@esengine/ecs-framework 2.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +277 -0
- package/bin/Core.d.ts +198 -0
- package/bin/Core.d.ts.map +1 -0
- package/bin/Core.js +249 -0
- package/bin/Core.js.map +1 -0
- package/bin/ECS/Component.d.ts +119 -0
- package/bin/ECS/Component.d.ts.map +1 -0
- package/bin/ECS/Component.js +129 -0
- package/bin/ECS/Component.js.map +1 -0
- package/bin/ECS/Components/IUpdatable.d.ts +22 -0
- package/bin/ECS/Components/IUpdatable.d.ts.map +1 -0
- package/bin/ECS/Components/IUpdatable.js +17 -0
- package/bin/ECS/Components/IUpdatable.js.map +1 -0
- package/bin/ECS/Components/SceneComponent.d.ts +40 -0
- package/bin/ECS/Components/SceneComponent.d.ts.map +1 -0
- package/bin/ECS/Components/SceneComponent.js +57 -0
- package/bin/ECS/Components/SceneComponent.js.map +1 -0
- package/bin/ECS/Core/ComponentStorage.d.ts +182 -0
- package/bin/ECS/Core/ComponentStorage.d.ts.map +1 -0
- package/bin/ECS/Core/ComponentStorage.js +346 -0
- package/bin/ECS/Core/ComponentStorage.js.map +1 -0
- package/bin/ECS/Core/EventSystem.d.ts +236 -0
- package/bin/ECS/Core/EventSystem.d.ts.map +1 -0
- package/bin/ECS/Core/EventSystem.js +476 -0
- package/bin/ECS/Core/EventSystem.js.map +1 -0
- package/bin/ECS/Core/FluentAPI.d.ts +392 -0
- package/bin/ECS/Core/FluentAPI.d.ts.map +1 -0
- package/bin/ECS/Core/FluentAPI.js +575 -0
- package/bin/ECS/Core/FluentAPI.js.map +1 -0
- package/bin/ECS/Core/QuerySystem.d.ts +574 -0
- package/bin/ECS/Core/QuerySystem.d.ts.map +1 -0
- package/bin/ECS/Core/QuerySystem.js +1356 -0
- package/bin/ECS/Core/QuerySystem.js.map +1 -0
- package/bin/ECS/CoreEvents.d.ts +19 -0
- package/bin/ECS/CoreEvents.d.ts.map +1 -0
- package/bin/ECS/CoreEvents.js +20 -0
- package/bin/ECS/CoreEvents.js.map +1 -0
- package/bin/ECS/Entity.d.ts +585 -0
- package/bin/ECS/Entity.d.ts.map +1 -0
- package/bin/ECS/Entity.js +1079 -0
- package/bin/ECS/Entity.js.map +1 -0
- package/bin/ECS/Scene.d.ts +210 -0
- package/bin/ECS/Scene.d.ts.map +1 -0
- package/bin/ECS/Scene.js +267 -0
- package/bin/ECS/Scene.js.map +1 -0
- package/bin/ECS/Systems/EntitySystem.d.ts +185 -0
- package/bin/ECS/Systems/EntitySystem.d.ts.map +1 -0
- package/bin/ECS/Systems/EntitySystem.js +278 -0
- package/bin/ECS/Systems/EntitySystem.js.map +1 -0
- package/bin/ECS/Systems/IntervalSystem.d.ts +33 -0
- package/bin/ECS/Systems/IntervalSystem.d.ts.map +1 -0
- package/bin/ECS/Systems/IntervalSystem.js +50 -0
- package/bin/ECS/Systems/IntervalSystem.js.map +1 -0
- package/bin/ECS/Systems/PassiveSystem.d.ts +20 -0
- package/bin/ECS/Systems/PassiveSystem.d.ts.map +1 -0
- package/bin/ECS/Systems/PassiveSystem.js +21 -0
- package/bin/ECS/Systems/PassiveSystem.js.map +1 -0
- package/bin/ECS/Systems/ProcessingSystem.d.ts +24 -0
- package/bin/ECS/Systems/ProcessingSystem.d.ts.map +1 -0
- package/bin/ECS/Systems/ProcessingSystem.js +22 -0
- package/bin/ECS/Systems/ProcessingSystem.js.map +1 -0
- package/bin/ECS/Systems/index.d.ts +5 -0
- package/bin/ECS/Systems/index.d.ts.map +1 -0
- package/bin/ECS/Systems/index.js +6 -0
- package/bin/ECS/Systems/index.js.map +1 -0
- package/bin/ECS/Transform.d.ts +178 -0
- package/bin/ECS/Transform.d.ts.map +1 -0
- package/bin/ECS/Transform.js +249 -0
- package/bin/ECS/Transform.js.map +1 -0
- package/bin/ECS/Utils/Bits.d.ts +74 -0
