926 lines
22 KiB
Markdown
926 lines
22 KiB
Markdown
# 核心 API 参考
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本文档详细介绍 ECS Framework 的核心 API 和使用方法。
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> **不熟悉ECS概念?** 建议先阅读 [技术概念详解](concepts-explained.md) 了解ECS架构基础和性能优化原理
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## ECS 架构概述
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ECS 架构将传统的面向对象设计分解为三个核心部分:
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- **Entity(实体)** - 游戏世界中的对象,包含基本属性如位置、旋转、缩放
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- **Component(组件)** - 包含数据和行为的功能模块
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- **System(系统)** - 处理实体集合的逻辑处理单元
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## Core(核心)
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Core 是框架的核心管理类,负责游戏的生命周期管理。框架采用融合设计,既支持传统的单Scene模式(向后兼容),也支持高级的多World/多Scene架构。
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### 创建和配置
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```typescript
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import { Core, ICoreConfig } from '@esengine/ecs-framework';
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// 创建核心实例(使用配置对象 - 推荐)
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const config: ICoreConfig = {
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debug: true, // 启用调试模式
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enableEntitySystems: true, // 启用实体系统
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debugConfig: { // 可选:远程调试配置
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enabled: true,
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websocketUrl: 'ws://localhost:8080',
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autoReconnect: true,
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updateInterval: 1000,
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channels: {
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entities: true,
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systems: true,
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performance: true,
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components: true,
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scenes: true
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}
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}
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};
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const core = Core.create(config);
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// 简化创建(向后兼容)
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const core1 = Core.create(true); // 调试模式
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const core2 = Core.create(false); // 发布模式
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const core3 = Core.create(); // 默认调试模式
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```
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### 场景管理API
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```typescript
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// 单Scene模式(默认,向后兼容)
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const scene = new Scene();
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Core.setScene(scene); // 设置场景
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const currentScene = Core.getScene(); // 获取当前场景
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// 多World模式(高级功能)
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Core.enableWorldManager(); // 启用World管理器
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const worldManager = Core.getWorldManager();
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// 创建World
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const gameWorld = worldManager.createWorld('GameWorld', {
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name: 'GameWorld',
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maxScenes: 10,
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autoCleanup: true
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});
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// 在World中管理Scene
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const battleScene = gameWorld.createScene('battle', new Scene());
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const uiScene = gameWorld.createScene('ui', new Scene());
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gameWorld.setSceneActive('battle', true);
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gameWorld.setSceneActive('ui', true);
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// 启动World
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gameWorld.start();
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// 获取World统计
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const worldStats = gameWorld.getStats();
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console.log('World状态:', worldStats);
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```
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### 事件系统
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```typescript
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import { EntityManager, ECSEventType } from '@esengine/ecs-framework';
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// 获取EntityManager的事件系统
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const entityManager = new EntityManager();
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const eventBus = entityManager.eventBus;
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// 监听实体事件
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eventBus.onEntityCreated((data) => {
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console.log(`实体创建: ${data.entityName}`);
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});
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eventBus.onComponentAdded((data) => {
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console.log(`组件添加: ${data.componentType}`);
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});
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// 发送自定义事件
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eventBus.emit("customEvent", { data: "value" });
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// 使用事件装饰器(推荐)
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import { EventHandler } from '@esengine/ecs-framework';
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class GameSystem {
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@EventHandler('entity:died')
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onEntityDied(data: any) {
