升级项目框架,移除大部分无用的物理和tween系统
This commit is contained in:
+241
-409
@@ -1,456 +1,288 @@
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module es {
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export class EntityList {
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/**
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* 场景引用
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*/
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public scene: Scene;
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import { Entity } from '../Entity';
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import { Component } from '../Component';
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/**
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* 实体列表
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*/
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public _entities: Entity[] = [];
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/**
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* 高性能实体列表管理器
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* 管理场景中的所有实体,支持快速查找和批量操作
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*/
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export class EntityList {
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public buffer: Entity[] = [];
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private _scene: any; // 临时使用any,避免循环依赖
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/**
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* 待添加的实体字典
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*/
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public _entitiesToAdded: { [index: number]: Entity } = {};
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// 索引映射,提升查找性能
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private _idToEntity = new Map<number, Entity>();
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private _nameToEntities = new Map<string, Entity[]>();
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// 延迟操作队列
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private _entitiesToAdd: Entity[] = [];
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private _entitiesToRemove: Entity[] = [];
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private _isUpdating = false;
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/**
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* 待移除的实体字典
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*/
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public _entitiesToRemove: { [index: number]: Entity } = {};
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public get count(): number {
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return this.buffer.length;
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}
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/**
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* 待添加的实体列表
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*/
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public _entitiesToAddedList: Entity[] = [];
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constructor(scene: any) {
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this._scene = scene;
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}
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/**
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* 待移除的实体列表
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*/
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public _entitiesToRemoveList: Entity[] = [];
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/**
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* 添加实体(立即添加或延迟添加)
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* @param entity 要添加的实体
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*/
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public add(entity: Entity): void {
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if (this._isUpdating) {
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// 如果正在更新中,延迟添加
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this._entitiesToAdd.push(entity);
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} else {
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this.addImmediate(entity);
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}
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}
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/**
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* 实体列表是否已排序
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*/
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public _isEntityListUnsorted: boolean;
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/**
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* 实体字典,以实体标签为键
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*/
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public _entityDict: Map<number, Set<Entity>> = new Map<number, Set<Entity>>();
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/**
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* 未排序的标签集合
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*/
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public _unsortedTags: Set<number> = new Set<number>();
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constructor(scene: Scene) {
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this.scene = scene;
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/**
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* 立即添加实体
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* @param entity 要添加的实体
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*/
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private addImmediate(entity: Entity): void {
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// 检查是否已存在
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if (this._idToEntity.has(entity.id)) {
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return;
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}
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public get count() {
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return this._entities.length;
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}
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this.buffer.push(entity);
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this._idToEntity.set(entity.id, entity);
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// 更新名称索引
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this.updateNameIndex(entity, true);
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}
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public get buffer() {
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return this._entities;
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/**
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* 移除实体(立即移除或延迟移除)
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* @param entity 要移除的实体
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*/
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public remove(entity: Entity): void {
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if (this._isUpdating) {
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// 如果正在更新中,延迟移除
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this._entitiesToRemove.push(entity);
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} else {
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this.removeImmediate(entity);
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}
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}
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public markEntityListUnsorted() {
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this._isEntityListUnsorted = true;
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/**
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* 立即移除实体
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* @param entity 要移除的实体
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*/
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private removeImmediate(entity: Entity): void {
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const index = this.buffer.indexOf(entity);
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if (index !== -1) {
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this.buffer.splice(index, 1);
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this._idToEntity.delete(entity.id);
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// 更新名称索引
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this.updateNameIndex(entity, false);
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}
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}
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public markTagUnsorted(tag: number) {
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this._unsortedTags.add(tag);
