新增DelayedIteratingSystem/IntervalSystem/IntervalIteratingSystem
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@@ -928,6 +928,15 @@ var es;
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Entity.prototype.update = function () {
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this.components.update();
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};
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/**
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* 创建组件的新实例。返回实例组件
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* @param componentType
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*/
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Entity.prototype.createComponent = function (componentType) {
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var component = new componentType();
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this.addComponent(component);
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return component;
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};
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/**
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* 将组件添加到组件列表中。返回组件。
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* @param component
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@@ -1953,29 +1962,6 @@ var es;
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es.Transform = Transform;
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})(es || (es = {}));
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var es;
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(function (es) {
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var ComponentPool = /** @class */ (function () {
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function ComponentPool(typeClass) {
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this._type = typeClass;
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this._cache = [];
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}
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ComponentPool.prototype.obtain = function () {
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try {
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return this._cache.length > 0 ? this._cache.shift() : new this._type();
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}
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catch (err) {
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throw new Error(this._type + err);
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}
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};
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ComponentPool.prototype.free = function (component) {
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component.reset();
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this._cache.push(component);
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};
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return ComponentPool;
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}());
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es.ComponentPool = ComponentPool;
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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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* 用于比较组件更新排序
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@@ -1992,18 +1978,6 @@ var es;
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es.isIUpdatable = function (props) { return typeof props['update'] !== 'undefined'; };
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})(es || (es = {}));
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var es;
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(function (es) {
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/** 回收实例的组件类型。 */
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var PooledComponent = /** @class */ (function (_super) {
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__extends(PooledComponent, _super);
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function PooledComponent() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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return PooledComponent;
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}(es.Component));
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es.PooledComponent = PooledComponent;
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})(es || (es = {}));
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var es;
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(function (es) {
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var SceneComponent = /** @class */ (function () {
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function SceneComponent() {
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@@ -2913,6 +2887,9 @@ var es;
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this._matcher = matcher ? matcher : es.Matcher.empty();
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}
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Object.defineProperty(EntitySystem.prototype, "scene", {
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/**
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* 这个系统所属的场景
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*/
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get: function () {
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return this._scene;
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},
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@@ -2944,34 +2921,161 @@ var es;
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this._entities.push(entity);
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this.onAdded(entity);
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};
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EntitySystem.prototype.onAdded = function (entity) {
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};
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EntitySystem.prototype.onAdded = function (entity) { };
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EntitySystem.prototype.remove = function (entity) {
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new linq.List(this._entities).remove(entity);
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this.onRemoved(entity);
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};
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EntitySystem.prototype.onRemoved = function (entity) {
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};
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EntitySystem.prototype.onRemoved = function (entity) { };
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EntitySystem.prototype.update = function () {
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this.begin();
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this.process(this._entities);
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if (this.checkProcessing()) {
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this.begin();
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this.process(this._entities);
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}
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};
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EntitySystem.prototype.lateUpdate = function () {
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this.lateProcess(this._entities);
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this.end();
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if (this.checkProcessing()) {
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this.lateProcess(this._entities);
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this.end();
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}
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};
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EntitySystem.prototype.begin = function () {
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};
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EntitySystem.prototype.process = function (entities) {
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};
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EntitySystem.prototype.lateProcess = function (entities) {
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};
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EntitySystem.prototype.end = function () {
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/**
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* 在系统处理开始前调用
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* 在下一个系统开始处理或新的处理回合开始之前(以先到者为准),使用此方法创建的任何实体都不会激活
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*/
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EntitySystem.prototype.begin = function () { };
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EntitySystem.prototype.process = function (entities) { };
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EntitySystem.prototype.lateProcess = function (entities) { };
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/**
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* 系统处理完毕后调用
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*/
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EntitySystem.prototype.end = function () { };
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/**
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* 系统是否需要处理
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*
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* 在启用系统时有用,但仅偶尔需要处理
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* 这只影响处理,不影响事件或订阅列表
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* @returns 如果系统应该处理,则为true,如果不处理则为false。
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*/
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EntitySystem.prototype.checkProcessing = function () {
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return true;
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};
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return EntitySystem;
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}());
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es.EntitySystem = EntitySystem;
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})(es || (es = {}));
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///<reference path="./EntitySystem.ts"/>
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var es;
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///<reference path="./EntitySystem.ts"/>
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(function (es) {
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/**
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* 追踪每个实体的冷却时间,当实体的计时器耗尽时进行处理
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*
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* 一个示例系统将是ExpirationSystem,该系统将在特定生存期后删除实体。
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* 你不必运行会为每个实体递减timeLeft值的系统
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* 而只需使用此系统在寿命最短的实体时在将来执行
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* 然后重置系统在未来的某一个最短命实体的时间运行
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*
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* 另一个例子是一个动画系统
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* 你知道什么时候你必须对某个实体进行动画制作,比如300毫秒内。
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* 所以你可以设置系统以300毫秒为单位运行来执行动画
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*
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* 这将在某些情况下节省CPU周期
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*/
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var DelayedIteratingSystem = /** @class */ (function (_super) {
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__extends(DelayedIteratingSystem, _super);
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function DelayedIteratingSystem(matcher) {
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var _this = _super.call(this, matcher) || this;
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/**