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console.log('实体死亡:', data);
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}
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}
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```
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### 定时器系统
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```typescript
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// 延迟执行
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Core.schedule(2.0, false, this, (timer) => {
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console.log("2秒后执行");
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});
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// 重复执行
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Core.schedule(1.0, true, this, (timer) => {
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console.log("每秒执行一次");
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});
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```
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## Scene(场景)
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场景是游戏世界的容器,管理实体和系统的生命周期。
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### 创建和使用场景
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```typescript
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import { Scene } from '@esengine/ecs-framework';
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// 创建场景
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const scene = new Scene();
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scene.name = "GameScene";
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// 设置为当前场景
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Core.setScene(scene;
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// 场景生命周期
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scene.begin(); // 开始场景
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scene.update(); // 更新场景
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scene.end(); // 结束场景
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```
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### 批量实体管理
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```typescript
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// 批量创建实体 - 高性能
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const entities = scene.createEntities(1000, "Enemy");
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// 批量添加实体(延迟缓存清理)
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entities.forEach(entity => {
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scene.addEntity(entity, false); // 延迟清理
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});
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scene.querySystem.clearCache(); // 手动清理缓存
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// 获取性能统计
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const stats = scene.getStats();
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console.log(`实体数量: ${stats.entityCount}`);
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```
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## Entity(实体)
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实体是游戏世界中的基本对象,包含位置、旋转、缩放等基本属性。
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### 实体的基本属性
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```typescript
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const entity = scene.createEntity("MyEntity");
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// 标签(用于分类)
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entity.tag = 1;
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// 启用状态
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entity.enabled = true;
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// 活跃状态
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entity.active = true;
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// 更新顺序
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entity.updateOrder = 10;
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// 注意:框架专注于ECS架构,不提供Transform相关功能
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// 位置、旋转、缩放等Transform功能需要通过组件实现
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class TransformComponent extends Component {
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public x: number = 0;
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public y: number = 0;
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public rotation: number = 0;
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public scaleX: number = 1;
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public scaleY: number = 1;
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}
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// 使用Transform组件
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const transform = entity.addComponent(new TransformComponent());
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transform.x = 100;
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transform.y = 200;
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transform.rotation = Math.PI / 4;
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```
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### 实体层级关系
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```typescript
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// 添加子实体
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const parent = scene.createEntity("Parent");
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const child = scene.createEntity("Child");
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parent.addChild(child);
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// 获取父实体
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const parentEntity = child.parent;
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// 获取所有子实体
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const children = parent.children;
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// 查找子实体
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const foundChild = parent.findChild("Child");
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// 按标签查找子实体
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const taggedChildren = parent.findChildrenByTag(1);
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// 移除子实体
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parent.removeChild(child);
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// 移除所有子实体
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parent.removeAllChildren();
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```
