2020-07-22 20:07:14 +08:00
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module es {
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2020-07-28 16:25:20 +08:00
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/** 场景 */
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2020-11-23 16:05:06 +08:00
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export class Scene {
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2020-07-28 16:25:20 +08:00
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/**
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* 这个场景中的实体列表
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*/
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public readonly entities: EntityList;
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/**
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* 管理所有实体处理器
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*/
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public readonly entityProcessors: EntityProcessorList;
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2020-11-30 12:57:53 +08:00
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public readonly _sceneComponents: FastList<SceneComponent> = new FastList<SceneComponent>();
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2020-07-28 16:25:20 +08:00
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public _didSceneBegin;
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constructor() {
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this.entities = new EntityList(this);
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2020-11-26 10:44:28 +08:00
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if (Core.entitySystemsEnabled)
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this.entityProcessors = new EntityProcessorList();
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2020-07-28 16:25:20 +08:00
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this.initialize();
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 在场景子类中重写这个,然后在这里进行加载。
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* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
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2020-07-28 16:25:20 +08:00
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*/
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public initialize() {
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 当Core将这个场景设置为活动场景时,这个将被调用
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2020-07-28 16:25:20 +08:00
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*/
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2020-12-01 20:02:45 +08:00
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public onStart() {
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2020-07-28 16:25:20 +08:00
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 在场景子类中重写这个,并在这里做任何必要的卸载。
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* 当Core把这个场景从活动槽中移除时,这个被调用。
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2020-07-28 16:25:20 +08:00
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*/
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public unload() {
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}
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2020-08-25 17:28:22 +08:00
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public begin() {
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2020-07-28 16:25:20 +08:00
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Physics.reset();
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2020-08-26 19:56:48 +08:00
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this.updateResolutionScaler();
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2020-07-28 16:25:20 +08:00
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2020-11-26 10:39:32 +08:00
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if (this.entityProcessors != null)
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2020-07-28 16:25:20 +08:00
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this.entityProcessors.begin();
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2020-08-26 19:56:48 +08:00
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Core.emitter.addObserver(CoreEvents.GraphicsDeviceReset,this.updateResolutionScaler, this);
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Core.emitter.addObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler, this);
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2020-07-28 16:25:20 +08:00
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this._didSceneBegin = true;
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this.onStart();
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2020-08-26 19:56:48 +08:00
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2020-07-28 16:25:20 +08:00
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}
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public end() {
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this._didSceneBegin = false;
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2020-11-26 10:39:32 +08:00
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Core.emitter.removeObserver(CoreEvents.GraphicsDeviceReset, this.updateResolutionScaler);
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Core.emitter.removeObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler);
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2020-07-28 16:25:20 +08:00
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this.entities.removeAllEntities();
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2020-06-16 11:59:40 +08:00
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2020-08-12 19:57:06 +08:00
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for (let i = 0; i < this._sceneComponents.length; i++) {
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2020-11-30 12:57:53 +08:00
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this._sceneComponents.buffer[i].onRemovedFromScene();
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2020-08-11 11:07:20 +08:00
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}
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2020-11-30 12:57:53 +08:00
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this._sceneComponents.clear();
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2020-08-11 11:07:20 +08:00
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2020-11-26 10:39:32 +08:00
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Physics.clear();
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2020-07-28 16:25:20 +08:00
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if (this.entityProcessors)
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this.entityProcessors.end();
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2020-06-18 23:22:54 +08:00
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2020-07-28 16:25:20 +08:00
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this.unload();
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}
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2020-06-21 10:27:15 +08:00
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2020-08-26 19:56:48 +08:00
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public updateResolutionScaler(){
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2020-11-23 16:05:06 +08:00
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2020-08-26 19:56:48 +08:00
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}
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2020-07-28 16:25:20 +08:00
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public update() {
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// 更新我们的列表,以防它们有任何变化
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this.entities.updateLists();
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2020-06-21 10:27:15 +08:00
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2020-08-12 19:57:06 +08:00
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for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
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2020-12-01 20:02:45 +08:00
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if (this._sceneComponents.buffer[i].enabled)
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this._sceneComponents.buffer[i].update();
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2020-08-11 11:07:20 +08:00
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}
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2020-07-28 16:25:20 +08:00
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// 更新我们的实体解析器
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2020-11-26 10:39:32 +08:00
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if (this.entityProcessors != null)
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2020-07-28 16:25:20 +08:00
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this.entityProcessors.update();
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2020-06-21 10:27:15 +08:00
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2020-07-28 16:25:20 +08:00
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// 更新我们的实体组
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this.entities.update();
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2020-06-23 09:10:40 +08:00
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2020-11-26 10:39:32 +08:00
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if (this.entityProcessors != null)
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2020-07-28 16:25:20 +08:00
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this.entityProcessors.lateUpdate();
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}
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2020-08-11 11:07:20 +08:00
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/**
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* 向组件列表添加并返回SceneComponent
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* @param component
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*/
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public addSceneComponent<T extends SceneComponent>(component: T): T {
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component.scene = this;
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component.onEnabled();