- package/bin/ECS/Utils/Bits.d.ts.map +1 -0
- package/bin/ECS/Utils/Bits.js +142 -0
- package/bin/ECS/Utils/Bits.js.map +1 -0
- package/bin/ECS/Utils/ComponentTypeManager.d.ts +50 -0
- package/bin/ECS/Utils/ComponentTypeManager.d.ts.map +1 -0
- package/bin/ECS/Utils/ComponentTypeManager.js +84 -0
- package/bin/ECS/Utils/ComponentTypeManager.js.map +1 -0
- package/bin/ECS/Utils/EntityList.d.ts +108 -0
- package/bin/ECS/Utils/EntityList.d.ts.map +1 -0
- package/bin/ECS/Utils/EntityList.js +249 -0
- package/bin/ECS/Utils/EntityList.js.map +1 -0
- package/bin/ECS/Utils/EntityProcessorList.d.ts +53 -0
- package/bin/ECS/Utils/EntityProcessorList.d.ts.map +1 -0
- package/bin/ECS/Utils/EntityProcessorList.js +96 -0
- package/bin/ECS/Utils/EntityProcessorList.js.map +1 -0
- package/bin/ECS/Utils/IdentifierPool.d.ts +18 -0
- package/bin/ECS/Utils/IdentifierPool.d.ts.map +1 -0
- package/bin/ECS/Utils/IdentifierPool.js +27 -0
- package/bin/ECS/Utils/IdentifierPool.js.map +1 -0
- package/bin/ECS/Utils/Matcher.d.ts +63 -0
- package/bin/ECS/Utils/Matcher.d.ts.map +1 -0
- package/bin/ECS/Utils/Matcher.js +140 -0
- package/bin/ECS/Utils/Matcher.js.map +1 -0
- package/bin/ECS/Utils/index.d.ts +7 -0
- package/bin/ECS/Utils/index.d.ts.map +1 -0
- package/bin/ECS/Utils/index.js +8 -0
- package/bin/ECS/Utils/index.js.map +1 -0
- package/bin/ECS/index.d.ts +8 -0
- package/bin/ECS/index.d.ts.map +1 -0
- package/bin/ECS/index.js +9 -0
- package/bin/ECS/index.js.map +1 -0
- package/bin/Math/Edge.d.ts +23 -0
- package/bin/Math/Edge.d.ts.map +1 -0
- package/bin/Math/Edge.js +24 -0
- package/bin/Math/Edge.js.map +1 -0
- package/bin/Math/MathHelper.d.ts +75 -0
- package/bin/Math/MathHelper.d.ts.map +1 -0
- package/bin/Math/MathHelper.js +91 -0
- package/bin/Math/MathHelper.js.map +1 -0
- package/bin/Math/Rectangle.d.ts +126 -0
- package/bin/Math/Rectangle.d.ts.map +1 -0
- package/bin/Math/Rectangle.js +181 -0
- package/bin/Math/Rectangle.js.map +1 -0
- package/bin/Math/Vector2.d.ts +229 -0
- package/bin/Math/Vector2.d.ts.map +1 -0
- package/bin/Math/Vector2.js +338 -0
- package/bin/Math/Vector2.js.map +1 -0
- package/bin/Math/index.d.ts +5 -0
- package/bin/Math/index.d.ts.map +1 -0
- package/bin/Math/index.js +6 -0
- package/bin/Math/index.js.map +1 -0
- package/bin/Types/index.d.ts +22 -0
- package/bin/Types/index.d.ts.map +1 -0
- package/bin/Types/index.js +20 -0
- package/bin/Types/index.js.map +1 -0
- package/bin/Utils/Emitter.d.ts +43 -0
- package/bin/Utils/Emitter.d.ts.map +1 -0
- package/bin/Utils/Emitter.js +69 -0
- package/bin/Utils/Emitter.js.map +1 -0
- package/bin/Utils/Extensions/EdgeExt.d.ts +26 -0
- package/bin/Utils/Extensions/EdgeExt.d.ts.map +1 -0
- package/bin/Utils/Extensions/EdgeExt.js +41 -0
- package/bin/Utils/Extensions/EdgeExt.js.map +1 -0
- package/bin/Utils/Extensions/NumberExtension.d.ts +13 -0
- package/bin/Utils/Extensions/NumberExtension.d.ts.map +1 -0
- package/bin/Utils/Extensions/NumberExtension.js +17 -0
- package/bin/Utils/Extensions/NumberExtension.js.map +1 -0
- package/bin/Utils/Extensions/TypeUtils.d.ts +13 -0
- package/bin/Utils/Extensions/TypeUtils.d.ts.map +1 -0
- package/bin/Utils/Extensions/TypeUtils.js +15 -0
- package/bin/Utils/Extensions/TypeUtils.js.map +1 -0
- package/bin/Utils/Extensions/index.d.ts +4 -0
- package/bin/Utils/Extensions/index.d.ts.map +1 -0
