656 lines
15 KiB
Markdown
656 lines
15 KiB
Markdown
# 核心 API 参考
|
||
|
||
本文档详细介绍 ECS Framework 的核心 API 和使用方法。
|
||
|
||
> 🤔 **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
|
||
|
||
## ECS 架构概述
|
||
|
||
ECS 架构将传统的面向对象设计分解为三个核心部分:
|
||
|
||
- **Entity(实体)** - 游戏世界中的对象,包含基本属性如位置、旋转、缩放
|
||
- **Component(组件)** - 包含数据和行为的功能模块
|
||
- **System(系统)** - 处理实体集合的逻辑处理单元
|
||
|
||
## Core(核心)
|
||
|
||
Core 是框架的核心管理类,负责游戏的生命周期管理。
|
||
|
||
### 创建和配置
|
||
|
||
```typescript
|
||
import { Core, ICoreConfig } from '@esengine/ecs-framework';
|
||
|
||
// 创建核心实例(使用配置对象 - 推荐)
|
||
const config: ICoreConfig = {
|
||
debug: true, // 启用调试模式
|
||
enableEntitySystems: true, // 启用实体系统
|
||
debugConfig: { // 可选:远程调试配置
|
||
enabled: true,
|
||
websocketUrl: 'ws://localhost:8080',
|
||
autoReconnect: true,
|
||
updateInterval: 1000,
|
||
channels: {
|
||
entities: true,
|
||
systems: true,
|
||
performance: true,
|
||
components: true,
|
||
scenes: true
|
||
}
|
||
}
|
||
};
|
||
const core = Core.create(config);
|
||
|
||
// 简化创建(向后兼容)
|
||
const core1 = Core.create(true); // 调试模式
|
||
const core2 = Core.create(false); // 发布模式
|
||
const core3 = Core.create(); // 默认调试模式
|
||
```
|
||
|
||
### 事件系统
|
||
|
||
```typescript
|
||
import { EntityManager, ECSEventType } from '@esengine/ecs-framework';
|
||
|
||
// 获取EntityManager的事件系统
|
||
const entityManager = new EntityManager();
|
||
const eventBus = entityManager.eventBus;
|
||
|
||
// 监听实体事件
|
||
eventBus.onEntityCreated((data) => {
|
||
console.log(`实体创建: ${data.entityName}`);
|
||
});
|
||
|
||
eventBus.onComponentAdded((data) => {
|
||
console.log(`组件添加: ${data.componentType}`);
|
||
});
|
||
|
||
// 发送自定义事件
|
||
eventBus.emit("customEvent", { data: "value" });
|
||
|
||
// 使用事件装饰器(推荐)
|
||
import { EventHandler } from '@esengine/ecs-framework';
|
||
|
||
class GameSystem {
|
||
@EventHandler('entity:died')
|
||
onEntityDied(data: any) {
|
||
console.log('实体死亡:', data);
|
||
}
|
||
}
|
||
```
|
||
|
||
### 定时器系统
|
||
|
||
```typescript
|
||
// 延迟执行
|
||
Core.schedule(2.0, false, this, (timer) => {
|
||
console.log("2秒后执行");
|
||
});
|
||
|
||
// 重复执行
|
||
Core.schedule(1.0, true, this, (timer) => {
|
||
console.log("每秒执行一次");
|
||
});
|
||
```
|
||
|
||
## Scene(场景)
|
||
|
||
场景是游戏世界的容器,管理实体和系统的生命周期。
|
||
|
||
### 创建和使用场景
|
||
|
||
```typescript
|
||
import { Scene } from '@esengine/ecs-framework';
|
||
|
||
// 创建场景
|
||
const scene = new Scene();
|
||
scene.name = "GameScene";
|
||
|
||
// 设置为当前场景
|
||
Core.scene = scene;
|
||
|
||
// 场景生命周期
|
||
scene.begin(); // 开始场景
|
||
scene.update(); // 更新场景
|
||
scene.end(); // 结束场景
|
||
```
|
||
|
||
### 批量实体管理
|
||
|
||
```typescript
|
||
// 批量创建实体 - 高性能
|
||
const entities = scene.createEntities(1000, "Enemy");
|
||
|
||
// 批量添加实体(延迟缓存清理)
|
||
entities.forEach(entity => {
|
||
scene.addEntity(entity, false); // 延迟清理
|
||
});
|
||
scene.querySystem.clearCache(); // 手动清理缓存
|
||
|
||
// 获取性能统计
|
||
const stats = scene.getStats();
|
||
console.log(`实体数量: ${stats.entityCount}`);
|
||
```
|
||
|
||
