Typescript 可变参数泛型 class,接受可变数量的 class 扩展公共基础的对象?
Typescript variadic generic class, accepting a variable number of class objects which extend a common base?
我正在尝试用打字稿设计一个实体组件系统。我的目标是创建一个可变参数通用抽象 System
class,它将组件 classes 作为通用参数。
想法是派生的 System
classes 可以用它们使用的组件声明。然后他们可以使用此信息(组件 class 对象)从所有实体列表中提取他们操作的实体子集。此子集是具有所需组件的实体集。
对于上下文,我先包含了组件和实体代码:
interface IComponent {
owner: Entity | null;
}
type ComponentClass<C extends IComponent> = new (args: unknown[]) => C;
abstract class Entity {
public readonly name: string;
/** The pixijs scene node (pixijs display object). */
private _sceneNode: unknown;
protected _components: IComponent[] = [];
constructor(name: string) {
this.name = name;
}
public get components(): IComponent[] {
return this._components;
}
public addComponent(component: IComponent): void {
this._components.push(component);
component.owner = this;
}
public getComponent<C extends IComponent>(componentClass: ComponentClass<C>): C {
for (const component of this._components) {
if (component instanceof componentClass) {
return component as C;
}
}
throw new Error(`component '${componentClass.name}' missing from entity ${this.constructor.name}`);
}
public removeComponent<C extends IComponent>(componentClass: ComponentClass<C>): void {
const removeList: number[] = [];
this._components.forEach((component, index) => {
if (component instanceof componentClass) {
removeList.push(index);
}
});
removeList.forEach(index => {
this._components.splice(index, 1);
});
}
public hasComponent<C extends IComponent>(componentClass: ComponentClass<C>): boolean {
return this._components.some(component => {
return component instanceof componentClass;
});
}
}
interface ISystem {
onSpawnEntity(entity: Entity): void;
onDestroyEntity(entity: Entity): void;
pullEntities(entities: Entity[]): void;
update(dt_s: number) : void;
}
我正在尝试使它成为一个可以采用任意数量组件的可变泛型
classes,每个扩展 IComponent
。目前,它只需要 2 个,这说明了我正在努力实现的目标:
abstract class System<C0 extends IComponent, C1 extends IComponent> implements ISystem {
protected _targets: [ComponentClass<C0>, ComponentClass<C1>];
protected _subjects: Entity[] = [];
constructor(targets: [ComponentClass<C0>, ComponentClass<C1>]) {
this._targets = targets;
}
public pullEntities(entities: Entity[]): void {
entities.forEach(entity => {
if(this.isEntitySubject(entity)) {
this._subjects.push(entity);
}
});
}
public onSpawnEntity(entity: Entity): void {
if(this.isEntitySubject(entity)) {
this._subjects.push(entity);
}
}
public onDestroyEntity(entity: Entity): void {
if(this.isEntitySubject(entity)) {
}
}
public update(dt_s: number) : void {
this._subjects.forEach(entity => {
const c0 = entity.getComponent(this._targets[0]);
const c1 = entity.getComponent(this._targets[1]);
this.updateEntity(c0, c1);
})
}
private isEntitySubject(entity: Entity): boolean {
return entity.hasComponent(this._targets[0]) &&
entity.hasComponent(this._targets[1]);
}
// the idea is that this is the only function systems will have to implement themselves,
// ideally want the args to be a variadic array of the component instances which the
// system uses.
protected updateEntity(c0: C0, c1: C1) {}
}
abstract class World
{
protected _systems: ISystem[] = [];
protected _entities: Entity[] = [];
public feedEntities(): void {
this._systems.forEach(system => {
system.pullEntities(this._entities);
});
}
public updateSystems(): void {
this._systems.forEach(system => {
system.update(20);
});
}
}
我还包含了示例用法以提供更多上下文:
////////////////////////////////////////////////////////////////////////////////
// EXAMPLE USAGE
////////////////////////////////////////////////////////////////////////////////
class PhysicsComponent implements IComponent {
public owner: Entity | null;
public x: number;
public y: number;
public mass: number;
}
class CollisionComponent implements IComponent {
public owner: Entity | null;
public bounds: {x: number, y: number, width: number, height: number};
}
// creating a new system, defining the component classes it takes.
class PhysicsSystem extends System<PhysicsComponent, CollisionComponent> {
protected updateEntity(physics: PhysicsComponent, collision: CollisionComponent) {
physics.x += 1;
physics.y += 1;
console.log(`entity: ${physics.owner.name} has position: {x: ${physics.x}, y: ${physics.y}}`);
}
}
class Person extends Entity {
constructor(name: string) {
super(name);
const physics = new PhysicsComponent();
physics.x = 20;
physics.y = 40;
this.addComponent(physics);
const collision = new CollisionComponent();
collision.bounds = {
x: 0, y: 0, width: 100, height: 100
};
this.addComponent(collision);
}
}
class GameWorld extends World {
constructor() {
super();
this._systems.push(new PhysicsSystem([PhysicsComponent, CollisionComponent]));
const e0 = new Person("jim");
const e1 = new Person("steve");
const e2 = new Person("sally");
this._entities.push(e0, e1, e2);
this.feedEntities();
}
}
const world = new GameWorld();
setInterval(() => {
world.updateSystems();
}, 300);
我想要实现的目标是否可行?
