移除Graphics相关
This commit is contained in:
@@ -220,18 +220,6 @@ var es;
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enumerable: true,
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configurable: true
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});
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/**
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* 临时运行SceneTransition,允许一个场景过渡到另一个平滑的自定义效果。
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* @param sceneTransition
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*/
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Core.startSceneTransition = function (sceneTransition) {
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if (this._instance._sceneTransition) {
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console.warn("在前一个场景完成之前,不能开始一个新的场景转换。");
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return;
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}
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this._instance._sceneTransition = sceneTransition;
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return sceneTransition;
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};
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/**
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* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
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* @param manager
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@@ -274,44 +262,6 @@ var es;
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Core.prototype.onOrientationChanged = function () {
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Core.emitter.emit(es.CoreEvents.OrientationChanged);
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};
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Core.prototype.draw = function () {
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return __awaiter(this, void 0, void 0, function () {
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return __generator(this, function (_a) {
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switch (_a.label) {
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case 0:
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this.startDebugDraw();
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if (!(this._sceneTransition != null)) return [3 /*break*/, 5];
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this._sceneTransition.preRender();
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if (!(this._sceneTransition != null)) return [3 /*break*/, 4];
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if (!(this._scene != null && !this._sceneTransition.hasPreviousSceneRender)) return [3 /*break*/, 2];
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this._scene.render();
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this._scene.postRender();
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return [4 /*yield*/, this._sceneTransition.onBeginTransition()];
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case 1:
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_a.sent();
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return [3 /*break*/, 3];
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case 2:
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if (this._scene != null && this._sceneTransition.isNewSceneLoaded) {
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this._scene.render();
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this._scene.postRender();
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}
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_a.label = 3;
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case 3:
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this._sceneTransition.render();
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_a.label = 4;
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case 4: return [3 /*break*/, 6];
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case 5:
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if (this._scene) {
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this._scene.render();
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// 如如果我们没有一个活动的SceneTransition,就像往常一样渲染
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this._scene.postRender();
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}
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_a.label = 6;
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case 6: return [2 /*return*/];
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}
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});
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});
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};
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Core.prototype.startDebugDraw = function () {
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this._frameCounter++;
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this._frameCounterElapsedTime += es.Time.deltaTime;
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@@ -354,37 +304,24 @@ var es;
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return __awaiter(this, void 0, void 0, function () {
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var i;
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return __generator(this, function (_a) {
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switch (_a.label) {
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case 0:
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if (currentTime != null)
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es.Time.update(currentTime);
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if (this._scene != null) {
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for (i = this._globalManagers.length - 1; i >= 0; i--) {
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if (this._globalManagers.buffer[i].enabled)
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this._globalManagers.buffer[i].update();
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}
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// 仔细阅读:
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// 当场景转换发生时,我们不更新场景
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// - 除非是不改变场景的SceneTransition(没有理由不更新)
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// - 或者是一个已经切换到新场景的SceneTransition(新场景需要做它的事情)
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if (this._sceneTransition == null ||
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(this._sceneTransition != null &&
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(!this._sceneTransition.loadsNewScene || this._sceneTransition.isNewSceneLoaded))) {
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this._scene.update();
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}
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if (this._nextScene != null) {
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this._scene.end();
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this._scene = this._nextScene;
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this._nextScene = null;
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this.onSceneChanged();
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this._scene.begin();
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}
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}
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return [4 /*yield*/, this.draw()];
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case 1:
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_a.sent();
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return [2 /*return*/];
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if (currentTime != null)
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es.Time.update(currentTime);
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if (this._scene != null) {
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for (i = this._globalManagers.length - 1; i >= 0; i--) {
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if (this._globalManagers.buffer[i].enabled)
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this._globalManagers.buffer[i].update();
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}
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this._scene.update();
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if (this._nextScene != null) {
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this._scene.end();
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this._scene = this._nextScene;
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this._nextScene = null;
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this.onSceneChanged();
