* docs(modules): 添加框架模块文档 添加以下模块的完整文档: - FSM (状态机): 状态定义、转换条件、优先级、事件监听 - Timer (定时器): 定时器调度、冷却系统、服务令牌 - Spatial (空间索引): GridSpatialIndex、AOI 兴趣区域管理 - Pathfinding (寻路): A* 算法、网格地图、导航网格、路径平滑 - Procgen (程序化生成): 噪声函数、种子随机数、加权随机 所有文档均基于实际源码 API 编写,包含: - 快速开始示例 - 完整 API 参考 - 实际使用案例 - 蓝图节点说明 - 最佳实践建议 * docs(modules): 添加 Blueprint 模块文档和所有模块英文版 新增中文文档: - Blueprint (蓝图可视化脚本): VM、自定义节点、组合系统、触发器 新增英文文档 (docs/en/modules/): - FSM: State machine API, transitions, ECS integration - Timer: Timers, cooldowns, service tokens - Spatial: Grid spatial index, AOI management - Pathfinding: A*, grid map, NavMesh, path smoothing - Procgen: Noise functions, seeded random, weighted random - Blueprint: Visual scripting, custom nodes, composition 所有文档均基于实际源码 API 编写。
480 lines
11 KiB
Markdown
480 lines
11 KiB
Markdown
# 定时器系统 (Timer)
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`@esengine/timer` 提供了一个灵活的定时器和冷却系统,用于游戏中的延迟执行、重复任务、技能冷却等场景。
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## 安装
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```bash
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npm install @esengine/timer
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```
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## 快速开始
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```typescript
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import { createTimerService } from '@esengine/timer';
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// 创建定时器服务
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const timerService = createTimerService();
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// 一次性定时器(1秒后执行)
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const handle = timerService.schedule('myTimer', 1000, () => {
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console.log('Timer fired!');
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});
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// 重复定时器(每100毫秒执行)
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timerService.scheduleRepeating('heartbeat', 100, () => {
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console.log('Tick');
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});
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// 冷却系统(5秒冷却)
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timerService.startCooldown('skill_fireball', 5000);
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if (timerService.isCooldownReady('skill_fireball')) {
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// 可以使用技能
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useFireball();
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timerService.startCooldown('skill_fireball', 5000);
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}
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// 游戏循环中更新
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function gameLoop(deltaTime: number) {
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timerService.update(deltaTime);
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}
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```
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## 核心概念
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### 定时器 vs 冷却
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| 特性 | 定时器 (Timer) | 冷却 (Cooldown) |
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|------|---------------|-----------------|
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| 用途 | 延迟执行代码 | 限制操作频率 |
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| 回调 | 有回调函数 | 无回调函数 |
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| 重复 | 支持重复执行 | 一次性 |
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| 查询 | 查询剩余时间 | 查询进度/是否就绪 |
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### TimerHandle
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调度定时器后返回的句柄对象,用于控制定时器:
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```typescript
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interface TimerHandle {
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readonly id: string; // 定时器 ID
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readonly isValid: boolean; // 是否有效(未被取消)
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cancel(): void; // 取消定时器
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}
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```
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### TimerInfo
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定时器信息对象:
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```typescript
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interface TimerInfo {
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readonly id: string; // 定时器 ID
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readonly remaining: number; // 剩余时间(毫秒)
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readonly repeating: boolean; // 是否重复执行
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readonly interval?: number; // 间隔时间(仅重复定时器)
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}
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```
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### CooldownInfo
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冷却信息对象:
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```typescript
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interface CooldownInfo {
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readonly id: string; // 冷却 ID
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readonly duration: number; // 总持续时间(毫秒)
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readonly remaining: number; // 剩余时间(毫秒)
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readonly progress: number; // 进度(0-1,0=刚开始,1=结束)
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readonly isReady: boolean; // 是否已就绪
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}
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```
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## API 参考
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### createTimerService
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```typescript
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function createTimerService(config?: TimerServiceConfig): ITimerService
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```
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**配置选项:**
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| 属性 | 类型 | 默认值 | 描述 |
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|------|------|--------|------|
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| `maxTimers` | `number` | `0` | 最大定时器数量(0 表示无限制) |
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| `maxCooldowns` | `number` | `0` | 最大冷却数量(0 表示无限制) |
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### 定时器 API
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#### schedule
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调度一次性定时器:
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```typescript
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const handle = timerService.schedule('explosion', 2000, () => {
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createExplosion();
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});
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// 提前取消
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handle.cancel();
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```
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#### scheduleRepeating
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调度重复定时器:
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```typescript
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// 每秒执行
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timerService.scheduleRepeating('regen', 1000, () => {
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player.hp += 5;
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});
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// 立即执行一次,然后每秒重复
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timerService.scheduleRepeating('tick', 1000, () => {
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console.log('Tick');
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}, true); // immediate = true
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```
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#### cancel / cancelById
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取消定时器:
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```typescript
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// 通过句柄取消
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handle.cancel();
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// 或
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timerService.cancel(handle);
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// 通过 ID 取消
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timerService.cancelById('regen');
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```
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#### hasTimer
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检查定时器是否存在:
