
||||
675
docs/guide/scene-manager.md
Normal file
675
docs/guide/scene-manager.md
Normal file
@@ -0,0 +1,675 @@
|
||||
# SceneManager
|
||||
|
||||
SceneManager 是 ECS Framework 提供的轻量级场景管理器,适用于 95% 的游戏应用。它提供简单直观的 API,支持场景切换和延迟加载。
|
||||
|
||||
## 适用场景
|
||||
|
||||
SceneManager 适合以下场景:
|
||||
- 单人游戏
|
||||
- 简单多人游戏
|
||||
- 移动游戏
|
||||
- 需要场景切换的游戏(菜单、游戏、暂停等)
|
||||
- 不需要多 World 隔离的项目
|
||||
|
||||
## 特点
|
||||
|
||||
- 轻量级,零额外开销
|
||||
- 简单直观的 API
|
||||
- 支持延迟场景切换(避免在当前帧中途切换)
|
||||
- 自动管理 ECS 流式 API
|
||||
- 自动处理场景生命周期
|
||||
- 集成在 Core 中,自动更新
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 推荐方式:使用 Core 的静态方法
|
||||
|
||||
这是最简单和推荐的方式,适合大多数应用:
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 1. 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 2. 创建并设置场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
|
||||
// 创建初始实体
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Health(100));
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("游戏场景已启动");
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 设置场景
|
||||
Core.setScene(new GameScene());
|
||||
|
||||
// 4. 游戏循环(Core.update 会自动更新场景)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有服务和场景
|
||||
}
|
||||
|
||||
// Laya 引擎集成
|
||||
Laya.timer.frameLoop(1, this, () => {
|
||||
const deltaTime = Laya.timer.delta / 1000;
|
||||
Core.update(deltaTime);
|
||||
});
|
||||
|
||||
// Cocos Creator 集成
|
||||
update(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
### 高级方式:直接使用 SceneManager
|
||||
|
||||
如果需要更多控制,可以直接使用 SceneManager:
|
||||
|
||||
```typescript
|
||||
import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 获取 SceneManager(Core 已自动创建并注册)
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
|
||||
// 设置场景
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.setScene(gameScene);
|
||||
|
||||
// 游戏循环(仍然使用 Core.update)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // Core会自动调用sceneManager.update()
|
||||
}
|
||||
```
|
||||
|
||||
**重要**:无论使用哪种方式,游戏循环中都应该只调用 `Core.update()`,它会自动更新 SceneManager 和场景。不需要手动调用 `sceneManager.update()`。
|
||||
|
||||
## 场景切换
|
||||
|
||||
### 立即切换
|
||||
|
||||
使用 `Core.setScene()` 或 `sceneManager.setScene()` 立即切换场景:
|
||||
|
||||
```typescript
|
||||
// 方式1:使用 Core(推荐)
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 方式2:使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new MenuScene());
|
||||
```
|
||||
|
||||
### 延迟切换
|
||||
|
||||
使用 `Core.loadScene()` 或 `sceneManager.loadScene()` 延迟切换场景,场景会在下一帧切换:
|
||||
|
||||
```typescript
|
||||
// 方式1:使用 Core(推荐)
|
||||
Core.loadScene(new GameOverScene());
|
||||
|
||||
// 方式2:使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.loadScene(new GameOverScene());
|
||||
```
|
||||
|
||||
在 System 中切换场景时,应该使用延迟切换:
|
||||
|
||||
```typescript
|
||||
class GameOverSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
const player = entities.find(e => e.name === 'Player');
|
||||
const health = player?.getComponent(Health);
|
||||
|
||||
if (health && health.value <= 0) {
|
||||
// 延迟切换到游戏结束场景(下一帧生效)
|
||||
Core.loadScene(new GameOverScene());
|
||||
// 当前帧继续执行,不会中断当前系统的处理
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 完整的场景切换示例
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 菜单场景
|
||||
class MenuScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "MenuScene";
|
||||
|
||||
// 监听开始游戏事件
|
||||
this.eventSystem.on('start_game', () => {
|
||||
Core.loadScene(new GameScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("显示菜单界面");
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log("菜单场景卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 创建游戏实体
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 监听游戏结束事件
|
||||
this.eventSystem.on('game_over', () => {
|
||||
Core.loadScene(new GameOverScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("游戏开始");
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log("游戏场景卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏结束场景
|
||||
class GameOverScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameOverScene";
|
||||
|
||||
// 监听返回菜单事件
|
||||
this.eventSystem.on('back_to_menu', () => {
|
||||
Core.loadScene(new MenuScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("显示游戏结束界面");
|
||||
}
|
||||
}
|
||||
|
||||
// 开始游戏
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新场景
|
||||
}
|
||||
```
|
||||
|
||||
## API 参考
|
||||
|
||||
### Core 静态方法(推荐)
|
||||
|
||||
#### Core.setScene()
|
||||
|
||||
立即切换场景。
|
||||
|
||||
```typescript
|
||||
public static setScene<T extends IScene>(scene: T): T
|
||||
```
|
||||
|
||||
**参数**:
|
||||
- `scene` - 要设置的场景实例
|
||||
|
||||
**返回**:
|
||||
- 返回设置的场景实例
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const gameScene = Core.setScene(new GameScene());
|
||||
console.log(gameScene.name);
|
||||
```
|
||||
|
||||
#### Core.loadScene()
|
||||
|
||||
延迟加载场景(下一帧切换)。
|
||||
|
||||
```typescript
|
||||
public static loadScene<T extends IScene>(scene: T): void
|
||||
```
|
||||
|
||||
**参数**:
|
||||
- `scene` - 要加载的场景实例
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
Core.loadScene(new GameOverScene());
|
||||
```
|
||||
|
||||
#### Core.scene
|
||||
|
||||
获取当前活跃的场景。
|
||||
|
||||
```typescript
|
||||
public static get scene(): IScene | null
|
||||
```
|
||||
|
||||
**返回**:
|
||||
- 当前场景实例,如果没有场景则返回 null
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const currentScene = Core.scene;
|
||||
if (currentScene) {
|
||||
console.log(`当前场景: ${currentScene.name}`);
|
||||
}
|
||||
```
|
||||
|
||||
#### Core.ecsAPI
|
||||
|
||||
获取 ECS 流式 API。
|
||||
|
||||
```typescript
|
||||
public static get ecsAPI(): ECSFluentAPI | null
|
||||
```
|
||||
|
||||
**返回**:
|
||||
- ECS API 实例,如果当前没有场景则返回 null
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const api = Core.ecsAPI;
|
||||
if (api) {
|
||||
// 查询实体
|
||||
const enemies = api.find(Enemy, Transform);
|
||||
|
||||
// 发射事件
|
||||
api.emit('game:start', { level: 1 });
|
||||
}
|
||||
```
|
||||
|
||||
### SceneManager 方法(高级)
|
||||
|
||||
如果需要直接使用 SceneManager,可以通过服务容器获取:
|
||||
|
||||
```typescript
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
```
|
||||
|
||||
#### setScene()
|
||||
|
||||
立即切换场景。
|
||||
|
||||
```typescript
|
||||
public setScene<T extends IScene>(scene: T): T
|
||||
```
|
||||
|
||||
#### loadScene()
|
||||
|
||||
延迟加载场景。
|
||||
|
||||
```typescript
|
||||
public loadScene<T extends IScene>(scene: T): void
|
||||
```
|
||||
|
||||
#### currentScene
|
||||
|
||||
获取当前场景。
|
||||
|
||||
```typescript
|
||||
public get currentScene(): IScene | null
|
||||
```
|
||||
|
||||
#### api
|
||||
|
||||
获取 ECS 流式 API。
|
||||
|
||||
```typescript
|
||||
public get api(): ECSFluentAPI | null
|
||||
```
|
||||
|
||||
#### hasScene
|
||||
|
||||
检查是否有活跃场景。
|
||||
|
||||
```typescript
|
||||
public get hasScene(): boolean
|
||||
```
|
||||
|
||||
#### hasPendingScene
|
||||
|
||||
检查是否有待切换的场景。
|
||||
|
||||
```typescript
|
||||
public get hasPendingScene(): boolean
|
||||
```
|
||||
|
||||
## 使用 ECS 流式 API
|
||||
|
||||
通过 `Core.ecsAPI` 可以方便地访问场景的 ECS 功能:
|
||||
|
||||
```typescript
|
||||
const api = Core.ecsAPI;
|
||||
if (!api) {
|
||||
console.error('没有活跃场景');
|
||||
return;
|
||||
}
|
||||
|
||||
// 查询实体
|
||||
const players = api.find(Player, Transform);
|
||||
const enemies = api.find(Enemy, Health, Transform);
|
||||
|
||||
// 发射事件
|
||||
api.emit('player:scored', { points: 100 });
|
||||
|
||||
// 监听事件
|
||||
api.on('enemy:died', (data) => {
|
||||
console.log('敌人死亡:', data);
|
||||
});
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 使用 Core 的静态方法
|
||||
|
||||
```typescript
|
||||
// 推荐:使用 Core 的静态方法
|
||||
Core.setScene(new GameScene());
|
||||
Core.loadScene(new MenuScene());
|
||||
const currentScene = Core.scene;
|
||||
|
||||
// 不推荐:除非有特殊需求,否则不需要直接使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new GameScene());
|
||||
```
|
||||
|
||||
### 2. 只调用 Core.update()
|
||||
|
||||
```typescript
|
||||
// 正确:只调用 Core.update()
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有服务和场景
|
||||
}
|
||||
|
||||
// 错误:不要手动调用 sceneManager.update()
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
sceneManager.update(); // 重复更新,会导致问题!