- package/bin/Utils/Extensions/index.js +5 -0
- package/bin/Utils/Extensions/index.js.map +1 -0
- package/bin/Utils/GlobalManager.d.ts +32 -0
- package/bin/Utils/GlobalManager.d.ts.map +1 -0
- package/bin/Utils/GlobalManager.js +53 -0
- package/bin/Utils/GlobalManager.js.map +1 -0
- package/bin/Utils/PerformanceMonitor.d.ts +211 -0
- package/bin/Utils/PerformanceMonitor.d.ts.map +1 -0
- package/bin/Utils/PerformanceMonitor.js +270 -0
- package/bin/Utils/PerformanceMonitor.js.map +1 -0
- package/bin/Utils/Pool.d.ts +239 -0
- package/bin/Utils/Pool.d.ts.map +1 -0
- package/bin/Utils/Pool.js +449 -0
- package/bin/Utils/Pool.js.map +1 -0
- package/bin/Utils/Screen.d.ts +12 -0
- package/bin/Utils/Screen.d.ts.map +1 -0
- package/bin/Utils/Screen.js +14 -0
- package/bin/Utils/Screen.js.map +1 -0
- package/bin/Utils/Time.d.ts +55 -0
- package/bin/Utils/Time.d.ts.map +1 -0
- package/bin/Utils/Time.js +78 -0
- package/bin/Utils/Time.js.map +1 -0
- package/bin/Utils/Timers/ITimer.d.ts +16 -0
- package/bin/Utils/Timers/ITimer.d.ts.map +1 -0
- package/bin/Utils/Timers/ITimer.js +2 -0
- package/bin/Utils/Timers/ITimer.js.map +1 -0
- package/bin/Utils/Timers/Timer.d.ts +22 -0
- package/bin/Utils/Timers/Timer.d.ts.map +1 -0
- package/bin/Utils/Timers/Timer.js +46 -0
- package/bin/Utils/Timers/Timer.js.map +1 -0
- package/bin/Utils/Timers/TimerManager.d.ts +19 -0
- package/bin/Utils/Timers/TimerManager.d.ts.map +1 -0
- package/bin/Utils/Timers/TimerManager.js +33 -0
- package/bin/Utils/Timers/TimerManager.js.map +1 -0
- package/bin/Utils/index.d.ts +6 -0
- package/bin/Utils/index.d.ts.map +1 -0
- package/bin/Utils/index.js +7 -0
- package/bin/Utils/index.js.map +1 -0
- package/bin/index.d.ts +21 -0
- package/bin/index.d.ts.map +1 -0
- package/bin/index.js +26 -0
- package/bin/index.js.map +1 -0
- package/package.json +68 -0
package/LICENSE
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result of this License or out of the use or inability to use the
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Work (including but not limited to damages for loss of goodwill,
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other commercial damages or losses), even if such Contributor
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has been advised of the possibility of such damages.
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9. Accepting Warranty or Additional Liability. While redistributing
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the Work or Derivative Works thereof, You may choose to offer,
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and charge a fee for, acceptance of support, warranty, indemnity,
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License. However, in accepting such obligations, You may act only
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END OF TERMS AND CONDITIONS
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APPENDIX: How to apply the Apache License to your work.
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the brackets!) The text should be enclosed in the appropriate
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Unless required by applicable law or agreed to in writing, software
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limitations under the License.