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```typescript
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if (timerService.hasTimer('explosion')) {
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console.log('Explosion is pending');
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}
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```
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#### getTimerInfo
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获取定时器信息:
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```typescript
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const info = timerService.getTimerInfo('explosion');
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if (info) {
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console.log(`剩余时间: ${info.remaining}ms`);
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console.log(`是否重复: ${info.repeating}`);
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}
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```
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### 冷却 API
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#### startCooldown
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开始冷却:
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```typescript
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// 5秒冷却
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timerService.startCooldown('skill_fireball', 5000);
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```
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#### isCooldownReady / isOnCooldown
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检查冷却状态:
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```typescript
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if (timerService.isCooldownReady('skill_fireball')) {
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// 可以使用技能
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castFireball();
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timerService.startCooldown('skill_fireball', 5000);
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} else {
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console.log('技能还在冷却中');
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}
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// 或使用 isOnCooldown
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if (timerService.isOnCooldown('skill_fireball')) {
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console.log('冷却中...');
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}
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```
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#### getCooldownProgress / getCooldownRemaining
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获取冷却进度:
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```typescript
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// 进度 0-1(0=刚开始,1=完成)
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const progress = timerService.getCooldownProgress('skill_fireball');
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console.log(`冷却进度: ${(progress * 100).toFixed(0)}%`);
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// 剩余时间(毫秒)
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const remaining = timerService.getCooldownRemaining('skill_fireball');
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console.log(`剩余时间: ${(remaining / 1000).toFixed(1)}s`);
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```
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#### getCooldownInfo
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获取完整冷却信息:
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```typescript
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const info = timerService.getCooldownInfo('skill_fireball');
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if (info) {
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console.log(`总时长: ${info.duration}ms`);
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console.log(`剩余: ${info.remaining}ms`);
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console.log(`进度: ${info.progress}`);
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console.log(`就绪: ${info.isReady}`);
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}
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```
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#### resetCooldown / clearAllCooldowns
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重置冷却:
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```typescript
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// 重置单个冷却
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timerService.resetCooldown('skill_fireball');
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// 清除所有冷却(例如角色复活时)
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timerService.clearAllCooldowns();
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```
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### 生命周期
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#### update
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更新定时器服务(需要每帧调用):
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```typescript
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function gameLoop(deltaTime: number) {
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// deltaTime 单位是毫秒
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timerService.update(deltaTime);
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}
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```
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#### clear
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清除所有定时器和冷却:
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```typescript
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timerService.clear();
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```
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### 调试属性
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```typescript
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// 获取活跃定时器数量
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console.log(timerService.activeTimerCount);
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// 获取活跃冷却数量
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console.log(timerService.activeCooldownCount);
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// 获取所有活跃定时器 ID
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const timerIds = timerService.getActiveTimerIds();
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// 获取所有活跃冷却 ID
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const cooldownIds = timerService.getActiveCooldownIds();
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```
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## 实际示例
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### 技能冷却系统
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```typescript
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import { createTimerService, type ITimerService } from '@esengine/timer';
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class SkillSystem {
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private timerService: ITimerService;
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private skills: Map<string, SkillData> = new Map();
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constructor() {
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this.timerService = createTimerService();
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}
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registerSkill(id: string, data: SkillData): void {
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this.skills.set(id, data);
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}
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useSkill(skillId: string): boolean {
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const skill = this.skills.get(skillId);
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if (!skill) return false;
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// 检查冷却
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if (!this.timerService.isCooldownReady(skillId)) {
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const remaining = this.timerService.getCooldownRemaining(skillId);
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console.log(`技能 ${skillId} 冷却中,剩余 ${remaining}ms`);
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return false;
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}
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// 使用技能
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this.executeSkill(skill);
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// 开始冷却
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this.timerService.startCooldown(skillId, skill.cooldown);
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return true;
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}
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getSkillCooldownProgress(skillId: string): number {
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return this.timerService.getCooldownProgress(skillId);