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/**
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* 移除所有实体
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*/
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public removeAllEntities(): void {
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for (let i = this.buffer.length - 1; i >= 0; i--) {
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this.buffer[i].destroy();
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}
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this.buffer.length = 0;
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this._idToEntity.clear();
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this._nameToEntities.clear();
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this._entitiesToAdd.length = 0;
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this._entitiesToRemove.length = 0;
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}
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/**
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* 将一个实体添加到列表中。所有的生命周期方法将在下一帧中被调用
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* @param entity
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*/
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public add(entity: Entity) {
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this._entitiesToAdded[entity.id] = entity;
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this._entitiesToAddedList.push(entity);
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}
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/**
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* 从场景中移除实体。
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* @param entity 要从场景中移除的实体。
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*/
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public remove(entity: Entity) {
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// 如果实体在添加列表中,则将其从添加列表中移除
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if (this._entitiesToAdded[entity.id]) {
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const index = this._entitiesToAddedList.findIndex((e) => e.id === entity.id);
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if (index !== -1) {
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this._entitiesToAddedList.splice(index, 1);
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}
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delete this._entitiesToAdded[entity.id];
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return;
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/**
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* 更新实体列表,处理延迟操作
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*/
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public updateLists(): void {
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// 处理延迟添加的实体
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if (this._entitiesToAdd.length > 0) {
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for (const entity of this._entitiesToAdd) {
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this.addImmediate(entity);
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}
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this._entitiesToAdd.length = 0;
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}
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// 如果实体不在添加列表中,则将其添加到移除列表中并将其添加到移除字典中
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this._entitiesToRemoveList.push(entity);
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if (!this._entitiesToRemove[entity.id]) {
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this._entitiesToRemove[entity.id] = entity;
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// 处理延迟移除的实体
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if (this._entitiesToRemove.length > 0) {
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for (const entity of this._entitiesToRemove) {
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this.removeImmediate(entity);
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}
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this._entitiesToRemove.length = 0;
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}
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}
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/**
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* 从场景中移除所有实体。
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*/
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public removeAllEntities() {
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// 清除字典和列表,以及是否已排序的标志
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this._unsortedTags.clear();
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this._entitiesToAdded = {};
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this._entitiesToAddedList.length = 0;
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this._isEntityListUnsorted = false;
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// 调用updateLists方法,以处理要移除的实体
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this.updateLists();
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// 标记并移除所有实体
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for (const entity of this._entities) {
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entity._isDestroyed = true;
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entity.onRemovedFromScene();
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entity.scene = null;
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}
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// 清空实体列表和实体字典
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this._entities.length = 0;
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this._entityDict.clear();
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}
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/**
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* 检查实体是否已经被添加到场景中。
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* @param entity 要检查的实体
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* @returns 如果实体已经被添加到场景中,则返回true;否则返回false
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*/
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public contains(entity: Entity): boolean {
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// 检查实体是否存在于_entitiesToAdded字典中
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return !!this._entitiesToAdded[entity.id];
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}
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/**
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* 获取具有指定标签的实体列表。
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* 如果列表不存在,则创建一个新列表并返回。
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* @param tag 实体标签
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* @returns 具有指定标签的实体列表
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*/
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public getTagList(tag: number): Set<Entity> {
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// 尝试从_entityDict中获取具有指定标签的实体列表
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let list = this._entityDict.get(tag);
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// 如果列表不存在,则创建一个新的Set实例,并添加到_entityDict中
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if (!list) {
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list = new Set<Entity>();
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this._entityDict.set(tag, list);
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}
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return list;
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}
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/**
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* 添加实体到标签列表中。
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* @param entity 实体
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*/
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public addToTagList(entity: Entity) {
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// 获取标签列表
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const list = this.getTagList(entity.tag);
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// 将实体添加到标签列表中
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list.add(entity);
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// 添加未排序标志
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this._unsortedTags.add(entity.tag);
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}
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/**
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* 从标签列表中移除实体。
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* @param entity 实体
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*/
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public removeFromTagList(entity: Entity) {