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package/README.md
ADDED
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# ECS Framework
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[](https://badge.fury.io/js/%40esengine%2Fecs-framework)
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[](https://opensource.org/licenses/MIT)
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一个轻量级的 TypeScript ECS(Entity-Component-System)框架,专为小游戏开发设计,适用于 Laya、Cocos 等游戏引擎。
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## ✨ 特性
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- 🚀 **轻量级 ECS 架构** - 基于实体组件系统,提供清晰的代码结构
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- 📡 **事件系统** - 内置 Emitter 事件发射器,支持类型安全的事件管理
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- ⏰ **定时器系统** - 完整的定时器管理,支持延迟和重复任务
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- 🔍 **查询系统** - 基于位掩码的高性能实体查询
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- 🛠️ **性能监控** - 内置性能监控工具,帮助优化游戏性能
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- 🎯 **对象池** - 内存管理优化,减少垃圾回收压力
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- 📊 **数学库** - 完整的 2D 数学运算支持
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## 📦 安装
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```bash
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npm install @esengine/ecs-framework
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```
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## 🚀 快速开始
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### 1. 初始化框架
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```typescript
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import * as es from '@esengine/ecs-framework';
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// 创建 Core 实例
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const core = es.Core.create(true); // true 表示开启调试模式
|
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|
+
|
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// 在游戏循环中更新框架
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|
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function gameLoop() {
|
|
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|
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// 发送帧更新事件
|
|
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|
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es.Core.emitter.emit(es.CoreEvents.frameUpdated);
|
|
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|
+
}
|
|
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|
+
```
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|
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|
+
|
|
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### 2. 创建场景
|
|
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|
|
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```typescript
|
|
44
|
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class GameScene extends es.Scene {
|
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|
+
public initialize() {
|
|
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|
+
// 创建玩家实体
|
|
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|
+
const player = this.createEntity("Player");
|
|
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+
|
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// 设置位置
|
|
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player.position = new es.Vector2(100, 100);
|
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+
|
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// 添加自定义组件
|
|
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const movement = player.addComponent(new MovementComponent());
|
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|
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// 添加系统
|
|
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this.addEntityProcessor(new MovementSystem());
|
|
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+
}
|
|
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|
+
|
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|
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public onStart() {
|
|
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|
+
console.log("游戏场景已启动");
|
|
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|
+
}
|
|
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|
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}
|
|
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|
+
|
|
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|
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// 设置当前场景
|
|
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|
+
es.Core.scene = new GameScene();
|
|
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|
+
```
|
|
67
|
+
|
|
68
|
+
### 3. 创建组件
|
|
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|
+
|
|
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|
+
```typescript
|
|
71
|
+
class MovementComponent extends es.Component {
|
|
72
|
+
public speed: number = 100;
|
|
73
|
+
public direction: es.Vector2 = es.Vector2.zero;
|
|
74
|
+
|
|
75
|
+
public update() {
|
|
76
|
+
if (this.direction.length > 0) {
|
|
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|
+