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}
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update(dt: number): void {
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this.timerService.update(dt);
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}
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}
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interface SkillData {
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cooldown: number;
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// ... other properties
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}
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```
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### 延迟和定时效果
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```typescript
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class EffectSystem {
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private timerService: ITimerService;
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constructor(timerService: ITimerService) {
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this.timerService = timerService;
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}
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// 延迟爆炸
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scheduleExplosion(position: { x: number; y: number }, delay: number): void {
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this.timerService.schedule(`explosion_${Date.now()}`, delay, () => {
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this.createExplosion(position);
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});
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}
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// DOT 伤害(每秒造成伤害)
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applyDOT(target: Entity, damage: number, duration: number): void {
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const dotId = `dot_${target.id}_${Date.now()}`;
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let elapsed = 0;
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this.timerService.scheduleRepeating(dotId, 1000, () => {
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elapsed += 1000;
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target.takeDamage(damage);
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if (elapsed >= duration) {
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this.timerService.cancelById(dotId);
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}
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});
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}
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// BUFF 效果(持续一段时间)
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applyBuff(target: Entity, buffId: string, duration: number): void {
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target.addBuff(buffId);
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this.timerService.schedule(`buff_expire_${buffId}`, duration, () => {
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target.removeBuff(buffId);
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});
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}
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}
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```
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### 与 ECS 集成
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```typescript
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import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
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import { createTimerService, type ITimerService } from '@esengine/timer';
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// 定时器组件
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class TimerComponent extends Component {
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timerService: ITimerService;
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constructor() {
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super();
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this.timerService = createTimerService();
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}
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}
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// 定时器系统
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class TimerSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(TimerComponent));
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}
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protected processEntity(entity: Entity, dt: number): void {
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const timer = entity.getComponent(TimerComponent);
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timer.timerService.update(dt);
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}
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}
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// 冷却组件(用于共享冷却)
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class CooldownComponent extends Component {
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constructor(public timerService: ITimerService) {
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super();
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}
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}
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```
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## 蓝图节点
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Timer 模块提供了可视化脚本支持的蓝图节点:
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### 冷却节点
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- `StartCooldown` - 开始冷却
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- `IsCooldownReady` - 检查冷却是否就绪
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- `GetCooldownProgress` - 获取冷却进度
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- `GetCooldownInfo` - 获取详细冷却信息
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- `ResetCooldown` - 重置冷却
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### 定时器节点
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- `HasTimer` - 检查定时器是否存在
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- `CancelTimer` - 取消定时器
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- `GetTimerRemaining` - 获取定时器剩余时间
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## 服务令牌
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在依赖注入场景中使用:
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```typescript
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import { TimerServiceToken, createTimerService } from '@esengine/timer';
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// 注册服务
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services.register(TimerServiceToken, createTimerService());
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// 获取服务
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const timerService = services.get(TimerServiceToken);
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```
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## 最佳实践
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1. **使用有意义的 ID**:使用描述性的 ID 便于调试和管理
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```typescript
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// 好
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timerService.startCooldown('skill_fireball', 5000);
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// 不好
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timerService.startCooldown('cd1', 5000);
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```
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2. **避免重复 ID**:相同 ID 的定时器会覆盖之前的
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```typescript
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// 使用唯一 ID
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const uniqueId = `explosion_${entity.id}_${Date.now()}`;
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timerService.schedule(uniqueId, 1000, callback);
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```
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3. **及时清理**:在适当时机清理不需要的定时器和冷却
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```typescript
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// 实体销毁时
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onDestroy() {
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this.timerService.cancelById(this.timerId);
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}
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```
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4. **配置限制**:在生产环境考虑设置最大数量限制
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```typescript
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const timerService = createTimerService({
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maxTimers: 1000,
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maxCooldowns: 500
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});
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```
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