## Entity(实体)
|
||
|
||
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。
|
||
|
||
### 实体的基本属性
|
||
|
||
```typescript
|
||
const entity = scene.createEntity("MyEntity");
|
||
|
||
// 标签(用于分类)
|
||
entity.tag = 1;
|
||
|
||
// 启用状态
|
||
entity.enabled = true;
|
||
|
||
// 活跃状态
|
||
entity.active = true;
|
||
|
||
// 更新顺序
|
||
entity.updateOrder = 10;
|
||
|
||
// 注意:框架专注于ECS架构,不提供Transform相关功能
|
||
// 位置、旋转、缩放等Transform功能需要通过组件实现
|
||
class TransformComponent extends Component {
|
||
public x: number = 0;
|
||
public y: number = 0;
|
||
public rotation: number = 0;
|
||
public scaleX: number = 1;
|
||
public scaleY: number = 1;
|
||
}
|
||
|
||
// 使用Transform组件
|
||
const transform = entity.addComponent(new TransformComponent());
|
||
transform.x = 100;
|
||
transform.y = 200;
|
||
transform.rotation = Math.PI / 4;
|
||
```
|
||
|
||
### 实体层级关系
|
||
|
||
```typescript
|
||
// 添加子实体
|
||
const parent = scene.createEntity("Parent");
|
||
const child = scene.createEntity("Child");
|
||
parent.addChild(child);
|
||
|
||
// 获取父实体
|
||
const parentEntity = child.parent;
|
||
|
||
// 获取所有子实体
|
||
const children = parent.children;
|
||
|
||
// 查找子实体
|
||
const foundChild = parent.findChild("Child");
|
||
|
||
// 按标签查找子实体
|
||
const taggedChildren = parent.findChildrenByTag(1);
|
||
|
||
// 移除子实体
|
||
parent.removeChild(child);
|
||
|
||
// 移除所有子实体
|
||
parent.removeAllChildren();
|
||
```
|
||
|
||
### 实体生命周期
|
||
|
||
```typescript
|
||
// 检查实体是否被销毁
|
||
if (!entity.isDestroyed) {
|
||
// 实体仍然有效
|
||
}
|
||
|
||
// 销毁实体
|
||
entity.destroy();
|
||
|
||
// 获取实体调试信息
|
||
const debugInfo = entity.getDebugInfo();
|
||
console.log(debugInfo);
|
||
```
|
||
|
||
## Component(组件)
|
||
|
||
组件包含数据和行为,定义了实体的特性和能力。
|
||
|
||
### 创建组件
|
||
|
||
```typescript
|
||
import { Component } from '@esengine/ecs-framework';
|
||
|
||
class HealthComponent extends Component {
|
||
public maxHealth: number = 100;
|
||
public currentHealth: number = 100;
|
||
|
||
public takeDamage(damage: number) {
|
||
this.currentHealth -= damage;
|
||
if (this.currentHealth <= 0) {
|
||
this.entity.destroy();
|
||
}
|
||
}
|
||
|
||
public heal(amount: number) {
|
||
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
|
||
}
|
||
}
|
||
```
|
||
|
||
### 组件生命周期
|
||
|
||
```typescript
|
||
class MyComponent extends Component {
|
||
public onAddedToEntity() {
|
||
// 组件被添加到实体时调用
|
||
console.log("组件已添加到实体:", this.entity.name);
|
||
}
|
||
|
||
public onRemovedFromEntity() {
|
||
// 组件从实体移除时调用
|
||
console.log("组件已从实体移除");
|
||
}
|
||
|
||
public onEnabled() {
|
||
// 组件启用时调用
|
||
console.log("组件已启用");
|
||
}
|
||
|
||
public onDisabled() {
|
||
// 组件禁用时调用
|
||
console.log("组件已禁用");
|
||
}
|
||
|
||
public update() {
|
||
// 每帧更新(如果组件启用)
|
||
console.log("组件更新");
|
||
}
|
||
}
|
||
```
|
||
|
||
### 组件管理
|
||
|
||
```typescript
|
||
// 添加组件
|
||
const health = entity.addComponent(new HealthComponent());
|
||
|
||
// 创建并添加组件
|
||
const movement = entity.createComponent(MovementComponent, 200); // 传递构造参数
|
||
|
||