TypeScript 没有“可变泛型”,但它有 Tuple types
所以你的System
class可以
type ComponentClasses<T extends IComponent[]> = { [K in keyof T]: T[K] extends IComponent ? ComponentClass<T[K]> : never };
abstract class System<TComponents extends IComponent[]> implements ISystem {
protected _targets: ComponentClasses<TComponents>;
protected _subjects: Entity[] = [];
constructor(targets: ComponentClasses<TComponents>) {
this._targets = targets;
}
protected abstract updateEntity(...components: TComponents): void;
}
解释:
TComponents extends IComponent[]
表示TComponent
必须是IComponent
的数组(或元组),例如PhysicsComponent[]
或[PhysicsComponent, CollisionComponent]
(我没有经过测试,但我的代码的其他部分应该只适用于元组类型)
- 为了将
TComponents
转换为它们的 ComponentClass
es,我使用了辅助类型 ComponentClasses
,它是一个 Mapped type,特别是,映射元组类型仅映射其编号键,意味着 ComponentClasses<[PhysicsComponent, CollisionComponent]>
将 return [ComponentClass<PhysicsComponent>, ComponentClass<CollisionComponent>]
- 为了使
updateEntity
方法接受可变数量的参数,使用了 Rest Parameters 语法。在 TypeScript 中,它允许使用元组类型标记多个参数。
PhysicsSystem
的例子:
class PhysicsSystem extends System<[PhysicsComponent, CollisionComponent]> {
protected override updateEntity(physics: PhysicsComponent, collision: CollisionComponent) {
physics.x += 1;
physics.y += 1;
console.log(`entity: ${physics.owner!.name} has position: {x: ${physics.x}, y: ${physics.y}}`);
}
}
如果您更改 physics
或 collision
参数的类型,它将无法编译。
在GameWorld
中:
this._systems.push(new PhysicsSystem([PhysicsComponent, CollisionComponent]));
如果更改参数数组,它也不会编译。
我正在尝试用打字稿设计一个实体组件系统。我的目标是创建一个可变参数通用抽象 System
class,它将组件 classes 作为通用参数。
想法是派生的 System
classes 可以用它们使用的组件声明。然后他们可以使用此信息(组件 class 对象)从所有实体列表中提取他们操作的实体子集。此子集是具有所需组件的实体集。
对于上下文,我先包含了组件和实体代码:
interface IComponent {
owner: Entity | null;
}
type ComponentClass<C extends IComponent> = new (args: unknown[]) => C;
abstract class Entity {
public readonly name: string;
/** The pixijs scene node (pixijs display object). */
private _sceneNode: unknown;
protected _components: IComponent[] = [];
constructor(name: string) {
this.name = name;
}
public get components(): IComponent[] {
return this._components;
}
public addComponent(component: IComponent): void {
this._components.push(component);
component.owner = this;
}
public getComponent<C extends IComponent>(componentClass: ComponentClass<C>): C {
for (const component of this._components) {
if (component instanceof componentClass) {
return component as C;
}
}
throw new Error(`component '${componentClass.name}' missing from entity ${this.constructor.name}`);
}
public removeComponent<C extends IComponent>(componentClass: ComponentClass<C>): void {
const removeList: number[] = [];
this._components.forEach((component, index) => {
if (component instanceof componentClass) {
removeList.push(index);
}
});
removeList.forEach(index => {
this._components.splice(index, 1);
});
}
public hasComponent<C extends IComponent>(componentClass: ComponentClass<C>): boolean {
return this._components.some(component => {
return component instanceof componentClass;
});
}
}
interface ISystem {
onSpawnEntity(entity: Entity): void;
onDestroyEntity(entity: Entity): void;
pullEntities(entities: Entity[]): void;
update(dt_s: number) : void;
}
我正在尝试使它成为一个可以采用任意数量组件的可变泛型
classes,每个扩展 IComponent
。目前,它只需要 2 个,这说明了我正在努力实现的目标:
abstract class System<C0 extends IComponent, C1 extends IComponent> implements ISystem {
protected _targets: [ComponentClass<C0>, ComponentClass<C1>];
protected _subjects: Entity[] = [];
constructor(targets: [ComponentClass<C0>, ComponentClass<C1>]) {
this._targets = targets;
}
public pullEntities(entities: Entity[]): void {
entities.forEach(entity => {
if(this.isEntitySubject(entity)) {
this._subjects.push(entity);
}
});
}
public onSpawnEntity(entity: Entity): void {
if(this.isEntitySubject(entity)) {
this._subjects.push(entity);
}
}
public onDestroyEntity(entity: Entity): void {
if(this.isEntitySubject(entity)) {
}
}
public update(dt_s: number) : void {
this._subjects.forEach(entity => {
const c0 = entity.getComponent(this._targets[0]);
const c1 = entity.getComponent(this._targets[1]);
this.updateEntity(c0, c1);
})
}
private isEntitySubject(entity: Entity): boolean {
return entity.hasComponent(this._targets[0]) &&
entity.hasComponent(this._targets[1]);
}
// the idea is that this is the only function systems will have to implement themselves,
// ideally want the args to be a variadic array of the component instances which the
// system uses.