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### 实体生命周期
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```typescript
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// 检查实体是否被销毁
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if (!entity.isDestroyed) {
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// 实体仍然有效
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}
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// 销毁实体
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entity.destroy();
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// 获取实体调试信息
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const debugInfo = entity.getDebugInfo();
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console.log(debugInfo);
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```
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## Component(组件)
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组件包含数据和行为,定义了实体的特性和能力。
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### 创建组件
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```typescript
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import { Component } from '@esengine/ecs-framework';
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class HealthComponent extends Component {
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public maxHealth: number = 100;
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public currentHealth: number = 100;
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public takeDamage(damage: number) {
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this.currentHealth -= damage;
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if (this.currentHealth <= 0) {
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this.entity.destroy();
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}
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}
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public heal(amount: number) {
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this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
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}
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}
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```
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### 组件生命周期
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```typescript
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class MyComponent extends Component {
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public onAddedToEntity() {
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// 组件被添加到实体时调用
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console.log("组件已添加到实体:", this.entity.name);
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}
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public onRemovedFromEntity() {
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// 组件从实体移除时调用
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console.log("组件已从实体移除");
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}
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public onEnabled() {
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// 组件启用时调用
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console.log("组件已启用");
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}
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public onDisabled() {
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// 组件禁用时调用
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console.log("组件已禁用");
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}
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public update() {
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// 每帧更新(如果组件启用)
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console.log("组件更新");
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}
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}
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```
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### 组件管理
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```typescript
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// 添加组件
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const health = entity.addComponent(new HealthComponent());
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// 创建并添加组件
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const movement = entity.createComponent(MovementComponent, 200); // 传递构造参数
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// 获取组件
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const healthComp = entity.getComponent(HealthComponent);
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// 检查组件是否存在
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if (entity.hasComponent(HealthComponent)) {
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// 处理逻辑
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}
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// 获取或创建组件
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const weapon = entity.getOrCreateComponent(WeaponComponent);
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// 获取多个同类型组件
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const allHealthComps = entity.getComponents(HealthComponent);
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// 移除组件
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entity.removeComponent(healthComp);
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// 按类型移除组件
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entity.removeComponentByType(HealthComponent);
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// 移除所有组件
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entity.removeAllComponents();
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```
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### 组件对象池优化
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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class BulletComponent extends Component {
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public damage: number = 10;
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public speed: number = 300;
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// 对象池重置方法
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public reset() {
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this.damage = 10;
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this.speed = 300;
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}
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}
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// 注册组件池
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ComponentPoolManager.getInstance().registerPool(