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this._scene.begin();
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}
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}
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this.startDebugDraw();
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return [2 /*return*/];
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});
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});
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};
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@@ -828,9 +765,7 @@ var es;
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var Scene = /** @class */ (function () {
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function Scene() {
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this._sceneComponents = new es.FastList();
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this._renderers = [];
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this.entities = new es.EntityList(this);
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this.renderableComponents = new es.RenderableComponentList();
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if (es.Core.entitySystemsEnabled)
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this.entityProcessors = new es.EntityProcessorList();
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this.initialize();
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@@ -869,9 +804,6 @@ var es;
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};
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Scene.prototype.end = function () {
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this._didSceneBegin = false;
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for (var i = 0; i < this._renderers.length; i++) {
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this._renderers[i].unload();
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}
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es.Core.emitter.removeObserver(es.CoreEvents.GraphicsDeviceReset, this.updateResolutionScaler);
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es.Core.emitter.removeObserver(es.CoreEvents.OrientationChanged, this.updateResolutionScaler);
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this.entities.removeAllEntities();
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@@ -900,19 +832,6 @@ var es;
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this.entities.update();
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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// 我们在entity.update之后更新我们的renderables,以防止任何新的Renderables被添加
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this.renderableComponents.updateList();
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};
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Scene.prototype.render = function () {
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for (var i = 0; i < this._renderers.length; i++) {
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this._renderers[i].render(this);
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}
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};
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/**
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* 现在的任何后处理器都要完成它的处理
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* 只有在SceneTransition请求渲染时,它才会有一个值。
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*/
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Scene.prototype.postRender = function () {
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};
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/**
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* 向组件列表添加并返回SceneComponent
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@@ -959,38 +878,6 @@ var es;
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this._sceneComponents.remove(component);
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component.onRemovedFromScene();
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};
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/**
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* 为场景添加一个渲染器
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* @param renderer
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*/
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Scene.prototype.addRenderer = function (renderer) {
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this._renderers.push(renderer);
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this._renderers.sort();
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renderer.onAddedToScene(this);
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return renderer;
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};
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/**
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* 获取类型为T的第一个渲染器
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* @param type
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*/
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Scene.prototype.getRenderer = function (type) {
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for (var i = 0; i < this._renderers.length; i++) {
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if (this._renderers[i] instanceof type)
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return this._renderers[i];
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}
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return null;
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};
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/**
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* 从场景中移除渲染器
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* @param renderer
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*/
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Scene.prototype.removeRenderer = function (renderer) {
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var rendererList = new linq.List(this._renderers);
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if (!rendererList.contains(renderer))
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return;
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rendererList.remove(renderer);
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renderer.unload();
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};
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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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@@ -3542,136 +3429,6 @@ var es;
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}());
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es.Matcher = Matcher;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 用于排序IRenderables的比较器
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*/
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var RenderableComparer = /** @class */ (function () {
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function RenderableComparer() {
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}
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RenderableComparer.prototype.compare = function (self, other) {
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return other.renderLayer - self.renderLayer;
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};
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return RenderableComparer;
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}());
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es.RenderableComparer = RenderableComparer;
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})(es || (es = {}));
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///<reference path="../../Graphics/Renderers/IRenderable.ts" />
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var es;
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///<reference path="../../Graphics/Renderers/IRenderable.ts" />
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(function (es) {
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var RenderableComponentList = /** @class */ (function () {
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function RenderableComponentList() {
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/**
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* 添加到实体的组件列表
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*/
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this._components = [];
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/**
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* 通过渲染层跟踪组件,便于检索
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*/
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this._componentsByRenderLayer = new Map();
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this._unsortedRenderLayers = [];