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 使用延迟切换避免问题
|
||||
|
||||
在 System 中切换场景时,应该使用 `loadScene()` 而不是 `setScene()`:
|
||||
|
||||
```typescript
|
||||
// 推荐:延迟切换
|
||||
class HealthSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health);
|
||||
if (health.value <= 0) {
|
||||
Core.loadScene(new GameOverScene());
|
||||
// 当前帧继续处理其他实体
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:立即切换可能导致问题
|
||||
class HealthSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health);
|
||||
if (health.value <= 0) {
|
||||
Core.setScene(new GameOverScene());
|
||||
// 场景立即切换,当前帧的其他实体可能无法正常处理
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 场景职责分离
|
||||
|
||||
每个场景应该只负责一个特定的游戏状态:
|
||||
|
||||
```typescript
|
||||
// 好的设计 - 职责清晰
|
||||
class MenuScene extends Scene {
|
||||
// 只处理菜单相关逻辑
|
||||
}
|
||||
|
||||
class GameScene extends Scene {
|
||||
// 只处理游戏玩法逻辑
|
||||
}
|
||||
|
||||
class PauseScene extends Scene {
|
||||
// 只处理暂停界面逻辑
|
||||
}
|
||||
|
||||
// 避免的设计 - 职责混乱
|
||||
class MegaScene extends Scene {
|
||||
// 包含菜单、游戏、暂停等所有逻辑
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 资源管理
|
||||
|
||||
在场景的 `unload()` 方法中清理资源:
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
private textures: Map<string, any> = new Map();
|
||||
private sounds: Map<string, any> = new Map();
|
||||
|
||||
protected initialize(): void {
|
||||
this.loadResources();
|
||||
}
|
||||
|
||||
private loadResources(): void {
|
||||
this.textures.set('player', loadTexture('player.png'));
|
||||
this.sounds.set('bgm', loadSound('bgm.mp3'));
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理资源
|
||||
this.textures.clear();
|
||||
this.sounds.clear();
|
||||
console.log('场景资源已清理');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 6. 事件驱动的场景切换
|
||||
|
||||
使用事件系统来触发场景切换,保持代码解耦:
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 监听场景切换事件
|
||||
this.eventSystem.on('goto:menu', () => {
|
||||
Core.loadScene(new MenuScene());
|
||||
});
|
||||
|
||||
this.eventSystem.on('goto:gameover', (data) => {
|
||||
Core.loadScene(new GameOverScene());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 在 System 中触发事件
|
||||
class GameLogicSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
if (levelComplete) {
|
||||
this.scene.eventSystem.emitSync('goto:gameover', {
|
||||
score: 1000,
|
||||
level: 5
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 架构层次
|
||||
|
||||
SceneManager 在 ECS Framework 中的位置:
|
||||
|
||||
```
|
||||
Core (全局服务)
|
||||
└── SceneManager (场景管理,自动更新)
|
||||
└── Scene (当前场景)
|
||||
├── EntitySystem (系统)
|
||||
├── Entity (实体)
|
||||
└── Component (组件)
|
||||
```
|
||||
|
||||
## 与 WorldManager 的对比
|
||||
|
||||
| 特性 | SceneManager | WorldManager |
|
||||
|------|--------------|--------------|
|
||||
| 适用场景 | 95% 的游戏应用 | 高级多世界隔离场景 |
|
||||
| 复杂度 | 简单 | 复杂 |
|
||||
| 场景数量 | 单场景(可切换) | 多 World,每个 World 多场景 |
|
||||
| 性能开销 | 最小 | 较高 |
|
||||
| 使用方式 | `Core.setScene()` | `worldManager.createWorld()` |
|
||||
|
||||
**何时使用 SceneManager**:
|
||||
- 单人游戏
|
||||
- 简单的多人游戏
|
||||
- 移动游戏
|
||||
- 场景之间需要切换但不需要同时运行
|
||||
|
||||
**何时使用 WorldManager**:
|
||||
- MMO 游戏服务器(每个房间一个 World)
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 需要运行多个完全独立的游戏实例
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
class Transform {
|
||||
constructor(public x: number, public y: number) {}
|
||||
}
|
||||
|
||||
class Velocity {
|
||||
constructor(public vx: number, public vy: number) {}
|
||||
}
|
||||
|
||||
class Health {
|
||||
constructor(public value: number) {}
|
||||
}
|
||||
|
||||
// 定义系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (transform && velocity) {
|
||||
transform.x += velocity.vx;
|
||||
transform.y += velocity.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定义场景
|
||||
class MenuScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "MenuScene";
|
||||
console.log("菜单场景初始化");
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("菜单场景启动");
|
||||
}
|
||||
}
|
||||
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 创建玩家
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Velocity(0, 0));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 创建敌人
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const enemy = this.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new Transform(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new Velocity(
|
||||
Math.random() * 100 - 50,
|
||||
Math.random() * 100 - 50
|
||||
));
|
||||
enemy.addComponent(new Health(50));
|
||||
}
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log('游戏场景启动');
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log('游戏场景卸载');
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 设置初始场景
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 游戏循环
|
||||
let lastTime = 0;
|
||||
function gameLoop(currentTime: number) {
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
lastTime = currentTime;
|
||||
|
||||
// 只需要调用 Core.update,它会自动更新场景
|
||||
Core.update(deltaTime);
|
||||
|
||||
requestAnimationFrame(gameLoop);
|
||||
}
|
||||
|
||||
requestAnimationFrame(gameLoop);
|
||||
|
||||
// 切换到游戏场景
|
||||
setTimeout(() => {
|
||||
Core.loadScene(new GameScene());
|
||||
}, 3000);
|
||||
```
|
||||
|
||||
SceneManager 为大多数游戏提供了简单而强大的场景管理能力。通过 Core 的静态方法,你可以轻松地管理场景切换。如果你需要更高级的多世界隔离功能,请参考 [WorldManager](./world-manager.md) 文档。
|
||||
@@ -11,6 +11,22 @@
|
||||
- 事件系统支持
|
||||
- 性能监控和调试信息
|
||||
|
||||
## 场景管理方式
|
||||
|
||||
ECS Framework 提供了两种场景管理方式:
|
||||
|
||||
1. **[SceneManager](./scene-manager.md)** - 适用于 95% 的游戏应用
|
||||
- 单人游戏、简单多人游戏、移动游戏
|
||||
- 轻量级,简单直观的 API
|
||||
- 支持场景切换
|
||||
|
||||
2. **[WorldManager](./world-manager.md)** - 适用于高级多世界隔离场景
|
||||
- MMO 游戏服务器、游戏房间系统
|
||||
- 多 World 管理,每个 World 可包含多个场景
|
||||
- 完全隔离的独立环境
|
||||
|
||||
本文档重点介绍 Scene 类本身的使用方法。关于场景管理器的详细信息,请查看对应的文档。
|
||||
|
||||
## 创建场景
|
||||
|
||||
### 继承 Scene 类
|
||||
@@ -106,6 +122,13 @@ const scene = new ExampleScene();
|
||||
// 场景的 initialize(), begin(), update(), end() 由框架自动调用
|
||||
```
|
||||
|
||||
**生命周期方法**:
|
||||
|
||||
1. `initialize()` - 场景初始化,设置系统和初始实体
|
||||
2. `begin()` / `onStart()` - 场景开始运行
|
||||
3. `update()` - 每帧更新(由场景管理器调用)
|
||||
4. `end()` / `unload()` - 场景卸载,清理资源
|
||||
|
||||
## 实体管理
|
||||
|
||||
### 创建实体
|
||||
@@ -247,15 +270,42 @@ class EventScene extends Scene {
|
||||
}
|
||||
|
||||
public triggerGameEvent(): void {
|
||||
// 发送事件
|
||||
// 发送事件(同步)
|
||||
this.eventSystem.emitSync('custom_event', {
|
||||
message: "这是自定义事件",
|
||||
timestamp: Date.now()
|
||||
});
|
||||
|
||||
// 发送事件(异步)
|
||||
this.eventSystem.emit('async_event', {
|
||||
data: "异步事件数据"
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 事件系统 API
|
||||
|
||||
```typescript
|
||||
// 监听事件
|
||||
this.eventSystem.on('event_name', callback);
|
||||
|
||||
// 监听一次(自动取消订阅)
|
||||
this.eventSystem.once('event_name', callback);
|
||||
|
||||
// 取消监听
|
||||
this.eventSystem.off('event_name', callback);
|
||||
|
||||
// 同步发送事件
|
||||
this.eventSystem.emitSync('event_name', data);
|
||||
|
||||
// 异步发送事件
|
||||
this.eventSystem.emit('event_name', data);
|
||||
|
||||
// 清除所有事件监听
|
||||
this.eventSystem.clear();
|
||||
```
|
||||
|
||||
## 场景统计和调试
|
||||
|
||||
### 获取场景统计
|
||||
@@ -287,176 +337,58 @@ class StatsScene extends Scene {
|
||||
}
|
||||
```
|
||||
|
||||
## 场景集成到框架
|
||||
## 组件查询
|
||||
|
||||
ECS Framework 提供了灵活的场景管理架构,适用于不同规模的应用:
|
||||
|
||||
### 1. 使用 SceneManager(推荐大多数应用)
|
||||
|
||||
适用于 95% 的游戏应用(单人游戏、简单多人游戏、移动游戏等):
|
||||
Scene 提供了强大的组件查询系统:
|
||||
|
||||
```typescript
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core(全局服务)
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建场景管理器
|
||||
const sceneManager = new SceneManager();
|
||||
|
||||
// 创建游戏场景
|
||||
class GameScene extends Scene {
|
||||
class QueryScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
}
|
||||
}
|
||||
|
||||
// 设置场景
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.setScene(gameScene);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
sceneManager.update(); // 更新当前场景
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 场景切换
|
||||
|
||||
SceneManager 支持流畅的场景切换:
|
||||
|
||||
```typescript
|
||||
// 立即切换场景
|
||||
const menuScene = new MenuScene();
|
||||
sceneManager.setScene(menuScene);
|
||||
|
||||
// 延迟切换场景(在下一帧切换)
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.startSceneTransition(gameScene, false);
|
||||
|
||||
// 访问当前场景
|
||||
const currentScene = sceneManager.currentScene;
|
||||
|
||||
// 访问 ECS API
|
||||
const ecsAPI = sceneManager.ecsAPI;
|
||||
const entity = ecsAPI?.createEntity('player');
|
||||
```
|
||||
|
||||
### 3. 使用 WorldManager(高级用例)
|
||||
|
||||
适用于需要完全隔离的多世界应用(MMO服务器、游戏房间系统等):
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core(全局服务)
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建世界管理器
|
||||