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'BulletComponent',
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() => new BulletComponent(),
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(bullet) => bullet.reset(),
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1000
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);
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// 使用对象池获取组件
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const bullet = ComponentPoolManager.getInstance().acquireComponent('BulletComponent');
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if (bullet) {
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entity.addComponent(bullet);
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}
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// 释放组件回对象池
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ComponentPoolManager.getInstance().releaseComponent('BulletComponent', bullet);
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// 预热所有组件池
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ComponentPoolManager.getInstance().prewarmAll(100);
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// 获取池统计
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const stats = ComponentPoolManager.getInstance().getPoolStats();
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console.log('组件池统计:', stats);
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```
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## Scene(场景)
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场景是实体和系统的容器,管理游戏世界的状态。
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### 场景生命周期
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```typescript
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import { Scene } from '@esengine/ecs-framework';
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class GameScene extends Scene {
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public initialize() {
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// 场景初始化,创建实体和系统
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this.setupEntities();
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this.setupSystems();
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}
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public onStart() {
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// 场景开始运行时调用
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console.log("场景开始");
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}
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public unload() {
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// 场景卸载时调用
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console.log("场景卸载");
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}
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private setupEntities() {
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const player = this.createEntity("Player");
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player.addComponent(new PlayerComponent());
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}
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private setupSystems() {
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this.addEntityProcessor(new MovementSystem());
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}
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}
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```
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### 实体管理
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```typescript
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// 创建实体
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const entity = scene.createEntity("MyEntity");
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// 添加现有实体
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scene.addEntity(entity);
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// 查找实体
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const player = scene.findEntity("Player");
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const entityById = scene.findEntityById(123);
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const entitiesByTag = scene.findEntitiesByTag(1);
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// 销毁所有实体
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scene.destroyAllEntities();
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// 获取场景统计信息
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const stats = scene.getStats();
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console.log("实体数量:", stats.entityCount);
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console.log("系统数量:", stats.processorCount);
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```
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## World(世界)
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World是Scene的容器,提供了更高级的场景管理功能。每个World可以包含多个Scene,适用于复杂的游戏架构。
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### World基本使用
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```typescript
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import { World, Scene, IWorldConfig } from '@esengine/ecs-framework';
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// 创建World配置
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const worldConfig: IWorldConfig = {
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name: 'GameWorld',
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debug: true,
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maxScenes: 10,
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autoCleanup: true
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};
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// 创建World
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const gameWorld = new World(worldConfig);
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// 在World中创建Scene
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const battleScene = gameWorld.createScene('battle', new Scene());
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const uiScene = gameWorld.createScene('ui', new Scene());
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const menuScene = gameWorld.createScene('menu');
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// 激活Scene
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gameWorld.setSceneActive('battle', true);
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gameWorld.setSceneActive('ui', true);
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// 启动World