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2020-11-30 12:57:53 +08:00
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this._sceneComponents.add(component);
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this._sceneComponents.sort(component);
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2020-08-11 11:07:20 +08:00
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return component;
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}
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。
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* @param type
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*/
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2020-08-12 19:57:06 +08:00
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public getSceneComponent<T extends SceneComponent>(type) {
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for (let i = 0; i < this._sceneComponents.length; i++) {
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2020-11-30 13:50:18 +08:00
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let component = this._sceneComponents.buffer[i];
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2020-08-11 11:07:20 +08:00
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if (component instanceof type)
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return component as T;
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}
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return null;
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}
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。
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* @param type
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*/
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2020-08-12 19:57:06 +08:00
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public getOrCreateSceneComponent<T extends SceneComponent>(type) {
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2020-08-11 11:07:20 +08:00
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let comp = this.getSceneComponent<T>(type);
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if (comp == null)
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comp = this.addSceneComponent<T>(new type());
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return comp;
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}
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/**
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* 从SceneComponents列表中删除一个SceneComponent
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* @param component
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*/
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2020-08-12 19:57:06 +08:00
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public removeSceneComponent(component: SceneComponent) {
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if (!this._sceneComponents.contains(component)) {
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2020-08-11 11:07:20 +08:00
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console.warn(`SceneComponent${component}不在SceneComponents列表中!`);
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return;
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}
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this._sceneComponents.remove(component);
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component.onRemovedFromScene();
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}
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2020-07-28 16:25:20 +08:00
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/**
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* 将实体添加到此场景,并返回它
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* @param name
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*/
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public createEntity(name: string) {
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let entity = new Entity(name);
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return this.addEntity(entity);
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}
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/**
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* 在场景的实体列表中添加一个实体
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* @param entity
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*/
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public addEntity(entity: Entity) {
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if (this.entities.buffer.contains(entity))
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2020-08-08 09:50:40 +08:00
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console.warn(`您试图将同一实体添加到场景两次: ${entity}`);
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2020-07-28 16:25:20 +08:00
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this.entities.add(entity);
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entity.scene = this;
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for (let i = 0; i < entity.transform.childCount; i++)
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this.addEntity(entity.transform.getChild(i).entity);
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return entity;
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}
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/**
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* 从场景中删除所有实体
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*/
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public destroyAllEntities() {
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for (let i = 0; i < this.entities.count; i++) {
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this.entities.buffer[i].destroy();
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2020-07-22 20:07:14 +08:00
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}
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2020-07-28 16:25:20 +08:00
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}
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/**
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* 搜索并返回第一个具有名称的实体
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* @param name
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*/
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public findEntity(name: string): Entity {
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return this.entities.findEntity(name);
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}
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/**
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* 返回具有给定标记的所有实体
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* @param tag
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*/
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public findEntitiesWithTag(tag: number): Entity[] {
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return this.entities.entitiesWithTag(tag);
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}
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/**
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* 返回类型为T的所有实体
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* @param type
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*/
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public entitiesOfType<T extends Entity>(type): T[] {
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return this.entities.entitiesOfType<T>(type);
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}
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/**
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* 返回第一个启用加载的类型为T的组件
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* @param type
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*/
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public findComponentOfType<T extends Component>(type): T {
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return this.entities.findComponentOfType<T>(type);
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}
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/**
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* 返回类型为T的所有已启用已加载组件的列表
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* @param type
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*/
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public findComponentsOfType<T extends Component>(type): T[] {
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return this.entities.findComponentsOfType<T>(type);
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}
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/**
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* 在场景中添加一个EntitySystem处理器
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* @param processor 处理器
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*/
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public addEntityProcessor(processor: EntitySystem) {
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processor.scene = this;
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this.entityProcessors.add(processor);
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return processor;
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}
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/**
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* 从场景中删除EntitySystem处理器
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* @param processor
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*/
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public removeEntityProcessor(processor: EntitySystem) {
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this.entityProcessors.remove(processor);
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}
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/**
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* 获取EntitySystem处理器
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*/
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public getEntityProcessor<T extends EntitySystem>(): T {
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return this.entityProcessors.getProcessor<T>();
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}
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}
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2020-06-08 11:49:45 +08:00
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}
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