const worldManager = new WorldManager();
|
||||
|
||||
// 创建多个独立的游戏世界
|
||||
const gameWorld = worldManager.createWorld('game', {
|
||||
name: 'MainGame',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 在World中创建场景
|
||||
const menuScene = gameWorld.createScene('menu', new MenuScene());
|
||||
const gameScene = gameWorld.createScene('game', new GameScene());
|
||||
|
||||
// 激活场景
|
||||
gameWorld.setSceneActive('menu', true);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
worldManager.updateAll(); // 更新所有世界
|
||||
}
|
||||
```
|
||||
|
||||
## 多场景管理
|
||||
|
||||
在World中可以管理多个场景,通过激活/停用来切换:
|
||||
|
||||
```typescript
|
||||
class GameWorld extends World {
|
||||
private menuScene: Scene;
|
||||
private gameScene: Scene;
|
||||
private gameOverScene: Scene;
|
||||
|
||||
public initialize(): void {
|
||||
// 创建多个场景
|
||||
this.menuScene = this.createScene('menu', new MenuScene());
|
||||
this.gameScene = this.createScene('game', new GameScene());
|
||||
this.gameOverScene = this.createScene('gameover', new GameOverScene());
|
||||
|
||||
// 设置初始场景
|
||||
this.showMenu();
|
||||
// 创建一些实体
|
||||
for (let i = 0; i < 10; i++) {
|
||||
const entity = this.createEntity(`Entity_${i}`);
|
||||
entity.addComponent(new Transform(i * 10, 0));
|
||||
entity.addComponent(new Velocity(1, 0));
|
||||
if (i % 2 === 0) {
|
||||
entity.addComponent(new Renderer());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public showMenu(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('menu', true);
|
||||
}
|
||||
public queryEntities(): void {
|
||||
// 通过 QuerySystem 查询
|
||||
const entities = this.querySystem.query([Transform, Velocity]);
|
||||
console.log(`找到 ${entities.length} 个有 Transform 和 Velocity 的实体`);
|
||||
|
||||
public startGame(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public showGameOver(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('gameover', true);
|
||||
}
|
||||
|
||||
private deactivateAllScenes(): void {
|
||||
this.setSceneActive('menu', false);
|
||||
this.setSceneActive('game', false);
|
||||
this.setSceneActive('gameover', false);
|
||||
// 使用 ECS 流式 API(如果通过 SceneManager)
|
||||
// const api = sceneManager.api;
|
||||
// const entities = api?.find(Transform, Velocity);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 架构层次
|
||||
## 性能监控
|
||||
|
||||
ECS Framework 的架构层次清晰,职责分明:
|
||||
Scene 内置了性能监控功能:
|
||||
|
||||
```typescript
|
||||
// 架构层次:
|
||||
// Core (全局服务) → SceneManager (场景管理) → Scene → EntitySystem → Entity → Component
|
||||
// 或
|
||||
// Core (全局服务) → WorldManager (世界管理) → World → Scene → EntitySystem → Entity → Component
|
||||
class PerformanceScene extends Scene {
|
||||
public showPerformance(): void {
|
||||
// 获取性能数据
|
||||
const perfData = this.performanceMonitor?.getPerformanceData();
|
||||
if (perfData) {
|
||||
console.log('FPS:', perfData.fps);
|
||||
console.log('帧时间:', perfData.frameTime);
|
||||
console.log('实体更新时间:', perfData.entityUpdateTime);
|
||||
console.log('系统更新时间:', perfData.systemUpdateTime);
|
||||
}
|
||||
|
||||
// 1. 推荐:使用 SceneManager 管理单场景/场景切换
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const sceneManager = new SceneManager();
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 全局服务
|
||||
sceneManager.update(); // 场景更新
|
||||
}
|
||||
|
||||
// 2. 高级:使用 WorldManager 管理多世界
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const worldManager = new WorldManager();
|
||||
const world = worldManager.createWorld('gameWorld');
|
||||
const scene = world.createScene('mainScene', new GameScene());
|
||||
world.setSceneActive('mainScene', true);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 全局服务
|
||||
worldManager.updateAll(); // 所有世界更新
|
||||
// 获取性能报告
|
||||
const report = this.performanceMonitor?.generateReport();
|
||||
if (report) {
|
||||
console.log('性能报告:', report);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@@ -465,7 +397,7 @@ function gameLoop(deltaTime: number) {
|
||||
### 1. 场景职责分离
|
||||
|
||||
```typescript
|
||||
// ✅ 好的场景设计 - 职责清晰
|
||||
// 好的场景设计 - 职责清晰
|
||||
class MenuScene extends Scene {
|
||||
// 只处理菜单相关逻辑
|
||||
}
|
||||
@@ -478,7 +410,7 @@ class InventoryScene extends Scene {
|
||||
// 只处理物品栏逻辑
|
||||
}
|
||||
|
||||
// ❌ 避免的场景设计 - 职责混乱
|
||||
// 避免的场景设计 - 职责混乱
|
||||
class MegaScene extends Scene {
|
||||
// 包含菜单、游戏、物品栏等所有逻辑
|
||||
}
|
||||
@@ -525,12 +457,25 @@ class ResourceScene extends Scene {
|
||||
|
||||
private loadResources(): void {
|
||||
// 加载场景所需资源
|
||||
this.textures.set('player', this.loadTexture('player.png'));
|
||||
this.sounds.set('bgm', this.loadSound('bgm.mp3'));
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理资源
|
||||
this.textures.clear();
|
||||
this.sounds.clear();
|
||||
console.log('场景资源已清理');
|
||||
}
|
||||
|
||||
private loadTexture(path: string): any {
|
||||
// 加载纹理
|
||||
return null;
|
||||
}
|
||||
|
||||
private loadSound(path: string): any {
|
||||
// 加载音效
|
||||
return null;
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -571,7 +516,146 @@ class EventHandlingScene extends Scene {
|
||||
private onPlayerInput(data: any): void {
|
||||
// 处理玩家输入
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理事件监听
|
||||
this.eventSystem.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
场景是 ECS 框架的核心容器,正确使用场景管理能让你的游戏架构更加清晰、模块化和易于维护。
|
||||
### 5. 初始化顺序
|
||||
|
||||
```typescript
|
||||
class ProperInitScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 1. 首先设置场景配置
|
||||
this.name = "GameScene";
|
||||
|
||||
// 2. 然后添加系统(按依赖顺序)
|
||||
this.addSystem(new InputSystem());
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new PhysicsSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
|
||||
// 3. 最后创建实体
|
||||
this.createEntities();
|
||||
|
||||
// 4. 设置事件监听
|
||||
this.setupEvents();
|
||||
}
|
||||
|
||||
private createEntities(): void {
|
||||
// 创建实体
|
||||
}
|
||||
|
||||
private setupEvents(): void {
|
||||
// 设置事件监听
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
class Transform {
|
||||
constructor(public x: number, public y: number) {}
|
||||
}
|
||||
|
||||
class Velocity {
|
||||
constructor(public vx: number, public vy: number) {}
|
||||
}
|
||||
|
||||
class Health {
|
||||
constructor(public value: number) {}
|
||||
}
|
||||
|
||||
// 定义系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (transform && velocity) {
|
||||
transform.x += velocity.vx;
|
||||
transform.y += velocity.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定义场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 创建玩家
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Velocity(0, 0));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 创建敌人
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const enemy = this.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new Transform(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new Velocity(
|
||||
Math.random() * 100 - 50,
|
||||
Math.random() * 100 - 50
|
||||
));
|
||||
enemy.addComponent(new Health(50));
|
||||
}
|
||||
|
||||
// 设置事件监听
|
||||
this.eventSystem.on('player_died', () => {
|
||||
console.log('玩家死亡!');
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log('游戏场景启动');
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log('游戏场景卸载');
|
||||
this.eventSystem.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 使用场景
|
||||
// 方式1:通过 SceneManager(推荐)
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 方式2:通过 WorldManager(高级用例)
|
||||
import { WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
const world = worldManager.createWorld('game');
|
||||
world.createScene('main', new GameScene());
|
||||
world.setSceneActive('main', true);
|
||||
```
|
||||
|
||||
## 下一步
|
||||
|
||||
- 了解 [SceneManager](./scene-manager.md) - 适用于大多数游戏的简单场景管理
|
||||
- 了解 [WorldManager](./world-manager.md) - 适用于需要多世界隔离的高级场景
|
||||
|
||||
场景是 ECS 框架的核心容器,正确使用场景管理能让你的游戏架构更加清晰、模块化和易于维护。
|
||||
|
||||
@@ -14,6 +14,18 @@
|
||||
- **JSON格式**:人类可读,便于调试和编辑
|
||||
- **Binary格式**:使用MessagePack,体积更小,性能更高
|
||||
|
||||
> **📢 v2.2.2 重要变更**
|
||||
>
|
||||
> 从 v2.2.2 开始,二进制序列化格式返回 `Uint8Array` 而非 Node.js 的 `Buffer`,以确保浏览器兼容性:
|
||||
> - `serialize({ format: 'binary' })` 返回 `string | Uint8Array`(原为 `string | Buffer`)
|
||||
> - `deserialize(data)` 接收 `string | Uint8Array`(原为 `string | Buffer`)
|
||||
> - `applyIncremental(data)` 接收 `IncrementalSnapshot | string | Uint8Array`(原为包含 `Buffer`)
|
||||
>
|
||||
> **迁移影响**:
|
||||
> - ✅ **运行时兼容**:Node.js 的 `Buffer` 继承自 `Uint8Array`,现有代码可直接运行
|
||||
> - ⚠️ **类型检查**:如果你的 TypeScript 代码中显式使用了 `Buffer` 类型,需要改为 `Uint8Array`
|
||||
> - ✅ **浏览器支持**:`Uint8Array` 是标准 JavaScript 类型,所有现代浏览器都支持
|
||||
|
||||
## 全量序列化
|
||||
|
||||
### 基础用法
|
||||
@@ -63,6 +75,7 @@ const binaryData = scene.serialize({
|
||||
});
|
||||
|
||||
// 保存为文件(Node.js环境)
|
||||
// 注意:binaryData 是 Uint8Array 类型,Node.js 的 fs 可以直接写入
|
||||
fs.writeFileSync('save.bin', binaryData);