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// 获取实体的标签列表
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const list = this._entityDict.get(entity.tag);
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// 如果标签列表存在,则从中移除实体
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if (list) {
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list.delete(entity);
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}
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}
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/**
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* 更新场景中所有启用的实体的Update方法
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* 如果实体的UpdateInterval为1或Time.frameCount模除UpdateInterval为0,则每帧调用Update
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*/
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public update() {
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for (let i = 0; i < this._entities.length; i++) {
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const entity = this._entities[i];
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if (entity.enabled && (entity.updateInterval === 1 || Time.frameCount % entity.updateInterval === 0)) {
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/**
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* 更新所有实体
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*/
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public update(): void {
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this._isUpdating = true;
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try {
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for (let i = 0; i < this.buffer.length; i++) {
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const entity = this.buffer[i];
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if (entity.enabled && !entity.isDestroyed) {
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entity.update();
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}
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}
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} finally {
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this._isUpdating = false;
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}
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// 处理延迟操作
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this.updateLists();
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}
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/**
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* 根据名称查找实体(使用索引,O(1)复杂度)
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* @param name 实体名称
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* @returns 找到的第一个实体或null
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*/
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public findEntity(name: string): Entity | null {
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const entities = this._nameToEntities.get(name);
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return entities && entities.length > 0 ? entities[0] : null;
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}
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/**
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* 更新场景中实体的列表。
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*/
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public updateLists() {
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// 处理要移除的实体
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if (this._entitiesToRemoveList.length > 0) {
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for (const entity of this._entitiesToRemoveList) {
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// 从标签列表中删除实体
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this.removeFromTagList(entity);
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/**
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* 根据名称查找所有实体
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* @param name 实体名称
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* @returns 找到的所有实体数组
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*/
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public findEntitiesByName(name: string): Entity[] {
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return this._nameToEntities.get(name) || [];
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}
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// 从场景实体列表中删除实体
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const index = this._entities.findIndex((e) => e.id === entity.id);
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if (index !== -1) {
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this._entities.splice(index, 1);
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}
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/**
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* 根据ID查找实体(使用索引,O(1)复杂度)
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* @param id 实体ID
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* @returns 找到的实体或null
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*/
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public findEntityById(id: number): Entity | null {
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return this._idToEntity.get(id) || null;
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}
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// 调用实体的onRemovedFromScene方法,并将其scene属性设置为null
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entity.onRemovedFromScene();
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entity.scene = null;
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// 通知场景实体处理器,一个实体已被移除
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this.scene.entityProcessors.onEntityRemoved(entity);
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}
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// 清空要移除的实体列表和字典
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this._entitiesToRemove = {};
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this._entitiesToRemoveList.length = 0;
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}
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// 处理要添加的实体
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if (this._entitiesToAddedList.length > 0) {
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// 添加实体到场景实体列表和标签列表中
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for (const entity of this._entitiesToAddedList) {
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this._entities.push(entity);
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entity.scene = this.scene;
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this.addToTagList(entity);
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}
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// 通知场景实体处理器,有新的实体已添加
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for (const entity of this._entitiesToAddedList) {
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this.scene.entityProcessors.onEntityAdded(entity);
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}
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// 调用实体的onAddedToScene方法,以允许它们执行任何场景相关的操作
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for (const entity of this._entitiesToAddedList) {
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entity.onAddedToScene();
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}
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// 清空要添加的实体列表和字典
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this._entitiesToAdded = {};
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this._entitiesToAddedList.length = 0;
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/**
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* 根据标签查找实体
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* @param tag 标签
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* @returns 找到的所有实体数组
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*/
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public findEntitiesByTag(tag: number): Entity[] {
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const result: Entity[] = [];
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for (const entity of this.buffer) {
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if (entity.tag === tag) {
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result.push(entity);
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}
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}
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return result;
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}
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/**
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* 返回第一个找到的名字为name的实体。如果没有找到则返回null
