sceneChanged事件
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@@ -125,6 +125,7 @@ class SceneManager {
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* 在一个场景结束后,下一个场景开始之前调用
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*/
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public onSceneChanged(){
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SceneManager.emitter.emit(CoreEvents.SceneChanged);
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Time.sceneChanged();
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}
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}
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@@ -1,17 +1,38 @@
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/** 提供帧定时信息 */
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class Time {
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/** deltaTime的未缩放版本。不受时间尺度的影响 */
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public static unscaledDeltaTime;
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/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
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public static deltaTime: number = 0;
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/** 时间刻度缩放 */
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public static timeScale = 1;
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public static frameCount = 0;;
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/** 已传递的帧总数 */
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public static frameCount = 0;
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private static _lastTime = 0;
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/** 自场景加载以来的总时间 */
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public static _timeSinceSceneLoad;
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public static update(currentTime: number){
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let dt = (currentTime - this._lastTime) / 1000;
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this.deltaTime = dt * this.timeScale;
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this.unscaledDeltaTime = dt;
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this._timeSinceSceneLoad += dt;
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this.frameCount ++;
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this._lastTime = currentTime;
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}
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public static sceneChanged(){
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this._timeSinceSceneLoad = 0;
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}
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/**
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* 允许在间隔检查。只应该使用高于delta的间隔值,否则它将始终返回true。
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* @param interval
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*/
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public static checkEvery(interval: number){
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// 我们减去了delta,因为timeSinceSceneLoad已经包含了这个update ticks delta
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return (this._timeSinceSceneLoad / interval) > ((this._timeSinceSceneLoad - this.deltaTime) / interval);
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}
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}
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@@ -21,7 +21,7 @@ class Emitter<T> {
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this._messageTable.get(eventType).remove(handler);
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}
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public emit(eventType: T, data: any){
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public emit(eventType: T, data?: any){
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let list: Function[] = this._messageTable.get(eventType);
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if (list){
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for (let i = list.length - 1; i >= 0; i --)
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