|
||||
```
|
||||
|
||||
@@ -285,7 +298,7 @@ otherScene.applyIncremental(incremental);
|
||||
const jsonData = IncrementalSerializer.serializeIncremental(incremental, { format: 'json' });
|
||||
otherScene.applyIncremental(jsonData);
|
||||
|
||||
// 从二进制Buffer应用
|
||||
// 从二进制Uint8Array应用
|
||||
const binaryData = IncrementalSerializer.serializeIncremental(incremental, { format: 'binary' });
|
||||
otherScene.applyIncremental(binaryData);
|
||||
```
|
||||
@@ -552,9 +565,9 @@ class NetworkSync {
|
||||
}
|
||||
|
||||
private receiveIncremental(data: ArrayBuffer): void {
|
||||
// 直接应用二进制数据
|
||||
const buffer = Buffer.from(data);
|
||||
this.scene.applyIncremental(buffer);
|
||||
// 直接应用二进制数据(ArrayBuffer 转 Uint8Array)
|
||||
const uint8Array = new Uint8Array(data);
|
||||
this.scene.applyIncremental(uint8Array);
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -790,7 +803,7 @@ class LargeDataComponent extends Component {
|
||||
|
||||
- [`Scene.createIncrementalSnapshot()`](/api/classes/Scene#createincrementalsnapshot) - 创建基础快照
|
||||
- [`Scene.serializeIncremental()`](/api/classes/Scene#serializeincremental) - 获取增量变更
|
||||
- [`Scene.applyIncremental()`](/api/classes/Scene#applyincremental) - 应用增量变更(支持IncrementalSnapshot对象、JSON字符串或二进制Buffer)
|
||||
- [`Scene.applyIncremental()`](/api/classes/Scene#applyincremental) - 应用增量变更(支持IncrementalSnapshot对象、JSON字符串或二进制Uint8Array)
|
||||
- [`Scene.updateIncrementalSnapshot()`](/api/classes/Scene#updateincrementalsnapshot) - 更新快照基准
|
||||
- [`Scene.clearIncrementalSnapshot()`](/api/classes/Scene#clearincrementalsnapshot) - 清除快照
|
||||
- [`Scene.hasIncrementalSnapshot()`](/api/classes/Scene#hasincrementalsnapshot) - 检查是否有快照
|
||||
|
||||
589
docs/guide/service-container.md
Normal file
589
docs/guide/service-container.md
Normal file
@@ -0,0 +1,589 @@
|
||||
# 服务容器
|
||||
|
||||
服务容器(ServiceContainer)是 ECS Framework 的依赖注入容器,负责管理框架中所有服务的注册、解析和生命周期。通过服务容器,你可以实现松耦合的架构设计,提高代码的可测试性和可维护性。
|
||||
|
||||
## 概述
|
||||
|
||||
### 什么是服务容器
|
||||
|
||||
服务容器是一个轻量级的依赖注入(DI)容器,它提供了:
|
||||
|
||||
- **服务注册**: 将服务类型注册到容器中
|
||||
- **服务解析**: 从容器中获取服务实例
|
||||
- **生命周期管理**: 自动管理服务实例的创建和销毁
|
||||
- **依赖注入**: 自动解析服务之间的依赖关系
|
||||
|
||||
### 核心概念
|
||||
|
||||
#### 服务(Service)
|
||||
|
||||
服务是实现了 `IService` 接口的类,必须提供 `dispose()` 方法用于资源清理:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class MyService implements IService {
|
||||
constructor() {
|
||||
// 初始化逻辑
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 生命周期
|
||||
|
||||
服务容器支持两种生命周期:
|
||||
|
||||
- **Singleton(单例)**: 整个应用程序生命周期内只有一个实例,所有解析请求返回同一个实例
|
||||
- **Transient(瞬时)**: 每次解析都创建新的实例
|
||||
|
||||
## 基础使用
|
||||
|
||||
### 访问服务容器
|
||||
|
||||
Core 类内置了服务容器,可以通过 `Core.services` 访问:
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 访问服务容器
|
||||
const container = Core.services;
|
||||
```
|
||||
|
||||
### 注册服务
|
||||
|
||||
#### 注册单例服务
|
||||
|
||||
单例服务在首次解析时创建,之后所有解析请求都返回同一个实例:
|
||||
|
||||
```typescript
|
||||
class DataService implements IService {
|
||||
private data: Map<string, any> = new Map();
|
||||
|
||||
getData(key: string) {
|
||||
return this.data.get(key);
|
||||
}
|
||||
|
||||
setData(key: string, value: any) {
|
||||
this.data.set(key, value);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.data.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 注册单例服务
|
||||
Core.services.registerSingleton(DataService);
|
||||
```
|
||||
|
||||
#### 注册瞬时服务
|
||||
|
||||
瞬时服务每次解析都创建新实例,适用于无状态或短生命周期的服务:
|
||||
|
||||
```typescript
|
||||
class CommandService implements IService {
|
||||
execute(command: string) {
|
||||
console.log(`Executing: ${command}`);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 注册瞬时服务
|
||||
Core.services.registerTransient(CommandService);
|
||||
```
|
||||
|
||||
#### 注册服务实例
|
||||
|
||||
直接注册已创建的实例,自动视为单例:
|
||||
|
||||
```typescript
|
||||
const config = new ConfigService();
|
||||
config.load('./config.json');
|
||||
|
||||
// 注册实例
|
||||
Core.services.registerInstance(ConfigService, config);
|
||||
```
|
||||
|
||||
#### 使用工厂函数注册
|
||||
|
||||
工厂函数允许你在创建服务时执行自定义逻辑:
|
||||
|
||||
```typescript
|
||||
Core.services.registerSingleton(LoggerService, (container) => {
|
||||
const logger = new LoggerService();
|
||||
logger.setLevel('debug');
|
||||
return logger;
|
||||
});
|
||||
```
|
||||
|
||||
### 解析服务
|
||||
|
||||
#### resolve 方法
|
||||
|
||||
解析服务实例,如果服务未注册会抛出异常:
|
||||
|
||||
```typescript
|
||||
// 解析服务
|
||||
const dataService = Core.services.resolve(DataService);
|
||||
dataService.setData('player', { name: 'Alice', score: 100 });
|
||||
|
||||
// 单例服务,多次解析返回同一个实例
|
||||
const same = Core.services.resolve(DataService);
|
||||
console.log(same === dataService); // true
|
||||
```
|
||||
|
||||
#### tryResolve 方法
|
||||
|
||||
尝试解析服务,如果未注册返回 null 而不抛出异常:
|
||||
|
||||
```typescript
|
||||
const optional = Core.services.tryResolve(OptionalService);
|
||||
if (optional) {
|
||||
optional.doSomething();
|
||||
}
|
||||
```
|
||||
|
||||
#### isRegistered 方法
|
||||
|
||||
检查服务是否已注册:
|
||||
|
||||
```typescript
|
||||
if (Core.services.isRegistered(DataService)) {
|
||||
const service = Core.services.resolve(DataService);
|
||||
}
|
||||
```
|
||||
|
||||
## 内置服务
|
||||
|
||||
Core 在初始化时自动注册了以下内置服务:
|
||||
|
||||
### TimerManager
|
||||
|
||||
定时器管理器,负责管理所有游戏定时器:
|
||||
|
||||
```typescript
|
||||
const timerManager = Core.services.resolve(TimerManager);
|
||||
|
||||
// 创建定时器
|
||||
timerManager.schedule(1.0, false, null, (timer) => {
|
||||
console.log('1秒后执行');
|
||||
});
|
||||
```
|
||||
|
||||
### PerformanceMonitor
|
||||
|
||||
性能监控器,监控游戏性能并提供优化建议:
|
||||
|
||||
```typescript
|
||||
const monitor = Core.services.resolve(PerformanceMonitor);
|
||||
|
||||
// 启用性能监控
|
||||
monitor.enable();
|
||||
|
||||
// 获取性能数据
|
||||
const fps = monitor.getFPS();
|
||||
```
|
||||
|
||||
### SceneManager
|
||||
|
||||
场景管理器,管理单场景应用的场景生命周期:
|
||||
|
||||
```typescript
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
|
||||
// 设置当前场景
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 获取当前场景
|
||||
const currentScene = sceneManager.currentScene;
|
||||
|
||||
// 延迟切换场景
|
||||
sceneManager.loadScene(new MenuScene());
|
||||
|
||||
// 更新场景
|
||||
sceneManager.update();
|
||||
```
|
||||
|
||||
### WorldManager
|
||||
|
||||
世界管理器,管理多个独立的 World 实例(高级用例):
|
||||
|
||||
```typescript
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 创建独立的游戏世界
|
||||
const gameWorld = worldManager.createWorld('game_room_001', {
|
||||
name: 'GameRoom',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 在World中创建场景
|
||||
const scene = gameWorld.createScene('battle', new BattleScene());
|
||||
gameWorld.setSceneActive('battle', true);
|
||||
|
||||
// 更新所有World
|
||||
worldManager.updateAll();
|
||||
```
|
||||
|
||||
**适用场景**:
|
||||
- SceneManager: 适用于 95% 的游戏(单人游戏、简单多人游戏)
|
||||
- WorldManager: 适用于 MMO 服务器、游戏房间系统等需要完全隔离的多世界应用
|
||||
|
||||
### PoolManager
|
||||
|
||||
对象池管理器,管理所有对象池:
|
||||
|
||||
```typescript
|
||||
const poolManager = Core.services.resolve(PoolManager);
|
||||
|
||||
// 创建对象池
|
||||
const bulletPool = poolManager.createPool('bullets', () => new Bullet(), 100);
|
||||
```
|
||||
|
||||
### PluginManager
|
||||
|
||||
插件管理器,管理插件的安装和卸载:
|
||||
|
||||
```typescript
|
||||
const pluginManager = Core.services.resolve(PluginManager);
|
||||
|
||||
// 获取所有已安装的插件
|
||||
const plugins = pluginManager.getAllPlugins();
|
||||
```
|
||||
|
||||
## 依赖注入
|
||||
|
||||
ECS Framework 提供了装饰器来简化依赖注入。
|
||||
|
||||
### @Injectable 装饰器
|
||||
|
||||
标记类为可注入的服务:
|
||||
|
||||
```typescript
|
||||
import { Injectable, IService } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
class GameService implements IService {
|
||||
constructor() {
|
||||
console.log('GameService created');
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
console.log('GameService disposed');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @Inject 装饰器
|
||||
|
||||
在构造函数中注入依赖:
|
||||
|
||||
```typescript
|
||||
import { Injectable, Inject, IService } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
class PlayerService implements IService {
|
||||
constructor(
|
||||
@Inject(DataService) private data: DataService,
|
||||
@Inject(GameService) private game: GameService
|
||||
) {
|
||||
// data 和 game 会自动从容器中解析
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 注册可注入服务
|
||||
|
||||
使用 `registerInjectable` 自动处理依赖注入:
|
||||
|
||||
```typescript
|
||||
import { registerInjectable } from '@esengine/ecs-framework';
|
||||
|
||||
// 注册服务(会自动解析@Inject依赖)
|
||||
registerInjectable(Core.services, PlayerService);
|
||||
|
||||
// 解析时会自动注入依赖
|
||||
const player = Core.services.resolve(PlayerService);
|
||||
```
|
||||
|
||||
### @Updatable 装饰器
|
||||
|
||||
标记服务为可更新的,使其在每帧自动被调用:
|
||||
|
||||
```typescript
|
||||