// 获取组件
|
||
const healthComp = entity.getComponent(HealthComponent);
|
||
|
||
// 检查组件是否存在
|
||
if (entity.hasComponent(HealthComponent)) {
|
||
// 处理逻辑
|
||
}
|
||
|
||
// 获取或创建组件
|
||
const weapon = entity.getOrCreateComponent(WeaponComponent);
|
||
|
||
// 获取多个同类型组件
|
||
const allHealthComps = entity.getComponents(HealthComponent);
|
||
|
||
// 移除组件
|
||
entity.removeComponent(healthComp);
|
||
|
||
// 按类型移除组件
|
||
entity.removeComponentByType(HealthComponent);
|
||
|
||
// 移除所有组件
|
||
entity.removeAllComponents();
|
||
```
|
||
|
||
### 组件对象池优化
|
||
|
||
```typescript
|
||
import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
|
||
|
||
class BulletComponent extends Component {
|
||
public damage: number = 10;
|
||
public speed: number = 300;
|
||
|
||
// 对象池重置方法
|
||
public reset() {
|
||
this.damage = 10;
|
||
this.speed = 300;
|
||
}
|
||
}
|
||
|
||
// 注册组件池
|
||
ComponentPoolManager.getInstance().registerPool(
|
||
'BulletComponent',
|
||
() => new BulletComponent(),
|
||
(bullet) => bullet.reset(),
|
||
1000
|
||
);
|
||
|
||
// 使用对象池获取组件
|
||
const bullet = ComponentPoolManager.getInstance().acquireComponent('BulletComponent');
|
||
if (bullet) {
|
||
entity.addComponent(bullet);
|
||
}
|
||
|
||
// 释放组件回对象池
|
||
ComponentPoolManager.getInstance().releaseComponent('BulletComponent', bullet);
|
||
|
||
// 预热所有组件池
|
||
ComponentPoolManager.getInstance().prewarmAll(100);
|
||
|
||
// 获取池统计
|
||
const stats = ComponentPoolManager.getInstance().getPoolStats();
|
||
console.log('组件池统计:', stats);
|
||
```
|
||
|
||
## Scene(场景)
|
||
|
||
场景是实体和系统的容器,管理游戏世界的状态。
|
||
|
||
### 场景生命周期
|
||
|
||
```typescript
|
||
import { Scene } from '@esengine/ecs-framework';
|
||
|
||
class GameScene extends Scene {
|
||
public initialize() {
|
||
// 场景初始化,创建实体和系统
|
||
this.setupEntities();
|
||
this.setupSystems();
|
||
}
|
||
|
||
public onStart() {
|
||
// 场景开始运行时调用
|
||
console.log("场景开始");
|
||
}
|
||
|
||
public unload() {
|
||
// 场景卸载时调用
|
||
console.log("场景卸载");
|
||
}
|
||
|
||
private setupEntities() {
|
||
const player = this.createEntity("Player");
|
||
player.addComponent(new PlayerComponent());
|
||
}
|
||
|
||
private setupSystems() {
|
||
this.addEntityProcessor(new MovementSystem());
|
||
}
|
||
}
|
||
```
|
||
|
||
### 实体管理
|
||
|
||
```typescript
|
||
// 创建实体
|
||
const entity = scene.createEntity("MyEntity");
|
||
|
||
// 添加现有实体
|
||
scene.addEntity(entity);
|
||
|
||
// 查找实体
|
||
const player = scene.findEntity("Player");
|
||
const entityById = scene.findEntityById(123);
|
||
const entitiesByTag = scene.findEntitiesByTag(1);
|
||
|
||
// 销毁所有实体
|
||
scene.destroyAllEntities();
|
||
|
||
// 获取场景统计信息
|
||
const stats = scene.getStats();
|
||
console.log("实体数量:", stats.entityCount);
|
||
console.log("系统数量:", stats.processorCount);
|
||
```
|
||
|
||
## 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
|
||
- **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
|
||
- **高级优化** 位掩码优化器、组件对象池、批量操作等
|
||
|
||
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。 |