Files
esengine/packages/tools/cli/src/adapters/cocos2.ts
YHH c4f7a13b74 feat(cli): add CLI tool for adding ECS framework to existing projects (#339)
* feat(cli): add CLI tool for adding ECS framework to existing projects

- Support Cocos Creator 2.x/3.x, LayaAir 3.x, and Node.js platforms
- Auto-detect project type based on directory structure
- Generate ECSManager with full configuration (debug, remote debug, WebSocket URL)
- Auto-install dependencies with npm/yarn/pnpm detection
- Platform-specific decorators and lifecycle methods

* chore: add changeset for @esengine/cli

* fix(ci): fix YAML syntax error in ai-issue-helper workflow

* fix(cli): resolve file system race conditions (CodeQL)

* chore(ci): remove unused and broken workflows

* fix(ci): fix YAML encoding in release.yml
2025-12-26 16:18:59 +08:00

260 lines
6.6 KiB
TypeScript

import type { FileEntry, PlatformAdapter, ProjectConfig } from './types.js';
/**
* @zh Cocos Creator 2.x 平台适配器
* @en Cocos Creator 2.x platform adapter
*/
export const cocos2Adapter: PlatformAdapter = {
id: 'cocos2',
name: 'Cocos Creator 2.x',
description: 'Generate ECS integration for Cocos Creator 2.x projects',
getDependencies() {
return {
'@esengine/ecs-framework': 'latest'
};
},
getDevDependencies() {
return {};
},
getScripts() {
return {};
},
generateFiles(config: ProjectConfig): FileEntry[] {
const files: FileEntry[] = [];
files.push({
path: 'assets/scripts/ecs/ECSManager.ts',
content: generateECSManager(config)
});
files.push({
path: 'assets/scripts/ecs/components/PositionComponent.ts',
content: generatePositionComponent()
});
files.push({
path: 'assets/scripts/ecs/systems/MovementSystem.ts',
content: generateMovementSystem()
});
files.push({
path: 'assets/scripts/ecs/README.md',
content: generateReadme(config)
});
return files;
}
};
function generateECSManager(config: ProjectConfig): string {
return `import { Core, Scene, ICoreConfig } from '@esengine/ecs-framework';
import { MovementSystem } from './systems/MovementSystem';
const { ccclass, property } = cc._decorator;
/**
* Game Scene - Define your game systems here
*/
class GameScene extends Scene {
initialize(): void {
this.name = '${config.name}';
this.addSystem(new MovementSystem());
// Add more systems here...
}
onStart(): void {
// Create your initial entities here
}
}
/**
* ECS Manager - Bridge between Cocos Creator 2.x and ESEngine ECS
*
* Attach this component to a node in your scene.
* All game logic should be implemented in ECS Systems.
*/
@ccclass
export default class ECSManager extends cc.Component {
/** @zh 调试模式 @en Debug mode */
@property({ tooltip: 'Enable debug mode for ECS framework' })
debug: boolean = false;
/** @zh 跨场景保持 @en Keep across scenes */
@property({ tooltip: 'Keep this node alive across scenes' })
persistent: boolean = true;
/** @zh 启用远程调试 @en Enable remote debugging */
@property({ tooltip: 'Connect to ECS debugger via WebSocket' })
remoteDebug: boolean = false;
/** @zh WebSocket调试地址 @en WebSocket debug URL */
@property({ tooltip: 'WebSocket URL for remote debugging' })
debugUrl: string = 'ws://localhost:9229';
/** @zh 自动重连 @en Auto reconnect */
@property({ tooltip: 'Auto reconnect when connection lost' })
autoReconnect: boolean = true;
private static _instance: ECSManager | null = null;
private _scene!: GameScene;
static get instance() { return ECSManager._instance; }
get scene() { return this._scene; }
onLoad() {
if (ECSManager._instance) {
this.node.destroy();
return;
}
ECSManager._instance = this;
if (this.persistent) {
cc.game.addPersistRootNode(this.node);
}
const config: ICoreConfig = {
debug: this.debug
};
// 配置远程调试
if (this.remoteDebug && this.debugUrl) {
config.debugConfig = {
enabled: true,
websocketUrl: this.debugUrl,
autoReconnect: this.autoReconnect,
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
};
}
Core.create(config);
this._scene = new GameScene();
Core.setScene(this._scene);
}
update(dt: number) {
Core.update(dt);
}
onDestroy() {
if (ECSManager._instance === this) {
ECSManager._instance = null;
Core.destroy();
}
}
}
`;
}
function generatePositionComponent(): string {
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
/**
* Position component - stores entity position
*/
@ECSComponent('Position')
export class PositionComponent extends Component {
x = 0;
y = 0;
constructor(x = 0, y = 0) {
super();
this.x = x;
this.y = y;
}
}
`;
}
function generateMovementSystem(): string {
return `import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
import { PositionComponent } from '../components/PositionComponent';
/**
* Movement system - processes entities with PositionComponent
*
* Customize this system for your game logic.
*/
@ECSSystem('MovementSystem')
export class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(PositionComponent));
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(PositionComponent)!;
// Update position using Time.deltaTime
// position.x += velocity.dx * Time.deltaTime;
}
}
}
`;
}
function generateReadme(config: ProjectConfig): string {
return `# ${config.name} - ECS Module
This module integrates ESEngine ECS framework with Cocos Creator 2.x.
## Quick Start
1. Attach \`ECSManager\` component to a node in your scene
2. Create your own components in \`components/\` folder
3. Create your systems in \`systems/\` folder
4. Register systems in \`ECSManager.onLoad()\`
## Cocos Creator 2.x Notes
- Use \`cc._decorator\` for decorators
- Use \`cc.Component\` as base class
- Use \`cc.game.addPersistRootNode()\` for persistent nodes
## Creating Components
\`\`\`typescript
import { Component } from '@esengine/ecs-framework';
export class MyComponent extends Component {
health: number = 100;
reset() {
this.health = 100;
}
}
\`\`\`
## Creating Systems
\`\`\`typescript
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
import { MyComponent } from '../components/MyComponent';
export class MySystem extends EntitySystem {
constructor() {
super(Matcher.all(MyComponent));
}
protected processEntity(entity: Entity, dt: number): void {
const comp = entity.getComponent(MyComponent)!;
// Process entity
}
}
\`\`\`
## Documentation
- [ESEngine ECS Framework](https://github.com/esengine/esengine)
- [Cocos Creator 2.x Docs](https://docs.cocos.com/creator/2.4/manual/)
`;
}