import { Injectable, Updatable, IService, IUpdatable } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
@Updatable() // 默认优先级为0
|
||||
class PhysicsService implements IService, IUpdatable {
|
||||
update(deltaTime?: number): void {
|
||||
// 每帧更新物理模拟
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 指定更新优先级(数值越小越先执行)
|
||||
@Injectable()
|
||||
@Updatable(10)
|
||||
class RenderService implements IService, IUpdatable {
|
||||
update(deltaTime?: number): void {
|
||||
// 每帧渲染
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
使用 `@Updatable` 装饰器的服务会被 Core 自动调用,无需手动管理:
|
||||
|
||||
```typescript
|
||||
// Core.update() 会自动调用所有@Updatable服务的update方法
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有可更新服务
|
||||
}
|
||||
```
|
||||
|
||||
## 自定义服务
|
||||
|
||||
### 创建自定义服务
|
||||
|
||||
实现 `IService` 接口并注册到容器:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class AudioService implements IService {
|
||||
private sounds: Map<string, HTMLAudioElement> = new Map();
|
||||
|
||||
play(soundId: string) {
|
||||
const sound = this.sounds.get(soundId);
|
||||
if (sound) {
|
||||
sound.play();
|
||||
}
|
||||
}
|
||||
|
||||
load(soundId: string, url: string) {
|
||||
const audio = new Audio(url);
|
||||
this.sounds.set(soundId, audio);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 停止所有音效并清理
|
||||
for (const sound of this.sounds.values()) {
|
||||
sound.pause();
|
||||
sound.src = '';
|
||||
}
|
||||
this.sounds.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 注册自定义服务
|
||||
Core.services.registerSingleton(AudioService);
|
||||
|
||||
// 使用服务
|
||||
const audio = Core.services.resolve(AudioService);
|
||||
audio.load('jump', '/sounds/jump.mp3');
|
||||
audio.play('jump');
|
||||
```
|
||||
|
||||
### 服务间依赖
|
||||
|
||||
服务可以依赖其他服务:
|
||||
|
||||
```typescript
|
||||
@Injectable()
|
||||
class ConfigService implements IService {
|
||||
private config: any = {};
|
||||
|
||||
get(key: string) {
|
||||
return this.config[key];
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.config = {};
|
||||
}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
class NetworkService implements IService {
|
||||
constructor(
|
||||
@Inject(ConfigService) private config: ConfigService
|
||||
) {
|
||||
// 使用配置服务
|
||||
const apiUrl = this.config.get('apiUrl');
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理网络连接
|
||||
}
|
||||
}
|
||||
|
||||
// 注册服务(按依赖顺序)
|
||||
registerInjectable(Core.services, ConfigService);
|
||||
registerInjectable(Core.services, NetworkService);
|
||||
```
|
||||
|
||||
## 高级用法
|
||||
|
||||
### 服务替换(测试)
|
||||
|
||||
在测试中替换真实服务为模拟服务:
|
||||
|
||||
```typescript
|
||||
// 测试代码
|
||||
class MockDataService implements IService {
|
||||
getData(key: string) {
|
||||
return 'mock data';
|
||||
}
|
||||
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
// 注册模拟服务(用于测试)
|
||||
Core.services.registerInstance(DataService, new MockDataService());
|
||||
```
|
||||
|
||||
### 循环依赖检测
|
||||
|
||||
服务容器会自动检测循环依赖:
|
||||
|
||||
```typescript
|
||||
// A 依赖 B,B 依赖 A
|
||||
@Injectable()
|
||||
class ServiceA implements IService {
|
||||
constructor(@Inject(ServiceB) b: ServiceB) {}
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
class ServiceB implements IService {
|
||||
constructor(@Inject(ServiceA) a: ServiceA) {}
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
// 解析时会抛出错误: Circular dependency detected: ServiceA -> ServiceB -> ServiceA
|
||||
```
|
||||
|
||||
### 获取所有服务
|
||||
|
||||
```typescript
|
||||
// 获取所有已注册的服务类型
|
||||
const types = Core.services.getRegisteredServices();
|
||||
|
||||
// 获取所有已实例化的服务实例
|
||||
const instances = Core.services.getAll();
|
||||
```
|
||||
|
||||
### 服务清理
|
||||
|
||||
```typescript
|
||||
// 注销单个服务
|
||||
Core.services.unregister(MyService);
|
||||
|
||||
// 清空所有服务(会调用每个服务的dispose方法)
|
||||
Core.services.clear();
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 服务命名
|
||||
|
||||
服务类名应该以 `Service` 或 `Manager` 结尾,清晰表达其职责:
|
||||
|
||||
```typescript
|
||||
class PlayerService implements IService {}
|
||||
class AudioManager implements IService {}
|
||||
class NetworkService implements IService {}
|
||||
```
|
||||
|
||||
### 资源清理
|
||||
|
||||
始终在 `dispose()` 方法中清理资源:
|
||||
|
||||
```typescript
|
||||
class ResourceService implements IService {
|
||||
private resources: Map<string, Resource> = new Map();
|
||||
|
||||
dispose(): void {
|
||||
// 释放所有资源
|
||||
for (const resource of this.resources.values()) {
|
||||
resource.release();
|
||||
}
|
||||
this.resources.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 避免过度使用
|
||||
|
||||
不要把所有类都注册为服务,服务应该是:
|
||||
|
||||
- 全局单例或需要共享状态
|
||||
- 需要在多处使用
|
||||
- 生命周期需要管理
|
||||
- 需要依赖注入
|
||||
|
||||
对于简单的工具类或数据类,直接创建实例即可。
|
||||
|
||||
### 依赖方向
|
||||
|
||||
保持清晰的依赖方向,避免循环依赖:
|
||||
|
||||
```
|
||||
高层服务 -> 中层服务 -> 底层服务
|
||||
GameLogic -> DataService -> ConfigService
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 服务未注册错误
|
||||
|
||||
**问题**: `Error: Service MyService is not registered`
|
||||
|
||||
**解决**:
|
||||
```typescript
|
||||
// 确保服务已注册
|
||||
Core.services.registerSingleton(MyService);
|
||||
|
||||
// 或者使用tryResolve
|
||||
const service = Core.services.tryResolve(MyService);
|
||||
if (!service) {
|
||||
console.log('Service not found');
|
||||
}
|
||||
```
|
||||
|
||||
### 循环依赖错误
|
||||
|
||||
**问题**: `Circular dependency detected`
|
||||
|
||||
**解决**: 重新设计服务依赖关系,引入中间服务或使用事件系统解耦。
|
||||
|
||||
### 何时使用单例 vs 瞬时
|
||||
|
||||
- **单例**: 管理器类、配置、缓存、状态管理
|
||||
- **瞬时**: 命令对象、请求处理器、临时任务
|
||||
|
||||
## 相关链接
|
||||
|
||||
- [插件系统](./plugin-system.md) - 使用服务容器注册插件服务
|
||||
- [快速开始](./getting-started.md) - Core 初始化和基础使用
|
||||
- [系统架构](./system.md) - 在系统中使用服务
|
||||
@@ -354,14 +354,18 @@ class PerformanceSystem extends EntitySystem {
|
||||
|
||||
### 添加系统到场景
|
||||
|
||||
框架提供了两种方式添加系统:传入实例或传入类型(自动依赖注入)。
|
||||
|
||||
```typescript
|
||||
// 在场景子类中添加系统
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 添加系统
|
||||
// 方式1:传入实例
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
this.addSystem(new PhysicsSystem());
|
||||
|
||||
// 方式2:传入类型(自动依赖注入)
|
||||
this.addEntityProcessor(PhysicsSystem);
|
||||
|
||||
// 设置系统更新顺序
|
||||
const movementSystem = this.getSystem(MovementSystem);
|
||||
@@ -372,6 +376,48 @@ class GameScene extends Scene {
|
||||
}
|
||||
```
|
||||
|
||||
### 系统依赖注入
|
||||
|
||||
系统实现了 `IService` 接口,支持通过依赖注入获取其他服务或系统:
|
||||
|
||||
```typescript
|
||||
import { ECSSystem, Injectable, Inject } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor(
|
||||
@Inject(CollisionService) private collision: CollisionService
|
||||
) {
|
||||
super(Matcher.all(Transform, RigidBody));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 使用注入的服务
|
||||
this.collision.detectCollisions(entities);
|
||||
}
|
||||
|
||||
// 实现 IService 接口的 dispose 方法
|
||||
public dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 使用时传入类型即可,框架会自动注入依赖
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 自动依赖注入
|
||||
this.addEntityProcessor(PhysicsSystem);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
注意事项:
|
||||
- 使用 `@Injectable()` 装饰器标记需要依赖注入的系统
|
||||
- 在构造函数参数中使用 `@Inject()` 装饰器声明依赖
|
||||
- 系统必须实现 `dispose()` 方法(IService 接口要求)
|
||||
- 使用 `addEntityProcessor(类型)` 而不是 `addSystem(new 类型())` 来启用依赖注入
|
||||
|
||||
### 系统更新顺序
|
||||
|
||||
```typescript
|
||||
|
||||
761
docs/guide/world-manager.md
Normal file
761
docs/guide/world-manager.md
Normal file
@@ -0,0 +1,761 @@
|
||||
# WorldManager
|
||||
|
||||
WorldManager 是 ECS Framework 提供的高级世界管理器,用于管理多个完全隔离的游戏世界(World)。每个 World 都是独立的 ECS 环境,可以包含多个场景。
|
||||
|
||||
## 适用场景
|
||||
|
||||
WorldManager 适合以下高级场景:
|
||||
- MMO 游戏服务器的多房间管理
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 服务器端的多游戏实例
|
||||
- 需要完全隔离的多个游戏环境
|
||||
- 需要同时运行多个独立世界的应用
|
||||
|
||||
## 特点
|
||||
|
||||
- 多 World 管理,每个 World 完全独立
|
||||
- 每个 World 可以包含多个 Scene
|
||||
- 支持 World 的激活/停用
|
||||
- 自动清理空 World
|
||||
- World 级别的全局系统
|
||||
- 批量操作和查询
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 初始化
|
||||
|
||||
WorldManager 是 Core 的内置服务,通过服务容器获取:
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 从服务容器获取 WorldManager(Core 已自动创建并注册)
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
```
|
||||
|
||||
### 创建 World
|
||||
|
||||
```typescript
|
||||
// 创建游戏房间 World
|
||||
const room1 = worldManager.createWorld('room_001', {
|
||||
name: 'GameRoom_001',
|
||||
maxScenes: 5,
|
||||
debug: true
|
||||
});
|
||||
|
||||
// 激活 World
|
||||
worldManager.setWorldActive('room_001', true);
|
||||
|
||||
// 创建更多房间
|
||||
const room2 = worldManager.createWorld('room_002', {
|
||||
name: 'GameRoom_002',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
worldManager.setWorldActive('room_002', true);
|
||||
```
|
||||
|
||||
### 游戏循环
|
||||
|
||||
在游戏循环中更新所有活跃的 World:
|
||||
|
||||
```typescript
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