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gameWorld.start();
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```
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### World生命周期管理
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```typescript
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// 启动World(启动所有全局System)
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gameWorld.start();
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// 检查World状态
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if (gameWorld.isActive) {
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console.log('World正在运行');
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}
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// 停止World(停止所有Scene和全局System)
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gameWorld.stop();
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// 销毁World(清理所有资源)
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gameWorld.destroy();
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```
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### Scene管理
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```typescript
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// 获取Scene
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const battleScene = gameWorld.getScene<Scene>('battle');
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// 检查Scene是否激活
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if (gameWorld.isSceneActive('battle')) {
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console.log('战斗场景正在运行');
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}
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// 移除Scene
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gameWorld.removeScene('menu');
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// 获取所有Scene ID
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const sceneIds = gameWorld.getSceneIds();
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console.log('所有Scene:', sceneIds);
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// 获取活跃Scene数量
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const activeCount = gameWorld.getActiveSceneCount();
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console.log('活跃Scene数量:', activeCount);
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```
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### 全局System管理
|
||
|
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World支持全局System,这些System会在所有Scene之前执行,适用于跨Scene的业务逻辑:
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|
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```typescript
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import { IGlobalSystem } from '@esengine/ecs-framework';
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// 全局网络同步系统
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class GlobalNetworkSystem implements IGlobalSystem {
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public readonly name = 'GlobalNetworkSystem';
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public initialize(): void {
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// 初始化网络连接
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console.log('网络系统初始化');
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}
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public update(): void {
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// 处理全局网络同步逻辑
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// 注意:全局系统处理的是World级别的逻辑,不直接处理实体
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// 如需处理特定实体,请在Scene中使用EntitySystem
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this.syncGlobalNetworkState();
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}
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||
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public reset(): void {
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// 重置系统状态
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}
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public destroy(): void {
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||
// 清理网络连接
|
||
console.log('网络系统销毁');
|
||
}
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private syncGlobalNetworkState(): void {
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||
// 全局网络状态同步
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}
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}
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// 添加全局System
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||
const networkSystem = gameWorld.addGlobalSystem(new GlobalNetworkSystem());
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// 获取全局System
|
||
const existingSystem = gameWorld.getGlobalSystem(GlobalNetworkSystem);
|
||
|
||
// 移除全局System
|
||
gameWorld.removeGlobalSystem(networkSystem);
|
||
```
|
||
|
||
> **注意**:全局System适用于World级别的业务逻辑(如网络管理、资源管理、全局状态管理等)。如果需要处理具体的实体和组件,请在Scene中使用EntitySystem。
|
||
|
||
### World状态监控
|
||
|
||
```typescript
|
||
// 获取World状态
|
||
const status = gameWorld.getStatus();
|
||
console.log('World状态:', {
|
||
name: status.name,
|
||
isActive: status.isActive,
|
||
sceneCount: status.sceneCount,
|
||
activeSceneCount: status.activeSceneCount,
|
||
globalSystemCount: status.globalSystemCount,
|
||
scenes: status.scenes
|
||
});
|
||
|
||
// 获取World统计信息
|
||
const stats = gameWorld.getStats();
|
||
console.log('World统计:', {
|
||
totalEntities: stats.totalEntities,
|
||
totalSystems: stats.totalSystems,
|
||
memoryUsage: stats.memoryUsage
|
||
});
|
||
```
|
||
|
||
## WorldManager(世界管理器)
|
||
|
||
WorldManager是单例模式的World管理器,负责管理多个World实例。
|
||
|
||
### WorldManager基本使用
|
||
|
||
```typescript
|
||
import { WorldManager, IWorldManagerConfig } from '@esengine/ecs-framework';
|
||
|
||
// 获取WorldManager实例
|
||
const worldManager = WorldManager.getInstance({
|
||
maxWorlds: 50,
|
||
autoCleanup: true,
|
||
debug: true
|
||
});
|
||
|
||
// 或者通过Core获取
|
||
Core.enableWorldManager();
|
||
const worldManager2 = Core.getWorldManager();
|
||
```
|
||
|
||
### World管理
|
||
|
||
```typescript
|
||
// 创建World
|
||
const gameWorld = worldManager.createWorld('GameRoom_001', {
|
||
name: 'GameRoom_001',
|
||
maxScenes: 5,
|
||
autoCleanup: true
|
||
});
|
||
|
||
// 获取World
|
||
const existingWorld = worldManager.getWorld('GameRoom_001');
|
||
|
||
// 检查World是否存在
|
||
if (worldManager.getWorld('GameRoom_001')) {
|
||
console.log('World存在');
|
||
}
|
||
|
||
// 销毁World
|
||
worldManager.removeWorld('GameRoom_001');
|
||
|
||
// 获取所有World ID
|
||
const worldIds = worldManager.getWorldIds();
|
||
console.log('所有World ID:', worldIds);
|
||
|
||