protected updateEntity(c0: C0, c1: C1) {}
}
abstract class World
{
protected _systems: ISystem[] = [];
protected _entities: Entity[] = [];
public feedEntities(): void {
this._systems.forEach(system => {
system.pullEntities(this._entities);
});
}
public updateSystems(): void {
this._systems.forEach(system => {
system.update(20);
});
}
}
我还包含了示例用法以提供更多上下文:
////////////////////////////////////////////////////////////////////////////////
// EXAMPLE USAGE
////////////////////////////////////////////////////////////////////////////////
class PhysicsComponent implements IComponent {
public owner: Entity | null;
public x: number;
public y: number;
public mass: number;
}
class CollisionComponent implements IComponent {
public owner: Entity | null;
public bounds: {x: number, y: number, width: number, height: number};
}
// creating a new system, defining the component classes it takes.
class PhysicsSystem extends System<PhysicsComponent, CollisionComponent> {
protected updateEntity(physics: PhysicsComponent, collision: CollisionComponent) {
physics.x += 1;
physics.y += 1;
console.log(`entity: ${physics.owner.name} has position: {x: ${physics.x}, y: ${physics.y}}`);
}
}
class Person extends Entity {
constructor(name: string) {
super(name);
const physics = new PhysicsComponent();
physics.x = 20;
physics.y = 40;
this.addComponent(physics);
const collision = new CollisionComponent();
collision.bounds = {
x: 0, y: 0, width: 100, height: 100
};
this.addComponent(collision);
}
}
class GameWorld extends World {
constructor() {
super();
this._systems.push(new PhysicsSystem([PhysicsComponent, CollisionComponent]));
const e0 = new Person("jim");
const e1 = new Person("steve");
const e2 = new Person("sally");
this._entities.push(e0, e1, e2);
this.feedEntities();
}
}
const world = new GameWorld();
setInterval(() => {
world.updateSystems();
}, 300);
我想要实现的目标是否可行?
TypeScript 没有“可变泛型”,但它有 Tuple types
所以你的System
class可以
type ComponentClasses<T extends IComponent[]> = { [K in keyof T]: T[K] extends IComponent ? ComponentClass<T[K]> : never };
abstract class System<TComponents extends IComponent[]> implements ISystem {
protected _targets: ComponentClasses<TComponents>;
protected _subjects: Entity[] = [];
constructor(targets: ComponentClasses<TComponents>) {
this._targets = targets;
}
protected abstract updateEntity(...components: TComponents): void;
}
解释:
TComponents extends IComponent[]
表示TComponent
必须是IComponent
的数组(或元组),例如PhysicsComponent[]
或[PhysicsComponent, CollisionComponent]
(我没有经过测试,但我的代码的其他部分应该只适用于元组类型)- 为了将
TComponents
转换为它们的ComponentClass
es,我使用了辅助类型ComponentClasses
,它是一个 Mapped type,特别是,映射元组类型仅映射其编号键,意味着ComponentClasses<[PhysicsComponent, CollisionComponent]>
将 return[ComponentClass<PhysicsComponent>, ComponentClass<CollisionComponent>]
- 为了使
updateEntity
方法接受可变数量的参数,使用了 Rest Parameters 语法。在 TypeScript 中,它允许使用元组类型标记多个参数。
PhysicsSystem
的例子:
class PhysicsSystem extends System<[PhysicsComponent, CollisionComponent]> {
protected override updateEntity(physics: PhysicsComponent, collision: CollisionComponent) {
physics.x += 1;
physics.y += 1;
console.log(`entity: ${physics.owner!.name} has position: {x: ${physics.x}, y: ${physics.y}}`);
}
}
如果您更改 physics
或 collision
参数的类型,它将无法编译。
在GameWorld
中:
this._systems.push(new PhysicsSystem([PhysicsComponent, CollisionComponent]));
如果更改参数数组,它也不会编译。