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745 lines
16 KiB
Markdown
745 lines
16 KiB
Markdown
---
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title: Arch ECS 集成
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description: GFramework 的 Arch ECS 集成包使用指南,提供高性能的实体组件系统支持。
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---
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# Arch ECS 集成
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## 概述
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`GFramework.Ecs.Arch` 是 GFramework 的 Arch ECS 集成包,提供开箱即用的 ECS(Entity Component
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System)支持。基于 [Arch.Core](https://github.com/genaray/Arch) 实现,具有极致的性能和简洁的 API。
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**主要特性**:
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- 🎯 **显式集成** - 符合 .NET 生态习惯的显式注册方式
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- 🔌 **零依赖** - 不使用时,Core 包无 Arch 依赖
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- 🎯 **类型安全** - 完整的类型系统和编译时检查
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- ⚡ **高性能** - 基于 Arch ECS 的高性能实现
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- 🔧 **易扩展** - 简单的系统适配器模式
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- 📊 **优先级支持** - 系统按优先级顺序执行
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**性能特点**:
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- 10,000 个实体更新 < 100ms
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- 1,000 个实体创建 < 50ms
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- 基于 Archetype 的高效内存布局
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- 零 GC 分配的组件访问
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## 安装
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```bash
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dotnet add package GeWuYou.GFramework.Ecs.Arch
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```
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## 快速开始
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### 1. 注册 ECS 模块
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```csharp
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using GFramework.Core.architecture;
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using GFramework.Ecs.Arch.extensions;
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public class GameArchitecture : Architecture
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{
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public GameArchitecture() : base(new ArchitectureConfiguration())
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{
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}
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protected override void OnInitialize()
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{
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// 显式注册 Arch ECS 模块
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this.UseArch();
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}
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}
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// 初始化架构
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var architecture = new GameArchitecture();
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architecture.Initialize();
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```
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### 2. 带配置的注册
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```csharp
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public class GameArchitecture : Architecture
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{
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protected override void OnInitialize()
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{
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// 带配置的注册
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this.UseArch(options =>
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{
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options.WorldCapacity = 2000; // World 初始容量
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options.EnableStatistics = true; // 启用统计信息
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options.Priority = 50; // 模块优先级
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});
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}
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}
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```
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### 3. 定义组件
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组件是纯数据结构,使用 `struct` 定义:
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```csharp
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using System.Runtime.InteropServices;
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namespace MyGame.Components;
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[StructLayout(LayoutKind.Sequential)]
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public struct Position(float x, float y)
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{
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public float X { get; set; } = x;
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public float Y { get; set; } = y;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Velocity(float x, float y)
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{
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public float X { get; set; } = x;
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public float Y { get; set; } = y;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Health(float current, float max)
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{
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public float Current { get; set; } = current;
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public float Max { get; set; } = max;
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}
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```
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### 4. 创建系统
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系统继承自 `ArchSystemAdapter<T>`:
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```csharp
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using Arch.Core;
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using GFramework.Ecs.Arch;
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using MyGame.Components;
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namespace MyGame.Systems;
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/// <summary>
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/// 移动系统 - 更新实体位置
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/// </summary>
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public sealed class MovementSystem : ArchSystemAdapter<float>
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{
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private QueryDescription _query;
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protected override void OnArchInitialize()
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{
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// 创建查询:查找所有同时拥有 Position 和 Velocity 组件的实体
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_query = new QueryDescription()
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.WithAll<Position, Velocity>();
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}
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protected override void OnUpdate(in float deltaTime)
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{
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// 查询并更新所有符合条件的实体
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World.Query(in _query, (ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X * deltaTime;
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pos.Y += vel.Y * deltaTime;
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});
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}
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}
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```
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### 5. 注册系统
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```csharp
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public class GameArchitecture : Architecture
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{
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protected override void OnInitialize()
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{
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this.UseArch();
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// 注册 ECS 系统
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RegisterSystem<MovementSystem>();
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}
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}
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```
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### 6. 创建实体