worldManager.updateAll(); // 更新所有活跃的 World
|
||||
}
|
||||
|
||||
// 启动游戏循环
|
||||
let lastTime = 0;
|
||||
setInterval(() => {
|
||||
const currentTime = Date.now();
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
lastTime = currentTime;
|
||||
|
||||
gameLoop(deltaTime);
|
||||
}, 16); // 60 FPS
|
||||
```
|
||||
|
||||
## World 管理
|
||||
|
||||
### 创建 World
|
||||
|
||||
```typescript
|
||||
// 基本创建
|
||||
const world = worldManager.createWorld('worldId');
|
||||
|
||||
// 带配置创建
|
||||
const world = worldManager.createWorld('worldId', {
|
||||
name: 'MyWorld',
|
||||
maxScenes: 10,
|
||||
autoCleanup: true,
|
||||
debug: true
|
||||
});
|
||||
```
|
||||
|
||||
**配置选项(IWorldConfig)**:
|
||||
- `name?: string` - World 名称
|
||||
- `maxScenes?: number` - 最大场景数量限制(默认 10)
|
||||
- `autoCleanup?: boolean` - 是否自动清理空场景(默认 true)
|
||||
- `debug?: boolean` - 是否启用调试模式(默认 false)
|
||||
|
||||
### 获取 World
|
||||
|
||||
```typescript
|
||||
// 通过 ID 获取
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (world) {
|
||||
console.log(`World: ${world.name}`);
|
||||
}
|
||||
|
||||
// 获取所有 World
|
||||
const allWorlds = worldManager.getAllWorlds();
|
||||
console.log(`共有 ${allWorlds.length} 个 World`);
|
||||
|
||||
// 获取所有 World ID
|
||||
const worldIds = worldManager.getWorldIds();
|
||||
console.log('World 列表:', worldIds);
|
||||
|
||||
// 通过名称查找
|
||||
const world = worldManager.findWorldByName('GameRoom_001');
|
||||
```
|
||||
|
||||
### 激活和停用 World
|
||||
|
||||
```typescript
|
||||
// 激活 World(开始运行和更新)
|
||||
worldManager.setWorldActive('room_001', true);
|
||||
|
||||
// 停用 World(停止更新但保留数据)
|
||||
worldManager.setWorldActive('room_001', false);
|
||||
|
||||
// 检查 World 是否激活
|
||||
if (worldManager.isWorldActive('room_001')) {
|
||||
console.log('房间正在运行');
|
||||
}
|
||||
|
||||
// 获取所有活跃的 World
|
||||
const activeWorlds = worldManager.getActiveWorlds();
|
||||
console.log(`当前有 ${activeWorlds.length} 个活跃 World`);
|
||||
```
|
||||
|
||||
### 移除 World
|
||||
|
||||
```typescript
|
||||
// 移除 World(会自动停用并销毁)
|
||||
const removed = worldManager.removeWorld('room_001');
|
||||
if (removed) {
|
||||
console.log('World 已移除');
|
||||
}
|
||||
```
|
||||
|
||||
## World 中的场景管理
|
||||
|
||||
每个 World 可以包含多个 Scene 并独立管理它们的生命周期。
|
||||
|
||||
### 创建场景
|
||||
|
||||
```typescript
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (!world) return;
|
||||
|
||||
// 创建场景
|
||||
const mainScene = world.createScene('main', new MainScene());
|
||||
const uiScene = world.createScene('ui', new UIScene());
|
||||
const hudScene = world.createScene('hud', new HUDScene());
|
||||
|
||||
// 激活场景
|
||||
world.setSceneActive('main', true);
|
||||
world.setSceneActive('ui', true);
|
||||
world.setSceneActive('hud', false);
|
||||
```
|
||||
|
||||
### 查询场景
|
||||
|
||||
```typescript
|
||||
// 获取特定场景
|
||||
const mainScene = world.getScene<MainScene>('main');
|
||||
if (mainScene) {
|
||||
console.log(`场景名称: ${mainScene.name}`);
|
||||
}
|
||||
|
||||
// 获取所有场景
|
||||
const allScenes = world.getAllScenes();
|
||||
console.log(`World 中共有 ${allScenes.length} 个场景`);
|
||||
|
||||
// 获取所有场景 ID
|
||||
const sceneIds = world.getSceneIds();
|
||||
console.log('场景列表:', sceneIds);
|
||||
|
||||
// 获取活跃场景数量
|
||||
const activeCount = world.getActiveSceneCount();
|
||||
console.log(`当前有 ${activeCount} 个活跃场景`);
|
||||
|
||||
// 检查场景是否激活
|
||||
if (world.isSceneActive('main')) {
|
||||
console.log('主场景正在运行');
|
||||
}
|
||||
```
|
||||
|
||||
### 场景切换
|
||||
|
||||
World 支持多场景同时运行,也支持场景切换:
|
||||
|
||||
```typescript
|
||||
class GameWorld {
|
||||
private world: World;
|
||||
|
||||
constructor(worldManager: WorldManager) {
|
||||
this.world = worldManager.createWorld('game', {
|
||||
name: 'GameWorld',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 创建所有场景
|
||||
this.world.createScene('menu', new MenuScene());
|
||||
this.world.createScene('game', new GameScene());
|
||||
this.world.createScene('pause', new PauseScene());
|
||||
this.world.createScene('gameover', new GameOverScene());
|
||||
|
||||
// 激活 World
|
||||
worldManager.setWorldActive('game', true);
|
||||
}
|
||||
|
||||
public showMenu(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('menu', true);
|
||||
}
|
||||
|
||||
public startGame(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public pauseGame(): void {
|
||||
// 游戏场景继续存在但停止更新
|
||||
this.world.setSceneActive('game', false);
|
||||
// 显示暂停界面
|
||||
this.world.setSceneActive('pause', true);
|
||||
}
|
||||
|
||||
public resumeGame(): void {
|
||||
this.world.setSceneActive('pause', false);
|
||||
this.world.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public showGameOver(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('gameover', true);
|
||||
}
|
||||
|
||||
private deactivateAllScenes(): void {
|
||||
const sceneIds = this.world.getSceneIds();
|
||||
sceneIds.forEach(id => this.world.setSceneActive(id, false));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 移除场景
|
||||
|
||||
```typescript
|
||||
// 移除不再需要的场景
|
||||
const removed = world.removeScene('oldScene');
|
||||
if (removed) {
|
||||
console.log('场景已移除');
|
||||
}
|
||||
|
||||
// 场景会自动调用 end() 方法进行清理
|
||||
```
|
||||
|
||||
## 全局系统
|
||||
|
||||
World 支持全局系统,这些系统在 World 级别运行,不依赖特定 Scene。
|
||||
|
||||
### 定义全局系统
|
||||
|
||||
```typescript
|
||||
import { IGlobalSystem } from '@esengine/ecs-framework';
|
||||
|
||||
// 网络系统(World 级别)
|
||||
class NetworkSystem implements IGlobalSystem {
|
||||
readonly name = 'NetworkSystem';
|
||||
|
||||
private connectionId: string;
|
||||
|
||||
constructor(connectionId: string) {
|
||||
this.connectionId = connectionId;
|
||||
}
|
||||
|
||||
initialize(): void {
|
||||
console.log(`网络系统初始化: ${this.connectionId}`);
|
||||
// 建立网络连接
|
||||
}
|
||||
|
||||
update(deltaTime?: number): void {
|
||||
// 处理网络消息,不依赖任何 Scene
|
||||
// 接收和发送网络包
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
console.log(`网络系统销毁: ${this.connectionId}`);
|
||||
// 关闭网络连接
|
||||
}
|
||||
}
|
||||
|
||||
// 物理系统(World 级别)
|
||||
class PhysicsSystem implements IGlobalSystem {
|
||||
readonly name = 'PhysicsSystem';
|
||||
|
||||
initialize(): void {
|
||||
console.log('物理系统初始化');
|
||||
}
|
||||
|
||||
update(deltaTime?: number): void {
|
||||
// 物理模拟,作用于 World 中所有场景
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
console.log('物理系统销毁');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 使用全局系统
|
||||
|
||||
```typescript
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (!world) return;
|
||||
|
||||
// 添加全局系统
|
||||
const networkSystem = world.addGlobalSystem(new NetworkSystem('conn_001'));
|
||||
const physicsSystem = world.addGlobalSystem(new PhysicsSystem());
|
||||
|
||||
// 获取全局系统
|
||||
const network = world.getGlobalSystem(NetworkSystem);
|
||||
if (network) {
|
||||
console.log('找到网络系统');
|
||||
}
|
||||
|
||||
// 移除全局系统
|
||||
world.removeGlobalSystem(networkSystem);
|
||||
```
|
||||
|
||||
## 批量操作
|
||||
|
||||
### 更新所有 World
|
||||
|
||||
```typescript
|
||||
// 更新所有活跃的 World(应该在游戏循环中调用)
|
||||
worldManager.updateAll();
|
||||
|
||||
// 这会自动更新每个 World 的:
|
||||
// 1. 全局系统
|
||||
// 2. 所有活跃场景
|
||||
```
|
||||
|
||||
### 启动和停止
|
||||
|
||||
```typescript
|
||||
// 启动所有 World
|
||||
worldManager.startAll();
|
||||
|
||||
// 停止所有 World
|
||||
worldManager.stopAll();
|
||||
|
||||
// 检查是否正在运行
|
||||
if (worldManager.isRunning) {
|
||||
console.log('WorldManager 正在运行');
|
||||
}
|
||||
```
|
||||
|
||||
### 查找 World
|
||||
|
||||
```typescript
|
||||
// 使用条件查找
|
||||
const emptyWorlds = worldManager.findWorlds(world => {
|
||||
return world.sceneCount === 0;
|
||||
});
|
||||
|
||||
// 查找活跃的 World
|
||||
const activeWorlds = worldManager.findWorlds(world => {
|
||||
return world.isActive;
|
||||
});
|
||||
|
||||
// 查找特定名称的 World
|
||||
const world = worldManager.findWorldByName('GameRoom_001');
|
||||
```
|
||||
|
||||
## 统计和监控
|
||||
|
||||
### 获取统计信息
|
||||
|
||||
```typescript
|
||||
const stats = worldManager.getStats();
|
||||
|
||||
console.log(`总 World 数: ${stats.totalWorlds}`);
|
||||
console.log(`活跃 World 数: ${stats.activeWorlds}`);
|
||||
console.log(`总场景数: ${stats.totalScenes}`);
|
||||
console.log(`总实体数: ${stats.totalEntities}`);
|
||||
console.log(`总系统数: ${stats.totalSystems}`);
|
||||
|
||||
// 查看每个 World 的详细信息
|
||||
stats.worlds.forEach(worldInfo => {
|
||||
console.log(`World: ${worldInfo.name}`);
|
||||
console.log(` 场景数: ${worldInfo.sceneCount}`);
|
||||
console.log(` 是否活跃: ${worldInfo.isActive}`);
|
||||
});
|
||||
```
|
||||
|
||||
### 获取详细状态
|
||||
|
||||
```typescript
|
||||
const status = worldManager.getDetailedStatus();
|
||||
|
||||
// 包含所有 World 的详细状态
|
||||
status.worlds.forEach(worldStatus => {
|
||||
console.log(`World ID: ${worldStatus.id}`);
|
||||
console.log(`状态:`, worldStatus.status);
|