const movement = this.direction.multiply(this.speed * es.Time.deltaTime);
|
|
78
|
+
this.entity.position = this.entity.position.add(movement);
|
|
79
|
+
}
|
|
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|
+
}
|
|
81
|
+
}
|
|
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|
+
```
|
|
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|
+
|
|
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|
+
### 4. 创建系统
|
|
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|
+
|
|
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|
+
```typescript
|
|
87
|
+
class MovementSystem extends es.EntitySystem {
|
|
88
|
+
protected process(entities: es.Entity[]) {
|
|
89
|
+
for (const entity of entities) {
|
|
90
|
+
const movement = entity.getComponent(MovementComponent);
|
|
91
|
+
if (movement) {
|
|
92
|
+
movement.update();
|
|
93
|
+
}
|
|
94
|
+
}
|
|
95
|
+
}
|
|
96
|
+
}
|
|
97
|
+
```
|
|
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|
+
|
|
99
|
+
## 📚 核心概念
|
|
100
|
+
|
|
101
|
+
### Entity(实体)
|
|
102
|
+
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,可以添加组件来扩展功能。
|
|
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|
+
|
|
104
|
+
```typescript
|
|
105
|
+
const entity = scene.createEntity("MyEntity");
|
|
106
|
+
entity.position = new es.Vector2(100, 200);
|
|
107
|
+
entity.rotation = Math.PI / 4;
|
|
108
|
+
entity.scale = new es.Vector2(2, 2);
|
|
109
|
+
```
|
|
110
|
+
|
|
111
|
+
### Component(组件)
|
|
112
|
+
组件包含数据和行为,定义了实体的特性。
|
|
113
|
+
|
|
114
|
+
```typescript
|
|
115
|
+
class HealthComponent extends es.Component {
|
|
116
|
+
public maxHealth: number = 100;
|
|
117
|
+
public currentHealth: number = 100;
|
|
118
|
+
|
|
119
|
+
public takeDamage(damage: number) {
|
|
120
|
+
this.currentHealth = Math.max(0, this.currentHealth - damage);
|
|
121
|
+
if (this.currentHealth <= 0) {
|
|
122
|
+
this.entity.destroy();
|
|
123
|
+
}
|
|
124
|
+
}
|
|
125
|
+
}
|
|
126
|
+
```
|
|
127
|
+
|
|
128
|
+
### System(系统)
|
|
129
|
+
系统处理实体集合,实现游戏逻辑。
|
|
130
|
+
|
|
131
|
+
```typescript
|
|
132
|
+
class HealthSystem extends es.EntitySystem {
|
|
133
|
+
protected process(entities: es.Entity[]) {
|
|
134
|
+
for (const entity of entities) {
|
|
135
|
+
const health = entity.getComponent(HealthComponent);
|
|
136
|
+
if (health && health.currentHealth <= 0) {
|
|
137
|
+
entity.destroy();
|
|
138
|
+
}
|
|
139
|
+
}
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
```
|
|
143
|
+
|
|
144
|
+
## 🎮 高级功能
|
|
145
|
+
|
|
146
|
+
### 事件系统
|
|
147
|
+
|
|
148
|
+
```typescript
|
|
149
|
+
// 监听事件
|
|
150
|
+
es.Core.emitter.addObserver(es.CoreEvents.frameUpdated, this.onFrameUpdate, this);
|
|
151
|
+
|
|
152
|
+
// 发射自定义事件
|
|
153
|
+
es.Core.emitter.emit("playerDied", { player: entity, score: 1000 });
|
|
154
|
+
|
|
155
|
+
// 移除监听
|
|
156
|
+
es.Core.emitter.removeObserver(es.CoreEvents.frameUpdated, this.onFrameUpdate);
|
|
157
|
+
```
|
|
158
|
+
|
|
159
|
+
### 定时器系统
|
|
160
|
+
|
|
161
|
+
```typescript
|
|
162
|
+
// 延迟执行
|
|
163
|
+
es.Core.schedule(2.0, false, this, (timer) => {
|
|
164
|
+
console.log("2秒后执行");
|
|
165
|
+
});
|
|
166
|
+
|
|
167
|
+
// 重复执行
|
|
168
|
+
es.Core.schedule(1.0, true, this, (timer) => {
|
|
169
|
+
console.log("每秒执行一次");
|
|
170
|
+
});
|
|
171
|
+
```
|
|
172
|
+
|
|
173
|
+
### 实体查询
|
|
174
|
+
|
|
175
|
+
```typescript
|
|
176
|
+
// 按名称查找
|
|
177
|
+
const player = scene.findEntity("Player");
|
|
178
|
+
|
|
179
|
+
// 按标签查找
|
|
180
|
+
const enemies = scene.findEntitiesByTag(1);
|
|
181
|
+
|
|
182
|
+
// 按ID查找
|
|
183
|
+
const entity = scene.findEntityById(123);
|
|
184
|
+
```
|
|
185
|
+
|
|
186
|
+
### 性能监控
|
|
187
|
+
|
|
188
|
+
```typescript
|
|
189
|
+
// 获取性能数据
|
|
190
|
+
const monitor = es.PerformanceMonitor.instance;
|
|
191
|
+
console.log("平均FPS:", monitor.averageFPS);
|
|
192
|
+
console.log("内存使用:", monitor.memoryUsage);
|
|
193
|
+
```
|
|
194
|
+
|
|
195
|
+
## 🛠️ 开发工具
|
|
196
|
+
|
|
197
|
+
### 对象池
|
|
198
|
+
|
|
199
|
+
```typescript
|
|
200
|
+
// 创建对象池
|
|
201
|
+
class BulletPool extends es.Pool<Bullet> {
|
|
202
|
+
protected createObject(): Bullet {
|
|
203
|
+
return new Bullet();
|
|
204
|
+
}
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
const bulletPool = new BulletPool();
|
|
208
|
+
|
|
209
|
+
// 获取对象
|
|
210
|
+
const bullet = bulletPool.obtain();
|
|
211
|
+
|
|
212
|
+
// 释放对象
|
|
213
|
+
bulletPool.free(bullet);
|
|
214
|
+
```
|
|
215
|
+
|
|
216
|
+
### 实体调试
|
|
217
|
+
|
|
218
|
+
```typescript
|
|
219
|
+
// 获取实体调试信息
|
|
220
|
+
const debugInfo = entity.getDebugInfo();
|
|
221
|
+
console.log("实体信息:", debugInfo);
|
|
222
|
+
|
|
223
|
+
// 获取场景统计
|
|
224
|
+
const stats = scene.getStats();
|
|
225
|
+
console.log("场景统计:", stats);
|
|
226
|
+
```
|
|
227
|
+
|
|
228
|
+
## 📖 文档
|
|
229
|
+
|
|
230
|
+
- [快速入门](docs/getting-started.md) - 从零开始学习框架使用
|
|
231
|
+
- [核心概念](docs/core-concepts.md) - 深入了解 ECS 架构和设计原理
|
|
232
|
+
- [查询系统使用指南](docs/query-system-usage.md) - 学习高性能查询系统的详细用法
|
|
233
|
+
|
|
234
|
+
## 🔗 扩展库
|
|
235
|
+
|
|
236
|
+
- [路径寻找库](https://github.com/esengine/ecs-astar) - A*、广度优先、Dijkstra、GOAP 算法
|
|
237
|
+
- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI 系统
|
|
238
|
+
|
|
239
|
+
## 🤝 贡献
|
|
240
|
+
|
|
241
|
+
欢迎提交 Issue 和 Pull Request!