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* 一个实体应被处理的时间
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*/
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_this.delay = 0;
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/**
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* 如果系统正在运行,并倒计时延迟
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*/
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_this.running = false;
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/**
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* 倒计时
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*/
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_this.acc = 0;
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return _this;
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}
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DelayedIteratingSystem.prototype.process = function (entities) {
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var processed = entities.length;
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if (processed == 0) {
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this.stop();
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return;
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}
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this.delay = Number.MAX_VALUE;
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for (var i = 0; processed > i; i++) {
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var e = entities[i];
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this.processDelta(e, this.acc);
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var remaining = this.getRemainingDelay(e);
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if (remaining <= 0) {
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this.processExpired(e);
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}
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else {
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this.offerDelay(remaining);
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}
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}
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this.acc = 0;
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};
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DelayedIteratingSystem.prototype.checkProcessing = function () {
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if (this.running) {
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this.acc += es.Time.deltaTime;
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return this.acc >= this.delay;
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}
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return false;
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};
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/**
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* 只有当提供的延迟比系统当前计划执行的时间短时,才会重新启动系统。
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* 如果系统已经停止(不运行),那么提供的延迟将被用来重新启动系统,无论其值如何
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* 如果系统已经在倒计时,并且提供的延迟大于剩余时间,系统将忽略它。
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* 如果提供的延迟时间短于剩余时间,系统将重新启动,以提供的延迟时间运行。
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* @param offeredDelay
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*/
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DelayedIteratingSystem.prototype.offerDelay = function (offeredDelay) {
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if (!this.running) {
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this.running = true;
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this.delay = offeredDelay;
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}
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else {
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this.delay = Math.min(this.delay, offeredDelay);
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}
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};
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/**
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* 获取系统被命令处理实体后的初始延迟
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*/
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DelayedIteratingSystem.prototype.getInitialTimeDelay = function () {
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return this.delay;
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};
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/**
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* 获取系统计划运行前的时间
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* 如果系统没有运行,则返回零
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*/
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DelayedIteratingSystem.prototype.getRemainingTimeUntilProcessing = function () {
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if (this.running) {
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return this.delay - this.acc;
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}
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return 0;
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};
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/**
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* 检查系统是否正在倒计时处理
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*/
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DelayedIteratingSystem.prototype.isRunning = function () {
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return this.running;
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};
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/**
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* 停止系统运行,中止当前倒计时
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*/
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DelayedIteratingSystem.prototype.stop = function () {
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this.running = false;
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this.acc = 0;
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};
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return DelayedIteratingSystem;
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}(es.EntitySystem));
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es.DelayedIteratingSystem = DelayedIteratingSystem;
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})(es || (es = {}));
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///<reference path="./EntitySystem.ts" />
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var es;
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///<reference path="./EntitySystem.ts" />
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@@ -3006,6 +3110,70 @@ var es;
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es.EntityProcessingSystem = EntityProcessingSystem;
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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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* 实体系统以一定的时间间隔进行处理
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*/
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var IntervalSystem = /** @class */ (function (_super) {
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__extends(IntervalSystem, _super);
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function IntervalSystem(matcher, interval) {
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var _this = _super.call(this, matcher) || this;
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/**
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* 累积增量以跟踪间隔
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*/
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_this.acc = 0;
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/**
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* 更新之间需要等待多长时间
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*/
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_this.interval = 0;
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_this.intervalDelta = 0;
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_this.interval = interval;
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return _this;
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}
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IntervalSystem.prototype.checkProcessing = function () {
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this.acc += es.Time.deltaTime;
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if (this.acc >= this.interval) {
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this.acc -= this.interval;
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this.intervalDelta = (this.acc - this.intervalDelta);
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return true;
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}
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return false;
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};
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/**
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* 获取本系统上次处理后的实际delta值
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*/
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IntervalSystem.prototype.getIntervalDelta = function () {
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return this.interval + this.intervalDelta;
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};
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return IntervalSystem;
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}(es.EntitySystem));
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es.IntervalSystem = IntervalSystem;
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})(es || (es = {}));
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///<reference path="./IntervalSystem.ts"/>
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var es;
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///<reference path="./IntervalSystem.ts"/>
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(function (es) {
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/**
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* 每x个ticks处理一个实体的子集
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*
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* 典型的用法是每隔一定的时间间隔重新生成弹药或生命值
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* 而无需在每个游戏循环中都进行
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* 而是每100毫秒一次或每秒
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*/
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var IntervalIteratingSystem = /** @class */ (function (_super) {
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__extends(IntervalIteratingSystem, _super);
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function IntervalIteratingSystem(matcher, interval) {
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return _super.call(this, matcher, interval) || this;
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}
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IntervalIteratingSystem.prototype.process = function (entities) {
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var _this = this;
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entities.forEach(function (entity) { return _this.processEntity(entity); });
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};
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return IntervalIteratingSystem;
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}(es.IntervalSystem));
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es.IntervalIteratingSystem = IntervalIteratingSystem;
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})(es || (es = {}));
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var es;
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(function (es) {
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var PassiveSystem = /** @class */ (function (_super) {
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__extends(PassiveSystem, _super);
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