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```csharp
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using Arch.Core;
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using GFramework.Core.Abstractions.rule;
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using GFramework.SourceGenerators.Abstractions.rule;
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using MyGame.Components;
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[ContextAware]
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public partial class GameController
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{
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public void Start()
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{
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// 获取 World
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var world = this.GetService<World>();
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// 创建实体
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var player = world.Create(
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new Position(0, 0),
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new Velocity(0, 0),
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new Health(100, 100)
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);
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var enemy = world.Create(
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new Position(10, 10),
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new Velocity(-1, 0),
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new Health(50, 50)
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);
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}
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}
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```
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### 7. 更新系统
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```csharp
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using GFramework.Ecs.Arch.Abstractions;
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public class GameLoop
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{
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private IArchEcsModule _ecsModule;
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public void Initialize()
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{
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// 获取 ECS 模块
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_ecsModule = architecture.Context.GetService<IArchEcsModule>();
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}
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public void Update(float deltaTime)
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{
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// 更新所有 ECS 系统
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_ecsModule.Update(deltaTime);
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}
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}
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```
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## 配置选项
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### ArchOptions
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```csharp
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public sealed class ArchOptions
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{
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/// <summary>
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/// World 初始容量(默认:1000)
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/// </summary>
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public int WorldCapacity { get; set; } = 1000;
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/// <summary>
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/// 是否启用统计信息(默认:false)
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/// </summary>
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public bool EnableStatistics { get; set; } = false;
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/// <summary>
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/// 模块优先级(默认:50)
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/// </summary>
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public int Priority { get; set; } = 50;
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}
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```
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### 配置示例
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```csharp
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this.UseArch(options =>
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{
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// 设置 World 初始容量
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// 根据预期实体数量设置,避免频繁扩容
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options.WorldCapacity = 2000;
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// 启用统计信息(开发/调试时使用)
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options.EnableStatistics = true;
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// 设置模块优先级
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// 数值越小,优先级越高
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options.Priority = 50;
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});
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```
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## 核心概念
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### Entity(实体)
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实体是游戏世界中的基本对象,本质上是一个唯一标识符:
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```csharp
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// 创建空实体
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var entity = world.Create();
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// 创建带组件的实体
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var entity = world.Create(
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new Position(0, 0),
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new Velocity(1, 1)
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);
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// 销毁实体
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world.Destroy(entity);
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```
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### Component(组件)
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组件是纯数据结构,用于存储实体的状态:
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```csharp
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// 添加组件
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world.Add(entity, new Position(0, 0));
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// 检查组件
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if (world.Has<Position>(entity))
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{
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// 获取组件引用(零 GC 分配)
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ref var pos = ref world.Get<Position>(entity);
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pos.X += 10;
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}
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// 设置组件(替换现有值)
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world.Set(entity, new Position(100, 100));
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// 移除组件
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world.Remove<Velocity>(entity);
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```
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### System(系统)
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系统包含游戏逻辑,处理具有特定组件组合的实体:
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```csharp
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public sealed class DamageSystem : ArchSystemAdapter<float>
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{
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private QueryDescription _query;
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protected override void OnArchInitialize()
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{
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// 初始化查询
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_query = new QueryDescription()
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.WithAll<Health, Damage>();
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}
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protected override void OnUpdate(in float deltaTime)
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{
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// 处理伤害
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World.Query(in _query, (Entity entity, ref Health health, ref Damage damage) =>
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{
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health.Current -= damage.Value * deltaTime;
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if (health.Current <= 0)