// 获取活跃World
|
||
const activeWorlds = worldManager.getActiveWorlds();
|
||
console.log('活跃World数量:', activeWorlds.length);
|
||
```
|
||
|
||
### WorldManager统计和监控
|
||
|
||
```typescript
|
||
// 获取WorldManager状态
|
||
const managerStatus = worldManager.getStatus();
|
||
console.log('WorldManager状态:', {
|
||
totalWorlds: managerStatus.totalWorlds,
|
||
activeWorlds: managerStatus.activeWorlds,
|
||
maxWorlds: managerStatus.maxWorlds,
|
||
memoryUsage: managerStatus.memoryUsage
|
||
});
|
||
|
||
// 获取所有World的统计
|
||
const allStats = worldManager.getAllWorldStats();
|
||
allStats.forEach(stat => {
|
||
console.log(`World ${stat.worldName}:`, stat);
|
||
});
|
||
|
||
// 清理空闲World
|
||
const cleanedCount = worldManager.cleanup();
|
||
console.log(`清理了 ${cleanedCount} 个空闲World`);
|
||
```
|
||
|
||
### 使用场景
|
||
|
||
World和WorldManager适用于:
|
||
- **游戏服务器**:每个房间一个独立World
|
||
- **复杂客户端**:按功能分层管理Scene(游戏层、UI层、特效层)
|
||
- **并发世界**:需要同时运行多个独立游戏世界的场景
|
||
|
||
> **完整示例和最佳实践**:查看 [场景管理完整指南](scene-management-guide.md#world多场景管理) 了解详细的实现方案和架构设计
|
||
|
||
## System(系统)
|
||
|
||
系统处理实体集合,实现游戏的核心逻辑。
|
||
|
||
### EntitySystem
|
||
|
||
最常用的系统类型,处理实体集合:
|
||
|
||
```typescript
|
||
import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||
|
||
class MovementSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(MovementComponent));
|
||
}
|
||
|
||
protected process(entities: Entity[]) {
|
||
for (const entity of entities) {
|
||
const movement = entity.getComponent(MovementComponent);
|
||
if (movement) {
|
||
movement.update();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### ProcessingSystem
|
||
|
||
定期处理的系统:
|
||
|
||
```typescript
|
||
import { ProcessingSystem, Time, Matcher } from '@esengine/ecs-framework';
|
||
|
||
class HealthRegenerationSystem extends ProcessingSystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(HealthComponent));
|
||
}
|
||
|
||
public processSystem() {
|
||
// ProcessingSystem不处理具体实体,而是执行全局逻辑
|
||
// 如果需要处理实体,应该使用EntitySystem
|
||
this.regenerateAllPlayerHealth();
|
||
}
|
||
|
||
private regenerateAllPlayerHealth() {
|
||
// 通过场景查找所有玩家实体并恢复生命值
|
||
const players = this.scene.findEntitiesByTag(PlayerTag);
|
||
for (const player of players) {
|
||
const health = player.getComponent(HealthComponent);
|
||
if (health && health.currentHealth < health.maxHealth) {
|
||
health.currentHealth += 10 * Time.deltaTime;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### IntervalSystem
|
||
|
||
按时间间隔执行的系统:
|
||
|
||
```typescript
|
||
import { IntervalSystem, Matcher } from '@esengine/ecs-framework';
|
||
|
||
class SpawnSystem extends IntervalSystem {
|
||
constructor() {
|
||
// IntervalSystem需要Matcher和间隔时间
|
||
super(Matcher.empty(), 3.0); // 每3秒执行一次
|
||
}
|
||
|
||
protected process(entities: Entity[]) {
|
||
// 生成敌人
|
||
const enemy = this.scene.createEntity("Enemy");
|
||
enemy.addComponent(new EnemyComponent());
|
||
}
|
||
}
|
||
```
|
||
|
||
### PassiveSystem
|
||
|
||
被动系统,不自动处理实体:
|
||
|
||
```typescript
|
||
import { PassiveSystem, Matcher } from '@esengine/ecs-framework';
|
||
|
||
class CollisionSystem extends PassiveSystem {
|
||
constructor() {
|
||
super(Matcher.empty());
|
||
}
|
||
|
||
public checkCollisions() {
|
||
// 手动调用的碰撞检测逻辑
|
||
}
|
||
}
|
||
```
|
||
|
||
## Time(时间)
|
||
|
||
时间管理工具类,提供游戏时间相关功能:
|
||
|
||
```typescript
|
||
import { Time } from '@esengine/ecs-framework';
|
||
|
||
// 获取时间信息
|
||
console.log("帧时间:", Time.deltaTime);
|
||
console.log("总时间:", Time.totalTime);
|
||
console.log("帧数:", Time.frameCount);
|
||
console.log("时间缩放:", Time.timeScale);
|
||
|
||
// 设置时间缩放(慢动作效果)
|
||
Time.timeScale = 0.5;
|
||
|
||
// 检查时间间隔
|
||
if (Time.checkEvery(1.0, lastCheckTime)) {
|
||
// 每秒执行一次
|
||
}
|
||
```
|
||
|
||
## 性能监控
|
||
|
||
框架内置性能监控工具:
|
||
|
||
```typescript
|
||
import { PerformanceMonitor } from '@esengine/ecs-framework';
|
||
|
||
// 获取性能监控实例
|
||
const monitor = PerformanceMonitor.instance;
|
||
|
||
// 查看性能数据
|
||
console.log("平均FPS:", monitor.averageFPS);
|
||
console.log("最小FPS:", monitor.minFPS);
|
||
console.log("最大FPS:", monitor.maxFPS);
|
||
console.log("内存使用:", monitor.memoryUsage);
|
||
|
||
// 重置性能数据
|
||
monitor.reset();
|
||
```
|
||
|
||
## 对象池
|
||
|
||
内存管理优化工具:
|
||
|
||
```typescript
|
||
import { Pool, IPoolable } from '@esengine/ecs-framework';
|
||
|
||
// 定义可池化的对象(需要实现IPoolable接口)
|
||
class Bullet implements IPoolable {
|
||
public x: number = 0;
|
||
public y: number = 0;
|
||
public speed: number = 0;
|
||
|
||
// 重置对象状态,准备重用
|
||
public reset(): void {
|
||
this.x = 0;
|
||
this.y = 0;
|
||
this.speed = 0;
|
||
}
|
||
}
|
||
|
||
// 创建对象池
|
||
const bulletPool = new Pool<Bullet>(() => new Bullet(), 100);
|
||
|
||
// 预热对象池
|
||
bulletPool.warmUp(20);
|
||
|
||
// 使用对象池
|
||
const bullet = bulletPool.obtain();
|
||
bullet.x = 100;
|
||
bullet.y = 200;
|
||
bullet.speed = 500;
|
||
|
||
// 使用完后归还到池中
|
||
bulletPool.free(bullet);
|
||
|
||
// 查看池统计信息
|
||
console.log(bulletPool.getStats());
|
||
|
||
// 清空对象池
|
||
bulletPool.clear();
|
||
|
||
// 使用静态方法(自动管理池)
|
||
const bullet2 = Pool.obtain(Bullet);
|
||
Pool.free(Bullet, bullet2);
|
||
```
|
||
|
||
## 最佳实践
|
||
|
||
### 1. 实体设计
|
||
|
||
- 实体只包含基本属性,功能通过组件实现
|
||
- 合理使用实体层级关系
|
||
- 及时销毁不需要的实体
|
||
|
||
### 2. 组件设计
|
||
|
||
- 组件保持单一职责
|
||
- 使用生命周期方法进行初始化和清理
|
||
- 避免组件间直接依赖
|
||
|
||
### 3. 系统设计
|
||
|
||
- 系统专注于特定逻辑处理
|
||
- 合理设置系统更新顺序
|
||
- 使用被动系统处理特殊逻辑
|
||
|
||
### 4. 性能优化
|
||
|
||
- 使用对象池减少内存分配
|
||
- 监控性能数据
|
||
- 合理使用时间缩放
|
||
|
||
## 高级性能优化功能
|
||
|
||
### 查询系统优化
|
||
|
||
框架内部已集成查询优化,无需手动配置。查询系统会自动使用最优的算法:
|
||
|
||
```typescript
|
||
// 查询系统会自动优化这些操作
|
||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||
const renderableEntities = scene.querySystem.queryAll(PositionComponent, RenderComponent);
|
||
|
||
// 获取查询统计信息
|
||
const queryStats = scene.querySystem.getStats();
|
||
console.log('查询统计:', queryStats);
|
||
```
|
||
|
||
### 批量操作API
|
||
|
||
```typescript
|
||
// 批量创建实体 - 最高性能
|
||
const entities = scene.createEntities(10000, "Bullets");
|
||
|
||
// 批量查询优化
|
||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent).entities;
|
||
```
|
||
|
||
## 总结
|
||
|
||
ECS Framework 提供了完整的实体组件系统架构:
|
||
|
||
- **Core** 管理游戏生命周期和全局功能,支持单Scene和多World模式
|
||
- **Entity** 作为游戏对象的基础容器
|
||
- **Component** 实现具体的功能模块,支持对象池优化
|
||
- **System** 处理游戏逻辑
|
||
- **Scene** 管理游戏世界状态,支持批量操作
|
||
- **World** 高级场景容器,支持多Scene管理和全局System
|
||
- **WorldManager** 管理多个World实例,适用于复杂架构
|
||
- **高级优化** 位掩码优化器、组件对象池、批量操作等
|
||
|
||
### 架构选择指南
|
||
|
||
- **单Scene模式**:适合简单游戏、单机游戏、原型开发
|
||
- **多World模式**:适合多人游戏服务器、复杂应用、需要场景隔离的项目
|
||
|
||
框架采用融合设计,确保向后兼容性的同时提供强大的扩展能力。通过合理使用这些核心概念和优化功能,可以构建出高性能、结构清晰、易于维护的游戏代码。 |