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this._componentsNeedSort = true;
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}
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Object.defineProperty(RenderableComponentList.prototype, "componentsNeedSort", {
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get: function () {
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return this._componentsNeedSort;
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},
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set: function (value) {
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this._componentsNeedSort = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(RenderableComponentList.prototype, "count", {
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get: function () {
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return this._components.length;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(RenderableComponentList.prototype, "buffer", {
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get: function () {
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return this._components;
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},
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enumerable: true,
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configurable: true
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});
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RenderableComponentList.prototype.add = function (component) {
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this._components.push(component);
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this.addToRenderLayerList(component, component.renderLayer);
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};
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RenderableComponentList.prototype.remove = function (component) {
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new linq.List(this._components).remove(component);
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new linq.List(this._componentsByRenderLayer.get(component.renderLayer)).remove(component);
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};
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RenderableComponentList.prototype.updateRenderableRenderLayer = function (component, oldRenderLayer, newRenderLayer) {
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// 需要注意的是,如果渲染层在组件update之前发生了改变
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var oldRenderLayers = new linq.List(this._componentsByRenderLayer.get(oldRenderLayer));
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if (this._componentsByRenderLayer.has(oldRenderLayer) && oldRenderLayers.contains(component)) {
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oldRenderLayers.remove(component);
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this.addToRenderLayerList(component, newRenderLayer);
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}
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};
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/**
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* 将渲染层排序标志弄脏,让所有组件重新排序
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* @param renderLayer
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*/
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RenderableComponentList.prototype.setRenderLayerNeedsComponentSort = function (renderLayer) {
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var unsortedRenderLayers = new linq.List(this._unsortedRenderLayers);
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if (!unsortedRenderLayers.contains(renderLayer))
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unsortedRenderLayers.add(renderLayer);
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this.componentsNeedSort = true;
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};
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RenderableComponentList.prototype.setNeedsComponentSort = function () {
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this.componentsNeedSort = true;
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};
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RenderableComponentList.prototype.addToRenderLayerList = function (component, renderLayer) {
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var list = new linq.List(this.componentsWithRenderLayer(renderLayer));
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if (list.contains(component)) {
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console.warn("组件呈现层列表已经包含此组件");
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return;
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}
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list.add(component);
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var unsortedRenderLayers = new linq.List(this._unsortedRenderLayers);
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if (!unsortedRenderLayers.contains(renderLayer))
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unsortedRenderLayers.add(renderLayer);
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this.componentsNeedSort = true;
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};
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/**
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* 使用给定的渲染层获取所有组件。组件列表是预先排序的
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* @param renderLayer
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*/
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RenderableComponentList.prototype.componentsWithRenderLayer = function (renderLayer) {
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if (!this._componentsByRenderLayer.get(renderLayer)) {
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this._componentsByRenderLayer.set(renderLayer, []);
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}
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return this._componentsByRenderLayer.get(renderLayer);
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};
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RenderableComponentList.prototype.updateList = function () {
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if (this.componentsNeedSort) {
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this._components.sort(RenderableComponentList.compareUpdatableOrder.compare);
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this.componentsNeedSort = false;
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}
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if (this._unsortedRenderLayers.length > 0) {
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for (var i = 0, count = this._unsortedRenderLayers.length; i < count; i++) {
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var renderLayerComponents = this._componentsByRenderLayer.get(this._unsortedRenderLayers[i]);
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if (renderLayerComponents) {
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renderLayerComponents.sort(RenderableComponentList.compareUpdatableOrder.compare);
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}
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}
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this._unsortedRenderLayers.length = 0;
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}
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};
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/**
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* IRenderable列表的全局updatePrder排序
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*/
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RenderableComponentList.compareUpdatableOrder = new es.RenderableComparer();
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return RenderableComponentList;
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}());
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es.RenderableComponentList = RenderableComponentList;
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})(es || (es = {}));
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var StringUtils = /** @class */ (function () {
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function StringUtils() {
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}
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@@ -4145,176 +3902,6 @@ var TimeUtils = /** @class */ (function () {
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return TimeUtils;
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}());
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var es;
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(function (es) {
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var Viewport = /** @class */ (function () {