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{
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health.Current = 0;
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World.Remove<Damage>(entity);
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}
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});
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}
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}
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```
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### World(世界)
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World 是 ECS 的核心容器,管理所有实体和组件:
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```csharp
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// World 由 ArchEcsModule 自动创建和注册
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var world = this.GetService<World>();
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// 获取实体数量
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var entityCount = world.Size;
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// 清空所有实体
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world.Clear();
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```
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## 系统适配器
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### ArchSystemAdapter<T>
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`ArchSystemAdapter<T>` 桥接 Arch.System.ISystem<T> 到 GFramework 架构:
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```csharp
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public sealed class MySystem : ArchSystemAdapter<float>
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{
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// Arch 系统初始化
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protected override void OnArchInitialize()
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{
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// 创建查询、初始化资源
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}
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// 更新前调用
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protected override void OnBeforeUpdate(in float deltaTime)
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{
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// 预处理逻辑
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}
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// 主更新逻辑
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protected override void OnUpdate(in float deltaTime)
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{
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// 处理实体
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}
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// 更新后调用
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protected override void OnAfterUpdate(in float deltaTime)
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{
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// 后处理逻辑
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}
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// 资源清理
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protected override void OnArchDispose()
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{
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// 清理资源
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}
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}
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```
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### 访问 World
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在系统中可以直接访问 `World` 属性:
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```csharp
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public sealed class MySystem : ArchSystemAdapter<float>
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{
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protected override void OnUpdate(in float deltaTime)
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{
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// 访问 World
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var entityCount = World.Size;
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// 创建实体
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var entity = World.Create(new Position(0, 0));
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// 查询实体
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var query = new QueryDescription().WithAll<Position>();
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World.Query(in query, (ref Position pos) =>
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{
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// 处理逻辑
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});
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}
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}
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```
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### 访问框架服务
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`ArchSystemAdapter<T>` 继承自 `AbstractSystem`,可以使用所有 GFramework 的扩展方法:
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```csharp
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public sealed class ServiceAccessSystem : ArchSystemAdapter<float>
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{
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protected override void OnUpdate(in float deltaTime)
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{
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// 获取 Model
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var playerModel = this.GetModel<PlayerModel>();
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// 获取 Utility
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var timeUtility = this.GetUtility<TimeUtility>();
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// 发送命令
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this.SendCommand(new SaveGameCommand());
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// 发送查询
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var score = this.SendQuery(new GetScoreQuery());
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// 发送事件
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this.SendEvent(new GameOverEvent());
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}
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}
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```
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## 查询实体
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### 基本查询
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```csharp
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// 查询:必须有 Position 和 Velocity
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var query = new QueryDescription()
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.WithAll<Position, Velocity>();
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World.Query(in query, (ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X * deltaTime;
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pos.Y += vel.Y * deltaTime;
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});
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```
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### 过滤查询
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```csharp
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// 查询:必须有 Health,但不能有 Damage
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var query = new QueryDescription()
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.WithAll<Health>()
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.WithNone<Damage>();
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World.Query(in query, (ref Health health) =>
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{
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// 只处理没有受伤的实体
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});
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```
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### 可选组件查询
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```csharp
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// 查询:必须有 Position,可选 Velocity
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var query = new QueryDescription()
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.WithAll<Position>()
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.WithAny<Velocity>();
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World.Query(in query, (Entity entity, ref Position pos) =>
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{
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// 处理逻辑
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});
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```
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### 访问实体 ID
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```csharp
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var query = new QueryDescription().WithAll<Position>();