|
|
242
|
+
|
|
243
|
+
### 开发环境设置
|
|
244
|
+
|
|
245
|
+
```bash
|
|
246
|
+
# 克隆项目
|
|
247
|
+
git clone https://github.com/esengine/ecs-framework.git
|
|
248
|
+
|
|
249
|
+
# 进入源码目录
|
|
250
|
+
cd ecs-framework/source
|
|
251
|
+
|
|
252
|
+
# 安装依赖
|
|
253
|
+
npm install
|
|
254
|
+
|
|
255
|
+
# 构建项目
|
|
256
|
+
npm run build
|
|
257
|
+
|
|
258
|
+
# 运行测试
|
|
259
|
+
npm test
|
|
260
|
+
```
|
|
261
|
+
|
|
262
|
+
### 构建要求
|
|
263
|
+
|
|
264
|
+
- Node.js >= 14.0.0
|
|
265
|
+
- TypeScript >= 4.0.0
|
|
266
|
+
|
|
267
|
+
## 📄 许可证
|
|
268
|
+
|
|
269
|
+
本项目采用 [MIT](LICENSE) 许可证。
|
|
270
|
+
|
|
271
|
+
## 💬 交流群
|
|
272
|
+
|
|
273
|
+
加入 QQ 群讨论:[ecs游戏框架交流](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
|
|
274
|
+
|
|
275
|
+
---
|
|
276
|
+
|
|
277
|
+
**ECS Framework** - 让游戏开发更简单、更高效!
|
package/bin/Core.d.ts
ADDED
|
@@ -0,0 +1,198 @@
|
|
|
1
|
+
import { Emitter } from './Utils/Emitter';
|
|
2
|
+
import { CoreEvents } from './ECS/CoreEvents';
|
|
3
|
+
import { GlobalManager } from './Utils/GlobalManager';
|
|
4
|
+
import { TimerManager } from './Utils/Timers/TimerManager';
|
|
5
|
+
import { ITimer } from './Utils/Timers/ITimer';
|
|
6
|
+
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
|
|
7
|
+
import { PoolManager } from './Utils/Pool';
|
|
8
|
+
import { ECSFluentAPI } from './ECS/Core/FluentAPI';
|
|
9
|
+
import { Scene } from './ECS/Scene';
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10
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/**
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11
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+
* 游戏引擎核心类
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12
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+
*
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13
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+
* 负责管理游戏的生命周期、场景切换、全局管理器和定时器系统。
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14
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+
* 提供统一的游戏循环和事件分发机制。
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15
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+
*
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16
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* @example
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17
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+
* ```typescript
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18
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* // 创建核心实例
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19
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+
* const core = Core.create(true);
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20
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+
*
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21
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* // 设置场景
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22
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* Core.scene = new MyScene();
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23
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*
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24
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* // 调度定时器
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25
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* Core.schedule(1.0, false, null, (timer) => {
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26
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+
* console.log("1秒后执行");
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27
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+
* });
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28