||||
});
|
||||
```
|
||||
|
||||
## 自动清理
|
||||
|
||||
WorldManager 支持自动清理空的 World。
|
||||
|
||||
### 配置清理
|
||||
|
||||
```typescript
|
||||
// 创建带清理配置的 WorldManager
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// WorldManager 的配置在 Core 中设置:
|
||||
// {
|
||||
// maxWorlds: 50,
|
||||
// autoCleanup: true,
|
||||
// cleanupInterval: 30000 // 30 秒
|
||||
// }
|
||||
```
|
||||
|
||||
### 手动清理
|
||||
|
||||
```typescript
|
||||
// 手动触发清理
|
||||
const cleanedCount = worldManager.cleanup();
|
||||
console.log(`清理了 ${cleanedCount} 个 World`);
|
||||
```
|
||||
|
||||
**清理条件**:
|
||||
- World 未激活
|
||||
- 没有 Scene 或所有 Scene 都是空的
|
||||
- 创建时间超过 10 分钟
|
||||
|
||||
## API 参考
|
||||
|
||||
### WorldManager API
|
||||
|
||||
| 方法 | 说明 |
|
||||
|------|------|
|
||||
| `createWorld(worldId, config?)` | 创建新 World |
|
||||
| `removeWorld(worldId)` | 移除 World |
|
||||
| `getWorld(worldId)` | 获取 World |
|
||||
| `getAllWorlds()` | 获取所有 World |
|
||||
| `getWorldIds()` | 获取所有 World ID |
|
||||
| `setWorldActive(worldId, active)` | 设置 World 激活状态 |
|
||||
| `isWorldActive(worldId)` | 检查 World 是否激活 |
|
||||
| `getActiveWorlds()` | 获取所有活跃的 World |
|
||||
| `updateAll()` | 更新所有活跃 World |
|
||||
| `startAll()` | 启动所有 World |
|
||||
| `stopAll()` | 停止所有 World |
|
||||
| `findWorlds(predicate)` | 查找满足条件的 World |
|
||||
| `findWorldByName(name)` | 根据名称查找 World |
|
||||
| `getStats()` | 获取统计信息 |
|
||||
| `getDetailedStatus()` | 获取详细状态信息 |
|
||||
| `cleanup()` | 清理空 World |
|
||||
| `destroy()` | 销毁 WorldManager |
|
||||
|
||||
### World API
|
||||
|
||||
| 方法 | 说明 |
|
||||
|------|------|
|
||||
| `createScene(sceneId, sceneInstance?)` | 创建并添加 Scene |
|
||||
| `removeScene(sceneId)` | 移除 Scene |
|
||||
| `getScene(sceneId)` | 获取 Scene |
|
||||
| `getAllScenes()` | 获取所有 Scene |
|
||||
| `getSceneIds()` | 获取所有 Scene ID |
|
||||
| `setSceneActive(sceneId, active)` | 设置 Scene 激活状态 |
|
||||
| `isSceneActive(sceneId)` | 检查 Scene 是否激活 |
|
||||
| `getActiveSceneCount()` | 获取活跃 Scene 数量 |
|
||||
| `addGlobalSystem(system)` | 添加全局系统 |
|
||||
| `removeGlobalSystem(system)` | 移除全局系统 |
|
||||
| `getGlobalSystem(type)` | 获取全局系统 |
|
||||
| `start()` | 启动 World |
|
||||
| `stop()` | 停止 World |
|
||||
| `updateGlobalSystems()` | 更新全局系统 |
|
||||
| `updateScenes()` | 更新所有激活 Scene |
|
||||
| `destroy()` | 销毁 World |
|
||||
| `getStatus()` | 获取 World 状态 |
|
||||
| `getStats()` | 获取统计信息 |
|
||||
|
||||
### 属性
|
||||
|
||||
| 属性 | 说明 |
|
||||
|------|------|
|
||||
| `worldCount` | World 总数 |
|
||||
| `activeWorldCount` | 活跃 World 数量 |
|
||||
| `isRunning` | 是否正在运行 |
|
||||
| `config` | 配置信息 |
|
||||
|
||||
## 完整示例
|
||||
|
||||
### MMO 游戏房间系统
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager, Scene, World } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 房间管理器
|
||||
class RoomManager {
|
||||
private worldManager: WorldManager;
|
||||
private rooms: Map<string, World> = new Map();
|
||||
|
||||
constructor(worldManager: WorldManager) {
|
||||
this.worldManager = worldManager;
|
||||
}
|
||||
|
||||
// 创建游戏房间
|
||||
public createRoom(roomId: string, maxPlayers: number): World {
|
||||
const world = this.worldManager.createWorld(roomId, {
|
||||
name: `Room_${roomId}`,
|
||||
maxScenes: 3,
|
||||
debug: true
|
||||
});
|
||||
|
||||
// 创建房间场景
|
||||
world.createScene('lobby', new LobbyScene());
|
||||
world.createScene('game', new GameScene());
|
||||
world.createScene('result', new ResultScene());
|
||||
|
||||
// 添加房间级别的系统
|
||||
world.addGlobalSystem(new NetworkSystem(roomId));
|
||||
world.addGlobalSystem(new RoomLogicSystem(maxPlayers));
|
||||
|
||||
// 激活 World 和初始场景
|
||||
this.worldManager.setWorldActive(roomId, true);
|
||||
world.setSceneActive('lobby', true);
|
||||
|
||||
this.rooms.set(roomId, world);
|
||||
console.log(`房间 ${roomId} 已创建`);
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
// 玩家加入房间
|
||||
public joinRoom(roomId: string, playerId: string): boolean {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) {
|
||||
console.log(`房间 ${roomId} 不存在`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 在大厅场景中创建玩家实体
|
||||
const lobbyScene = world.getScene('lobby');
|
||||
if (lobbyScene) {
|
||||
const player = lobbyScene.createEntity(`Player_${playerId}`);
|
||||
// 添加玩家组件...
|
||||
console.log(`玩家 ${playerId} 加入房间 ${roomId}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 开始游戏
|
||||
public startGame(roomId: string): void {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) return;
|
||||
|
||||
// 切换到游戏场景
|
||||
world.setSceneActive('lobby', false);
|
||||
world.setSceneActive('game', true);
|
||||
|
||||
console.log(`房间 ${roomId} 游戏开始`);
|
||||
}
|
||||
|
||||
// 结束游戏
|
||||
public endGame(roomId: string): void {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) return;
|
||||
|
||||
// 切换到结果场景
|
||||
world.setSceneActive('game', false);
|
||||
world.setSceneActive('result', true);
|
||||
|
||||
console.log(`房间 ${roomId} 游戏结束`);
|
||||
}
|
||||
|
||||
// 关闭房间
|
||||
public closeRoom(roomId: string): void {
|
||||
this.worldManager.removeWorld(roomId);
|
||||
this.rooms.delete(roomId);
|
||||
console.log(`房间 ${roomId} 已关闭`);
|
||||
}
|
||||
|
||||
// 获取房间列表
|
||||
public getRoomList(): string[] {
|
||||
return Array.from(this.rooms.keys());
|
||||
}
|
||||
|
||||
// 获取房间统计
|
||||
public getRoomStats(roomId: string) {
|
||||
const world = this.rooms.get(roomId);
|
||||
return world?.getStats();
|
||||
}
|
||||
}
|
||||
|
||||
// 使用房间管理器
|
||||
const roomManager = new RoomManager(worldManager);
|
||||
|
||||
// 创建多个游戏房间
|
||||
roomManager.createRoom('room_001', 4);
|
||||
roomManager.createRoom('room_002', 4);
|
||||
roomManager.createRoom('room_003', 2);
|
||||
|
||||
// 玩家加入
|
||||
roomManager.joinRoom('room_001', 'player_1');
|
||||
roomManager.joinRoom('room_001', 'player_2');
|
||||
|
||||
// 开始游戏
|
||||
roomManager.startGame('room_001');
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
worldManager.updateAll(); // 更新所有房间
|
||||
}
|
||||
|
||||
// 定期清理空房间
|
||||
setInterval(() => {
|
||||
const stats = worldManager.getStats();
|
||||
console.log(`当前房间数: ${stats.totalWorlds}`);
|
||||
console.log(`活跃房间数: ${stats.activeWorlds}`);
|
||||
|
||||
worldManager.cleanup();
|
||||
}, 60000); // 每分钟清理一次
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理的 World 粒度
|
||||
|
||||
```typescript
|
||||
// 推荐:每个独立环境一个 World
|
||||
const room1 = worldManager.createWorld('room_1'); // 游戏房间1
|
||||
const room2 = worldManager.createWorld('room_2'); // 游戏房间2
|
||||
|
||||
// 不推荐:过度使用 World
|
||||
const world1 = worldManager.createWorld('ui'); // UI 不需要独立 World
|
||||
const world2 = worldManager.createWorld('menu'); // 菜单不需要独立 World
|
||||
```
|
||||
|
||||
### 2. 使用全局系统处理跨场景逻辑
|
||||
|
||||
```typescript
|
||||
// 推荐:World 级别的系统
|
||||
class NetworkSystem implements IGlobalSystem {
|
||||
update() {
|
||||
// 网络处理不依赖场景
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:在每个场景中重复创建
|
||||
class GameScene extends Scene {
|
||||
initialize() {
|
||||
this.addSystem(new NetworkSystem()); // 不应该在场景级别
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 及时清理不用的 World
|
||||
|
||||
```typescript
|
||||
// 推荐:玩家离开时清理房间
|
||||
function onPlayerLeave(roomId: string) {
|
||||
const world = worldManager.getWorld(roomId);
|
||||
if (world && world.sceneCount === 0) {
|
||||
worldManager.removeWorld(roomId);
|
||||
}
|
||||
}
|
||||
|
||||
// 或使用自动清理
|
||||
worldManager.cleanup();
|
||||
```
|
||||
|
||||
### 4. 监控资源使用
|
||||
|
||||
```typescript
|
||||
// 定期检查资源使用情况
|
||||
setInterval(() => {
|
||||
const stats = worldManager.getStats();
|
||||
|
||||
if (stats.totalWorlds > 100) {
|
||||
console.warn('World 数量过多,考虑清理');
|
||||
worldManager.cleanup();
|
||||
}
|
||||
|
||||
if (stats.totalEntities > 10000) {
|
||||
console.warn('实体数量过多,检查是否有泄漏');
|
||||
}
|
||||
}, 30000);
|
||||
```
|
||||
|
||||
## 与 SceneManager 的对比
|
||||
|
||||
| 特性 | SceneManager | WorldManager |
|
||||
|------|--------------|--------------|
|
||||
| 适用场景 | 95% 的游戏应用 | 高级多世界隔离场景 |
|
||||
| 复杂度 | 简单 | 复杂 |
|
||||
| 场景数量 | 单场景(可切换) | 多 World,每个 World 多场景 |
|
||||
| 场景隔离 | 无(场景切换) | 完全隔离(每个 World 独立) |
|
||||
| 性能开销 | 最小 | 较高 |
|
||||
| 全局系统 | 无 | 支持(World 级别) |
|
||||
| 使用示例 | 单人游戏、移动游戏 | MMO 服务器、游戏房间系统 |
|
||||
|
||||
**何时使用 WorldManager**:
|
||||
- MMO 游戏服务器(每个房间一个 World)
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 需要运行多个完全独立的游戏实例
|
||||
- 服务器端模拟多个游戏世界
|
||||
|
||||
**何时使用 SceneManager**:
|
||||
- 单人游戏
|
||||
- 简单的多人游戏
|
||||
- 移动游戏
|
||||
- 场景之间需要切换但不需要同时运行
|
||||
|
||||
## 架构层次
|
||||
|
||||
WorldManager 在 ECS Framework 中的位置:
|
||||
|
||||
```
|
||||
Core (全局服务)
|
||||
└── WorldManager (世界管理)
|
||||
├── World 1 (游戏房间1)
|
||||
│ ├── GlobalSystem (全局系统)
|
||||
│ ├── Scene 1 (场景1)
|
||||
│ │ ├── EntitySystem
|
||||
│ │ ├── Entity
|
||||
│ │ └── Component
|
||||
│ └── Scene 2 (场景2)
|
||||
