新增DelayedIteratingSystem/IntervalSystem/IntervalIteratingSystem
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@@ -1,24 +0,0 @@
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module es {
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export class ComponentPool<T extends PooledComponent> {
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private _cache: T[];
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private _type: any;
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constructor(typeClass: any) {
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this._type = typeClass;
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this._cache = [];
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}
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public obtain(): T {
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try {
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return this._cache.length > 0 ? this._cache.shift() : new this._type();
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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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public free(component: T) {
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component.reset();
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this._cache.push(component);
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}
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}
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}
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@@ -1,6 +0,0 @@
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module es {
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/** 回收实例的组件类型。 */
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export abstract class PooledComponent extends Component {
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public abstract reset();
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}
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}
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@@ -380,6 +380,16 @@ module es {
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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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public createComponent<T extends Component>(componentType: new () => T): T {
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let 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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131
source/src/ECS/Systems/DelayedIteratingSystem.ts
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131
source/src/ECS/Systems/DelayedIteratingSystem.ts
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@@ -0,0 +1,131 @@
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///<reference path="./EntitySystem.ts"/>
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module 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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export abstract class DelayedIteratingSystem extends EntitySystem {
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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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private delay: number = 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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private running: boolean = false;
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/**
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* 倒计时
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*/
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private acc: number = 0;
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constructor(matcher: Matcher) {
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super(matcher);
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}
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protected process(entities: Entity[]) {
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let 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 (let i = 0; processed > i; i++) {
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let e = entities[i];
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this.processDelta(e, this.acc);
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let remaining = this.getRemainingDelay(e);
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if (remaining <= 0) {
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this.processExpired(e);
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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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protected checkProcessing() {
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if (this.running) {
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this.acc += 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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public offerDelay(offeredDelay: number) {
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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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} 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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* 处理本系统感兴趣的实体
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* 从实体定义的延迟中抽象出accumulativeDelta
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* @param entity
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* @param accumulatedDelta 本系统最后一次执行后的delta时间
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*/
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protected abstract processDelta(entity: Entity, accumulatedDelta: number);
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protected abstract processExpired(entity: Entity);
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/**
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* 返回该实体处理前的延迟时间
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* @param entity
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*/
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protected abstract getRemainingDelay(entity: Entity): number;
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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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public getInitialTimeDelay() {
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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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public getRemainingTimeUntilProcessing(): number {
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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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public isRunning(): boolean {
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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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public stop() {
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this.running = false;
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this.acc = 0;
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}
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}
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}
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@@ -11,6 +11,9 @@ module es {
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private _scene: 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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public get scene() {
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return this._scene;
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}
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@@ -45,42 +48,53 @@ module es {
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this.onAdded(entity);
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}
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public onAdded(entity: Entity) {
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}
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public onAdded(entity: Entity) { }
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public remove(entity: 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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public onRemoved(entity: Entity) {
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}
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public onRemoved(entity: Entity) { }
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public update() {
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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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public lateUpdate() {
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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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protected begin() {
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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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protected begin() { }
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}
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protected process(entities: Entity[]) { }
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protected process(entities: Entity[]) {
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protected lateProcess(entities: Entity[]) { }
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}
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protected lateProcess(entities: Entity[]) {
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}
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protected end() {
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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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protected end() { }
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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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protected checkProcessing() {
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return true;
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}
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}
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}
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25
source/src/ECS/Systems/IntervalIteratingSystem.ts
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25
source/src/ECS/Systems/IntervalIteratingSystem.ts
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@@ -0,0 +1,25 @@
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///<reference path="./IntervalSystem.ts"/>
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module 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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export abstract class IntervalIteratingSystem extends IntervalSystem {
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constructor(matcher: Matcher, interval: number) {
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super(matcher, interval);
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}
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/**
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* 处理本系统感兴趣的实体
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* @param entity
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*/
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public abstract processEntity(entity: Entity);
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protected process(entities: Entity[]) {
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entities.forEach(entity => this.processEntity(entity));
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}
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}
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}
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40
source/src/ECS/Systems/IntervalSystem.ts
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40
source/src/ECS/Systems/IntervalSystem.ts
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@@ -0,0 +1,40 @@
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module 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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export abstract class IntervalSystem extends EntitySystem {
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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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protected acc: number = 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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private readonly interval: number = 0;
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private intervalDelta: number = 0;
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constructor(matcher: Matcher, interval: number) {
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super(matcher);
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this.interval = interval;
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}
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protected checkProcessing() {
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this.acc += 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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protected getIntervalDelta() {
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return this.interval + this.intervalDelta;
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}
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}
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}
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