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+
* ```
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29
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+
*/
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30
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+
export declare class Core {
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31
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+
/**
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32
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+
* 核心事件发射器
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33
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+
*
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34
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+
* 用于发布和订阅核心级别的事件,如帧更新、场景切换等。
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35
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+
*/
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36
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+
static emitter: Emitter<CoreEvents>;
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37
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+
/**
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38
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+
* 游戏暂停状态
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39
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+
*
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40
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+
* 当设置为true时,游戏循环将暂停执行。
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41
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+
*/
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42
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+
static paused: boolean;
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43
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+
/**
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44
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+
* 全局核心实例
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45
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+
*/
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46
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+
private static _instance;
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47
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+
/**
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48
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+
* 实体系统启用状态
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49
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+
*
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50
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+
* 控制是否启用ECS实体系统功能。
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51
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+
*/
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52
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+
static entitySystemsEnabled: boolean;
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|
53
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+
/**
|
|
54
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+
* 调试模式标志
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|
55
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+
*
|
|
56
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+
* 在调试模式下会启用额外的性能监控和错误检查。
|
|
57
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+
*/
|
|
58
|
+
readonly debug: boolean;
|
|
59
|
+
/**
|
|
60
|
+
* 待切换的场景
|
|
61
|
+
*
|
|
62
|
+
* 存储下一帧要切换到的场景实例。
|
|
63
|
+
*/
|
|
64
|
+
_nextScene: Scene | null;
|
|
65
|
+
/**
|
|
66
|
+
