Merge branch 'master' of https://github.com/esengine/egret-framework
This commit is contained in:
@@ -129,9 +129,7 @@ module es {
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public onAddedToEntity(){
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this._collider = this.entity.getComponent<es.Collider>(es.Collider);
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if (this._collider == null) {
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console.warn("ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!");
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}
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Debug.warnIf(this._collider == null, "ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!");
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}
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public update(){
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@@ -9,8 +9,7 @@ module es {
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public onAddedToEntity() {
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this._collider = this.entity.getComponent<Collider>(Collider);
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if (!this._collider)
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console.warn("ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
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Debug.warnIf(this._collider == null, "ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
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}
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/**
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@@ -145,12 +145,9 @@ module es {
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* @param component
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*/
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public removeSceneComponent(component: SceneComponent) {
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if (!new linq.List(this._sceneComponents).contains(component)) {
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console.warn(`SceneComponent${component}不在SceneComponents列表中!`);
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return;
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}
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new linq.List(this._sceneComponents).remove(component);
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const sceneComponentList = new linq.List(this._sceneComponents);
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Insist.isTrue(sceneComponentList.contains(component), `SceneComponent${component}不在SceneComponents列表中!`);
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sceneComponentList.remove(component);
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component.onRemovedFromScene();
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}
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@@ -52,8 +52,7 @@ module es {
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public remove(component: Component) {
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let componentToRemove = new linq.List(this._componentsToRemove);
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let componentToAdd = new linq.List(this._componentsToAdd);
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if (componentToRemove.contains(component))
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console.warn(`您正在尝试删除一个您已经删除的组件(${component})`);
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Debug.warnIf(componentToRemove.contains(component), `您正在尝试删除一个您已经删除的组件(${component})`);
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// 这可能不是一个活动的组件,所以我们必须注意它是否还没有被处理,它可能正在同一帧中被删除
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if (componentToAdd.contains(component)) {
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@@ -56,10 +56,7 @@ module es {
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* @param entity
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*/
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public remove(entity: Entity) {
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if (!this._entitiesToRemove.contains(entity)) {
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console.warn(`您正在尝试删除已经删除的实体(${entity.name})`);
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return;
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}
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Debug.warnIf(this._entitiesToRemove.contains(entity), `您正在尝试删除已经删除的实体(${entity.name})`);
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// 防止在同一帧中添加或删除实体
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if (this._entitiesToAdded.contains(entity)) {
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