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function Viewport(x, y, width, height) {
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this._x = x;
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this._y = y;
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this._width = width;
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this._height = height;
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this._minDepth = 0;
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this._maxDepth = 1;
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}
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Object.defineProperty(Viewport.prototype, "width", {
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get: function () {
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return this._width;
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},
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set: function (value) {
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this._width = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Viewport.prototype, "height", {
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get: function () {
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return this._height;
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},
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set: function (value) {
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this._height = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Viewport.prototype, "aspectRatio", {
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get: function () {
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if ((this._height != 0) && (this._width != 0))
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return (this._width / this._height);
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return 0;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Viewport.prototype, "bounds", {
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get: function () {
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return new es.Rectangle(this._x, this._y, this._width, this._height);
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},
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set: function (value) {
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this._x = value.x;
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this._y = value.y;
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this._width = value.width;
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this._height = value.height;
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},
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enumerable: true,
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configurable: true
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});
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return Viewport;
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}());
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es.Viewport = Viewport;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
|
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* 渲染器被添加到场景中并处理所有对RenderableComponent的实际调用
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*/
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||||
var Renderer = /** @class */ (function () {
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function Renderer(renderOrder) {
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||||
/**
|
||||
* 指定场景调用渲染器的顺序
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||||
*/
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this.renderOrder = 0;
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/**
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* 这个渲染器的标志,决定它是否应该调试渲染。
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* render方法接收一个bool (debugRenderEnabled),让渲染器知道全局调试渲染是否打开/关闭。
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* 渲染器然后使用本地bool来决定它是否应该调试渲染。
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*/
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this.shouldDebugRender = true;
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this.renderOrder = renderOrder;
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||||
}
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||||
/**
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||||
* 当渲染器被添加到场景时调用
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* @param scene
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*/
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Renderer.prototype.onAddedToScene = function (scene) {
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||||
};
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/**
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* 当场景结束或渲染器从场景中移除时调用。使用这个进行清理。
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*/
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Renderer.prototype.unload = function () {
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};
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/**
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||||
* 当默认场景渲染目标被调整大小和当场景已经开始添加渲染器时调用
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* @param newWidth
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* @param newHeight
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*/
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Renderer.prototype.onSceneBackBufferSizeChanged = function (newWidth, newHeight) {
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};
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Renderer.prototype.compareTo = function (other) {
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return this.renderOrder - other.renderOrder;
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||||
};
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return Renderer;
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||||
}());
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es.Renderer = Renderer;
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||||
})(es || (es = {}));
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||||
var es;
|
||||
(function (es) {
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/**
|
||||
* SceneTransition用于从一个场景过渡到另一个场景或在一个有效果的场景中过渡
|
||||
*/
|
||||
var SceneTransition = /** @class */ (function () {
|
||||
function SceneTransition(sceneLoadAction) {
|
||||
this.sceneLoadAction = sceneLoadAction;
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||||
this.loadsNewScene = sceneLoadAction != null;
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||||
}
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||||
Object.defineProperty(SceneTransition.prototype, "hasPreviousSceneRender", {
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||||
get: function () {
|
||||
if (!this._hasPreviousSceneRender) {
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||||
this._hasPreviousSceneRender = true;
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||||
return false;
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||||
}
|
||||
return true;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
SceneTransition.prototype.preRender = function () {
|
||||
};
|
||||
SceneTransition.prototype.render = function () {
|
||||
};
|
||||
SceneTransition.prototype.onBeginTransition = function () {
|
||||
return __awaiter(this, void 0, void 0, function () {
|
||||
return __generator(this, function (_a) {
|
||||
switch (_a.label) {
|
||||
case 0: return [4 /*yield*/, this.loadNextScene()];
|
||||
case 1:
|
||||
_a.sent();
|
||||
this.transitionComplete();
|
||||
return [2 /*return*/];
|
||||
}
|
||||
});
|
||||
});
|
||||
};
|
||||
SceneTransition.prototype.transitionComplete = function () {
|
||||
es.Core._instance._sceneTransition = null;
|
||||
if (this.onTransitionCompleted) {
|
||||
this.onTransitionCompleted();
|
||||
}
|
||||
};
|
||||
SceneTransition.prototype.loadNextScene = function () {
|
||||
return __awaiter(this, void 0, void 0, function () {
|
||||
var _a;
|
||||
return __generator(this, function (_b) {
|
||||
switch (_b.label) {
|
||||
case 0:
|
||||
if (this.onScreenObscured)
|
||||
this.onScreenObscured();
|
||||
if (!this.loadsNewScene) {
|
||||
this.isNewSceneLoaded = true;
|
||||
}
|
||||
_a = es.Core;
|
||||
return [4 /*yield*/, this.sceneLoadAction()];
|
||||
case 1:
|
||||
_a.scene = _b.sent();
|
||||
this.isNewSceneLoaded = true;
|
||||
return [2 /*return*/];
|
||||
}
|
||||
});
|
||||
});
|
||||
};
|
||||
return SceneTransition;
|
||||
}());
|
||||
es.SceneTransition = SceneTransition;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/** 贝塞尔帮助类 */
|
||||
var Bezier = /** @class */ (function () {
|
||||
|
||||
Reference in New Issue
Block a user