* 全局管理器集合
|
|
67
|
+
*
|
|
68
|
+
* 存储所有注册的全局管理器实例。
|
|
69
|
+
*/
|
|
70
|
+
_globalManagers: GlobalManager[];
|
|
71
|
+
/**
|
|
72
|
+
* 定时器管理器
|
|
73
|
+
*
|
|
74
|
+
* 负责管理所有的游戏定时器。
|
|
75
|
+
*/
|
|
76
|
+
_timerManager: TimerManager;
|
|
77
|
+
/**
|
|
78
|
+
* 性能监控器
|
|
79
|
+
*
|
|
80
|
+
* 监控游戏性能并提供优化建议。
|
|
81
|
+
*/
|
|
82
|
+
_performanceMonitor: PerformanceMonitor;
|
|
83
|
+
/**
|
|
84
|
+
* 对象池管理器
|
|
85
|
+
*
|
|
86
|
+
* 管理所有对象池的生命周期。
|
|
87
|
+
*/
|
|
88
|
+
_poolManager: PoolManager;
|
|
89
|
+
/**
|
|
90
|
+
* ECS流式API
|
|
91
|
+
*
|
|
92
|
+
* 提供便捷的ECS操作接口。
|
|
93
|
+
*/
|
|
94
|
+
_ecsAPI?: ECSFluentAPI;
|
|
95
|
+
/**
|
|
96
|
+
* 当前活动场景
|
|
97
|
+
*/
|
|
98
|
+
_scene?: Scene;
|
|
99
|
+
/**
|
|
100
|
+
* 创建核心实例
|
|
101
|
+
*
|
|
102
|
+
* @param debug - 是否启用调试模式,默认为true
|
|
103
|
+
* @param enableEntitySystems - 是否启用实体系统,默认为true
|
|
104
|
+
*/
|
|
105
|
+
private constructor();
|
|
106
|
+
/**
|
|
107
|
+
* 获取核心实例
|
|
108
|
+
*
|
|
109
|
+
* @returns 全局核心实例
|
|
110
|
+
*/
|
|
111
|
+
static get Instance(): Core;
|
|
112
|
+
/**
|
|
113
|
+
* 获取当前活动的场景
|
|
114
|
+
*
|
|
115
|
+
* @returns 当前场景实例,如果没有则返回null
|
|
116
|
+
*/
|
|
117
|
+
static get scene(): Scene | null;
|
|
118
|
+
/**
|
|
119
|
+
* 设置当前活动的场景
|
|
120
|
+
*
|
|
121
|
+
* 如果当前没有场景,会立即切换;否则会在下一帧切换。
|
|
122
|
+
*
|
|
123
|
+
* @param value - 要设置的场景实例
|
|
124
|
+
* @throws {Error} 当场景为空时抛出错误
|
|
125
|
+
*/
|
|
126
|
+
static set scene(value: Scene | null);
|
|
127
|
+
/**
|
|
128
|
+
* 创建Core实例
|
|
129
|
+
*
|
|
130
|
+
* 如果实例已存在,则返回现有实例。
|
|
131
|
+
*
|
|
132
|
+
* @param debug - 是否为调试模式,默认为true
|
|
133
|
+
* @returns Core实例
|
|
134
|
+
*/
|
|
135
|
+
static create(debug?: boolean): Core;
|
|
136
|
+
/**
|
|
137
|
+
* 注册全局管理器
|
|
138
|
+
*
|
|
139
|
+
* 将管理器添加到全局管理器列表中,并启用它。
|
|
140
|
+
*
|
|
141
|
+
* @param manager - 要注册的全局管理器
|
|
142
|
+
*/
|
|
143
|
+
static registerGlobalManager(manager: GlobalManager): void;
|
|
144
|
+
/**
|
|
145
|
+
* 注销全局管理器
|
|
146
|
+
*
|
|
147
|
+
* 从全局管理器列表中移除管理器,并禁用它。
|
|
148
|
+
*
|
|
149
|
+
* @param manager - 要注销的全局管理器
|
|
150
|
+
*/
|
|
151
|
+
static unregisterGlobalManager(manager: GlobalManager): void;
|
|
152
|
+
/**
|
|
153
|
+
* 获取指定类型的全局管理器
|
|
154
|
+
*
|
|
155
|
+
* @param type - 管理器类型构造函数
|
|
156
|
+
* @returns 管理器实例,如果未找到则返回null
|
|
157
|
+
*/
|
|
158
|
+
static getGlobalManager<T extends GlobalManager>(type: new (...args: any[]) => T): T | null;
|
|
159
|
+
/**
|
|
160
|
+
* 调度定时器
|
|
161
|
+
*
|
|
162
|
+
* 创建一个定时器,在指定时间后执行回调函数。
|
|
163
|
+
*
|
|
164
|
+
* @param timeInSeconds - 延迟时间(秒)
|
|
165
|
+
* @param repeats - 是否重复执行,默认为false
|
|
166
|
+
* @param context - 回调函数的上下文,默认为null
|
|
167
|
+
* @param onTime - 定时器触发时的回调函数
|
|
168
|
+
* @returns 创建的定时器实例
|
|
169
|
+
*/
|
|
170
|
+
static schedule(timeInSeconds: number, repeats: boolean | undefined, context: any | undefined, onTime: (timer: ITimer) => void): import(".").Timer;
|
|
171
|
+
/**
|
|
172
|
+
* 获取ECS流式API
|
|
173
|
+
*
|
|
174
|
+
* @returns ECS API实例,如果未初始化则返回null
|
|
175
|
+
*/
|
|
176
|
+
static get ecsAPI(): ECSFluentAPI | null;
|
|
177
|
+
/**
|
|
178
|
+
* 场景切换回调
|
|
179
|
+
*
|
|
180
|
+
* 在场景切换时调用,用于重置时间系统等。
|
|
181
|
+
*/
|
|
182
|
+
onSceneChanged(): void;
|
|
183
|
+
/**
|
|
184
|
+
* 初始化核心系统
|
|
185
|
+
*
|
|
186
|
+
* 执行核心系统的初始化逻辑。
|
|
187
|
+
*/
|
|
188
|
+
protected initialize(): void;
|
|
189
|
+
/**
|
|
190
|
+
* 游戏主循环更新
|
|
191
|
+
*
|
|
192
|
+
* 每帧调用,负责更新时间系统、全局管理器和当前场景。
|
|
193
|
+
*
|
|
194
|
+
* @param currentTime - 当前时间戳,默认为-1(使用系统时间)
|
|
195
|
+
*/
|
|
196
|
+
protected update(currentTime?: number): void;
|
|
197
|
+
}
|
|
198
|
+
//# sourceMappingURL=Core.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|