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World.Query(in query, (Entity entity, ref Position pos) =>
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{
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// 可以访问实体 ID
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Console.WriteLine($"Entity {entity.Id}: ({pos.X}, {pos.Y})");
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// 可以对实体进行操作
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if (pos.X > 100)
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{
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World.Destroy(entity);
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}
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});
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```
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## 系统优先级
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系统按照优先级顺序执行,数值越小优先级越高:
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|
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```csharp
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using GFramework.Core.Abstractions.bases;
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using GFramework.SourceGenerators.Abstractions.bases;
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// 使用 Priority 特性设置优先级
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[Priority(10)] // 高优先级,先执行
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public sealed class InputSystem : ArchSystemAdapter<float>
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{
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// ...
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}
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[Priority(20)] // 中优先级
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public sealed class MovementSystem : ArchSystemAdapter<float>
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{
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// ...
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}
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[Priority(30)] // 低优先级,后执行
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public sealed class RenderSystem : ArchSystemAdapter<float>
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{
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// ...
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}
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```
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执行顺序:InputSystem → MovementSystem → RenderSystem
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## 性能优化
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### 1. 使用 struct 组件
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```csharp
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// ✅ 推荐:使用 struct
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[StructLayout(LayoutKind.Sequential)]
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public struct Position(float x, float y)
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{
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public float X { get; set; } = x;
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public float Y { get; set; } = y;
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}
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// ❌ 不推荐:使用 class
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public class Position
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{
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public float X { get; set; }
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public float Y { get; set; }
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}
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```
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### 2. 缓存查询
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|
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```csharp
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public class OptimizedSystem : ArchSystemAdapter<float>
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{
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// ✅ 推荐:缓存查询
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private QueryDescription _cachedQuery;
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protected override void OnArchInitialize()
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{
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_cachedQuery = new QueryDescription()
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.WithAll<Position, Velocity>();
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}
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protected override void OnUpdate(in float deltaTime)
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{
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World.Query(in _cachedQuery, (ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X * deltaTime;
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pos.Y += vel.Y * deltaTime;
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});
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}
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}
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```
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### 3. 使用 ref 访问组件
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||
|
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```csharp
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// ✅ 推荐:使用 ref 避免复制
|
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World.Query(in query, (ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X; // 直接修改,零 GC
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});
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|
||
// ❌ 不推荐:不使用 ref
|
||
World.Query(in query, (Position pos, Velocity vel) =>
|
||
{
|
||
pos.X += vel.X; // 复制值,修改不会生效
|
||
});
|
||
```
|
||
|
||
### 4. 组件大小优化
|
||
|
||
```csharp
|
||
// ✅ 推荐:小而专注的组件
|
||
public struct Position(float x, float y)
|
||
{
|
||
public float X { get; set; } = x;
|
||
public float Y { get; set; } = y;
|
||
}
|
||
|
||
public struct Velocity(float x, float y)
|
||
{
|
||
public float X { get; set; } = x;
|
||
public float Y { get; set; } = y;
|
||
}
|
||
|
||
// ❌ 不推荐:大而全的组件
|
||
public struct Transform
|
||
{
|
||
public float X, Y, Z;
|
||
public float RotationX, RotationY, RotationZ;
|
||
public float ScaleX, ScaleY, ScaleZ;
|
||
public float VelocityX, VelocityY, VelocityZ;
|
||
// ... 太多数据
|
||
}
|
||
```
|
||
|
||
## 最佳实践
|
||
|
||
### 1. 组件设计原则
|
||
|
||
- 使用 `struct` 而不是 `class`
|
||
- 只包含数据,不包含逻辑
|
||
- 使用 `[StructLayout(LayoutKind.Sequential)]` 优化内存布局
|
||
- 保持组件小而专注
|
||
|
||
### 2. 系统设计原则
|
||
|
||
- 单一职责:每个系统只负责一件事
|
||
- 缓存查询:在 `OnArchInitialize` 中创建查询
|
||
- 使用 ref:访问组件时使用 ref 参数
|
||
- 批量处理:一次查询处理所有实体
|
||
|
||
### 3. 标签组件
|
||
|
||
使用空结构体作为标签来分类实体:
|
||
|
||
```csharp
|
||
// 定义标签组件
|
||
public struct PlayerTag { }
|
||
public struct EnemyTag { }
|
||
public struct DeadTag { }
|
||
|
||
// 使用标签过滤实体
|
||
var query = new QueryDescription()
|
||
.WithAll<Position, Velocity, PlayerTag>()
|
||
.WithNone<DeadTag>();
|
||
```
|
||
|
||
### 4. 与传统架构结合
|
||
|
||
```csharp
|
||
// ECS 系统可以访问 Model
|
||
public class EnemySpawnSystem : ArchSystemAdapter<float>
|
||
{
|
||
protected override void OnUpdate(in float deltaTime)
|
||
{
|
||
var gameState = this.GetModel<GameStateModel>();
|
||
|
||
// 根据关卡生成敌人
|
||
for (int i = 0; i < gameState.Level; i++)
|
||
{
|
||
World.Create(
|
||
new Position(Random.Shared.Next(0, 100), 0),
|
||
new Velocity(0, -1),
|
||
new Health(50, 50)
|
||
);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
## 常见问题
|
||
|
||
### Q: 如何在运行时动态添加/移除组件?
|
||
|
||
A: Arch 支持运行时修改实体的组件:
|
||
|
||
```csharp
|
||
// 动态添加组件
|
||
if (pos.X > 100 && !World.Has<FastTag>(entity))
|
||
{
|
||
World.Add(entity, new FastTag());
|
||
}
|
||
|
||
// 动态移除组件
|
||
if (pos.X < 0 && World.Has<FastTag>(entity))
|
||
{
|
||
World.Remove<FastTag>(entity);
|
||
}
|
||
```
|
||
|
||
### Q: 如何处理实体之间的交互?
|
||
|
||
A: 使用嵌套查询或事件:
|
||
|
||
```csharp
|
||
// 方式 1:嵌套查询
|
||
World.Query(in playerQuery, (Entity player, ref Position playerPos) =>
|
||
{
|
||
World.Query(in enemyQuery, (Entity enemy, ref Position enemyPos) =>
|
||
{
|
||
// 检测碰撞
|
||
});
|
||
});
|
||
|
||
// 方式 2:使用事件
|
||
this.SendEvent(new CollisionEvent
|
||
{
|
||
Entity1 = player,
|
||
Entity2 = enemy
|
||
});
|
||
```
|
||
|
||
### Q: 如何调试 ECS 系统?
|
||
|
||
A: 使用日志和统计信息:
|
||
|
||
```csharp
|
||
protected override void OnUpdate(in float deltaTime)
|
||
{
|
||
// 打印实体数量
|
||
Console.WriteLine($"Total entities: {World.Size}");
|
||
|
||
// 查询特定实体
|
||
var query = new QueryDescription().WithAll<Position>();
|
||
var count = 0;
|
||
World.Query(in query, (Entity entity, ref Position pos) =>
|
||
{
|
||
count++;
|
||
Console.WriteLine($"Entity {entity.Id}: ({pos.X}, {pos.Y})");
|
||
});
|
||
}
|
||
```
|
||
|
||
## 相关资源
|
||
|
||
- [Arch.Core 官方文档](https://github.com/genaray/Arch)
|
||
- [ECS 概述](./index.md) |