├── World 2 (游戏房间2)
|
||||
│ ├── GlobalSystem
|
||||
│ └── Scene 1
|
||||
└── World 3 (游戏房间3)
|
||||
```
|
||||
|
||||
WorldManager 为需要多世界隔离的高级应用提供了强大的管理能力。如果你的应用不需要多世界隔离,建议使用更简单的 [SceneManager](./scene-manager.md)。
|
||||
66
eslint.config.mjs
Normal file
66
eslint.config.mjs
Normal 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'
|
||||
]
|
||||
}
|
||||
];
|
||||
@@ -1,2 +0,0 @@
|
||||
[InternetShortcut]
|
||||
URL=https://docs.cocos.com/creator/manual/en/scripting/setup.html#custom-script-template
|
||||
24
extensions/cocos/cocos-ecs/.gitignore
vendored
24
extensions/cocos/cocos-ecs/.gitignore
vendored
@@ -1,24 +0,0 @@
|
||||
|
||||
#///////////////////////////
|
||||
# Cocos Creator 3D Project
|
||||
#///////////////////////////
|
||||
library/
|
||||
temp/
|
||||
local/
|
||||
build/
|
||||
profiles/
|
||||
native
|
||||
#//////////////////////////
|
||||
# NPM
|
||||
#//////////////////////////
|
||||
node_modules/
|
||||
|
||||
#//////////////////////////
|
||||
# VSCode
|
||||
#//////////////////////////
|
||||
.vscode/
|
||||
|
||||
#//////////////////////////
|
||||
# WebStorm
|
||||
#//////////////////////////
|
||||
.idea/
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "8c25761f-50d6-498b-a95f-d863bf1fbff1",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "3a66cbbc-6612-4408-838b-875d0bb2e9a3",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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": [
|
||||
"node_o6tsnrxyg"
|
||||
]
|
||||
},
|
||||
{
|
||||
"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": {
|
||||
"abortType": "LowerPriority"
|
||||
},
|
||||
"children": [
|
||||
"node_tljchzbno",
|
||||
"node_txhx0hau5",
|
||||
"node_r9kvcwv8u",
|
||||
"node_520hedw22"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "node_tljchzbno",
|
||||
"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",
|
||||
"executeWhenTrue": true,
|
||||
"abortType": "LowerPriority",
|
||||
"shouldReevaluate": true,
|
||||
"variableName": "{{isLowStamina}}",
|
||||
"operator": "equal",
|
||||
"compareValue": "true"
|
||||
},
|
||||
"children": [
|
||||
"node_ulp8qx68h"
|
||||
],
|
||||
"condition": {
|
||||
"type": "blackboard-value-comparison",
|
||||
"properties": {}
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "node_txhx0hau5",
|
||||
"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": {
|
||||
"conditionType": "blackboardCompare",
|
||||
"executeWhenTrue": true,
|
||||
"abortType": "LowerPriority",
|
||||
"shouldReevaluate": true,
|
||||
"variableName": "{{hasOre}}",
|
||||
"operator": "equal",
|
||||
"compareValue": "true"
|
||||
},
|
||||
"children": [
|
||||
"node_dhsz8rgl1"
|
||||
],
|
||||
"condition": {
|
||||
"type": "blackboard-value-comparison",
|
||||
"properties": {}
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "node_r9kvcwv8u",
|
||||
"type": "conditional-decorator",
|
||||
"name": "挖矿条件装饰器",
|
||||
"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",
|
||||
"executeWhenTrue": true,
|
||||
"abortType": "LowerPriority",
|
||||
"shouldReevaluate": true,
|
||||
"variableName": "{{isLowStamina}}",
|
||||
"operator": "equal",
|
||||
"compareValue": "false"
|
||||
},
|
||||
"children": [
|
||||
"node_zguxml6u7"
|
||||
],
|
||||
"condition": {
|
||||
"type": "blackboard-value-comparison",
|
||||
"properties": {}
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "node_ulp8qx68h",
|
||||
"type": "sequence",
|
||||
"name": "序列器",
|
||||
"description": "按顺序执行子节点,任一失败则整体失败",
|
||||
"properties": {
|
||||
"abortType": "None"
|
||||
},
|
||||
"children": [
|
||||
"node_0fgq85ovw",
|
||||
"node_9v13vpqyr"
|
||||
]
|
||||
},
|
||||
{
|
||||
"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": {
|
||||
"eventName": "go-home-rest",
|
||||
"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",
|
||||
"description": "按顺序执行子节点,任一失败则整体失败",
|
||||
"properties": {
|
||||
"abortType": "None"
|
||||
},
|
||||
"children": [
|
||||
"node_ui4ja9mlj",
|
||||
"node_o5c7hv5wx"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "node_zguxml6u7",
|
||||
"type": "sequence",
|
||||
"name": "序列器",
|
||||
"description": "按顺序执行子节点,任一失败则整体失败",
|
||||
"properties": {
|
||||
"abortType": "None"
|
||||
},
|
||||
"children": [
|
||||
"node_969njccy2",
|
||||
"node_zf0sgkqev"
|
||||
]
|
||||
}
|
||||
],
|
||||
"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"
|
||||
},
|
||||
{
|
||||
"name": "isLowStamina",
|
||||
"type": "boolean",
|
||||
"value": false,
|
||||
"description": "是否低体力 - 体力低于20%时为true",
|
||||
"group": "体力系统"
|
||||
},
|
||||
{
|
||||
"name": "isResting",
|
||||
"type": "boolean",
|
||||
"value": false,
|
||||
"description": "是否正在休息",
|
||||
"group": "体力系统"
|
||||
},
|
||||
{
|
||||
"name": "homePosition",
|
||||
"type": "vector3",
|
||||
"value": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"description": "家的位置 - 矿工休息的地方",
|
||||
"group": "体力系统"
|
||||
},
|
||||
{
|
||||
"name": "hasOre",
|
||||
"type": "boolean",
|
||||
"value": false,
|
||||
"description": "是否携带矿石",
|
||||
"group": "工作状态"
|
||||
},
|
||||
{
|
||||
"name": "currentCommand",
|
||||
"type": "string",
|
||||
"value": "mine",
|
||||
"description": "当前命令",
|
||||
"group": "工作状态"
|
||||
},
|
||||
{
|
||||
"name": "hasTarget",
|
||||
"type": "boolean",
|
||||
"value": false,
|
||||
"description": "是否有目标",
|
||||
"group": "工作状态"
|
||||
},
|
||||
{
|
||||
"name": "targetPosition",
|
||||
"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",
|
||||
"version": "1.0",
|
||||
"exportType": "clean"
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
{
|
||||
"ver": "2.0.1",
|
||||
"importer": "json",
|
||||
"imported": true,
|
||||
"uuid": "598e1450-8c7a-46c7-9540-398f9809d627",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,12 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"importer": "*",
|
||||
"imported": true,
|
||||
"uuid": "24c6e7e6-4ff0-4e7b-b470-9468bfa66b5d",
|
||||
"files": [
|
||||
".btree",
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "2bf3ded8-4054-4d8f-a367-c76b21eaf538",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,13 +0,0 @@
|
||||
{
|
||||
"ver": "1.1.50",
|
||||
"importer": "prefab",
|
||||
"imported": true,
|
||||
"uuid": "51a6e245-2983-4258-be9f-9e21378f7f9f",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {
|
||||
"syncNodeName": "Panel_Node"
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "4fd895f7-6b0f-4357-aa3a-7c2e88ffac9a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "829183be-61a1-4494-bf64-3df359c0e8e7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "240e4a78-e55f-47a8-84de-39220bba1321",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,757 +0,0 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.SceneAsset",
|
||||
"_name": "behaviour-example-scene",
|
||||
"_objFlags": 0,
|
||||
"__editorExtras__": {},
|
||||
"_native": "",
|
||||
"scene": {
|
||||
"__id__": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Scene",
|
||||
"_name": "behaviour-example-scene",
|
||||
"_objFlags": 0,
|
||||
"__editorExtras__": {},
|
||||
"_parent": null,
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 2
|
||||
},
|
||||
{
|
||||
"__id__": 5
|
||||
},
|
||||
{
|
||||
"__id__": 7
|
||||
},
|
||||
{
|
||||
"__id__": 8
|
||||
},
|
||||
{
|
||||
"__id__": 14
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": null,
|
||||
"_lpos": {
|
||||
"__type__": "cc.Vec3",
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"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
|
||||
}
|
||||
]
|
||||
@@ -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
@@ -1,11 +0,0 @@
|
||||
{
|
||||
"ver": "1.1.50",
|
||||
"importer": "scene",
|
||||
"imported": true,
|
||||
"uuid": "fcbf2917-6d43-4528-8829-7ee089594879",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "1556cd72-9618-4f9f-b9e7-28152a33bde9",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "c3386f4a-9bef-416f-b770-fcec91cedbc4",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "d07d95ad-f180-4b6e-9d0a-7248e75ec795",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "8efd182b-9891-4903-bef2-eb07b5184263",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "891c88fc-282d-4791-a961-8d85244bfee7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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';
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5f877c25-5c26-49c6-bbb5-7ff36323e0a1",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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()
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "739ff9ee-42d5-4542-bb5b-3e7611c729e2",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ac45cfc7-cf47-4315-bdf0-ba002b45b4b6",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "7478e794-dd80-4661-9421-8e147d33c51e",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user