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* @param name
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*/
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public findEntity(name: string) {
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if (this._entities.length > 0) {
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for (let i = 0, s = this._entities.length; i < s; ++i) {
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let entity = this._entities[i];
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if (entity.name == name)
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return entity;
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}
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/**
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* 根据组件类型查找实体
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* @param componentType 组件类型
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* @returns 找到的所有实体数组
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*/
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public findEntitiesWithComponent<T extends Component>(componentType: new (...args: any[]) => T): Entity[] {
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const result: Entity[] = [];
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for (const entity of this.buffer) {
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if (entity.hasComponent(componentType)) {
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result.push(entity);
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}
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}
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return result;
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}
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if (this._entitiesToAddedList.length > 0) {
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for (let i = 0, s = this._entitiesToAddedList.length; i < s; ++i) {
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let entity = this._entitiesToAddedList[i];
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if (entity.name == name)
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return entity;
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}
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/**
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* 批量操作:对所有实体执行指定操作
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* @param action 要执行的操作
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*/
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public forEach(action: (entity: Entity) => void): void {
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for (const entity of this.buffer) {
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action(entity);
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}
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}
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/**
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* 批量操作:对符合条件的实体执行指定操作
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* @param predicate 筛选条件
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* @param action 要执行的操作
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*/
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public forEachWhere(predicate: (entity: Entity) => boolean, action: (entity: Entity) => void): void {
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for (const entity of this.buffer) {
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if (predicate(entity)) {
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action(entity);
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}
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}
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}
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return null;
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/**
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* 更新名称索引
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* @param entity 实体
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* @param isAdd 是否为添加操作
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*/
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private updateNameIndex(entity: Entity, isAdd: boolean): void {
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if (!entity.name) {
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return;
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}
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/**
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* 通过实体ID在场景中查找对应实体
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* @param id 实体ID
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* @returns 返回找到的实体,如果没有找到则返回 null
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*/
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public findEntityById(id: number) {
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// 遍历场景中所有实体
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if (this._entities.length > 0) {
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for (let i = 0, s = this._entities.length; i < s; ++i) {
|
||||
let entity = this._entities[i];
|
||||
// 如果实体的ID匹配,返回该实体
|
||||
if (entity.id == id)
|
||||
return entity;
|
||||
}
|
||||
if (isAdd) {
|
||||
let entities = this._nameToEntities.get(entity.name);
|
||||
if (!entities) {
|
||||
entities = [];
|
||||
this._nameToEntities.set(entity.name, entities);
|
||||
}
|
||||
|
||||
// 在未添加的实体列表中查找
|
||||
return this._entitiesToAdded[id];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取标签对应的实体列表
|
||||
* @param tag 实体的标签
|
||||
* @returns 返回所有拥有该标签的实体列表
|
||||
*/
|
||||
public entitiesWithTag(tag: number): Entity[] {
|
||||
// 从字典中获取对应标签的实体列表
|
||||
const list = this.getTagList(tag);
|
||||
|
||||
// 从对象池中获取 Entity 类型的数组
|
||||
const returnList = ListPool.obtain<Entity>(Entity);
|
||||
|
||||
if (list.size > 0) {
|
||||
// 将实体列表中的实体添加到返回列表中
|
||||
for (const entity of list) {
|
||||
returnList.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 返回已填充好实体的返回列表
|
||||
return returnList;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回第一个找到该tag的实体
|
||||
* @param tag
|
||||
* @returns
|
||||
*/
|
||||
public entityWithTag(tag: number) {
|
||||
let list = this.getTagList(tag);
|
||||
|
||||
if (list.size > 0) {
|
||||
for (let entity of list) {
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中查找具有给定类型的组件。
|
||||
* @param type 要查找的组件类型。
|
||||
* @returns 如果找到,则返回该组件;否则返回null。
|
||||
*/
|
||||
public findComponentOfType<T extends Component>(type: new (...args: any[]) => T): T | null {
|
||||
// 遍历场景中的所有实体,查找具有给定类型的组件
|
||||
for (const entity of this._entities) {
|
||||
if (entity.enabled) {
|
||||
const comp = entity.getComponent(type);
|
||||
if (comp) {
|
||||
return comp;
|
||||
entities.push(entity);
|
||||
} else {
|
||||
const entities = this._nameToEntities.get(entity.name);
|
||||
if (entities) {
|
||||
const index = entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
entities.splice(index, 1);
|
||||
|
||||
// 如果数组为空,删除映射
|
||||
if (entities.length === 0) {
|
||||
this._nameToEntities.delete(entity.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 遍历待添加的实体列表中的所有实体,查找具有给定类型的组件
|
||||
for (const entity of this._entitiesToAddedList) {
|
||||
if (entity.enabled) {
|
||||
const comp = entity.getComponent(type);
|
||||
if (comp) {
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 获取实体列表的统计信息
|
||||
* @returns 统计信息
|
||||
*/
|
||||
public getStats(): {
|
||||
totalEntities: number;
|
||||
activeEntities: number;
|
||||
pendingAdd: number;
|
||||
pendingRemove: number;
|
||||
nameIndexSize: number;
|
||||
} {
|
||||
let activeCount = 0;
|
||||
for (const entity of this.buffer) {
|
||||
if (entity.enabled && !entity.isDestroyed) {
|
||||
activeCount++;
|
||||
}
|
||||
|
||||
// 如果找不到具有给定类型的组件,则返回null
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 在场景中查找具有给定类型的所有组件。
|
||||
* @param type 要查找的组件类型。
|
||||
* @returns 具有给定类型的所有组件的列表。
|
||||
*/
|
||||
public findComponentsOfType<T extends Component>(type: new (...args: any[]) => T): T[] {
|
||||
// 从池中获取一个可重用的组件列表
|
||||
const comps = ListPool.obtain<T>(type);
|
||||
|
||||
// 遍历场景中的所有实体,查找具有给定类型的组件并添加到组件列表中
|
||||
for (const entity of this._entities) {
|
||||
if (entity.enabled) {
|
||||
entity.getComponents(type, comps);
|
||||
}
|
||||
}
|
||||
|
||||
// 遍历待添加的实体列表中的所有实体,查找具有给定类型的组件并添加到组件列表中
|
||||
for (const entity of this._entitiesToAddedList) {
|
||||
if (entity.enabled) {
|
||||
entity.getComponents(type, comps);
|
||||
}
|
||||
}
|
||||
|
||||
// 返回具有给定类型的所有组件的列表
|
||||
return comps;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 返回拥有指定类型组件的所有实体
|
||||
* @param types 要查询的组件类型列表
|
||||
* @returns 返回拥有指定类型组件的所有实体
|
||||
*/
|
||||
public findEntitiesOfComponent(...types: any[]): Entity[] {
|
||||
const entities = [];
|
||||
|
||||
// 遍历所有已存在的实体
|
||||
for (const entity of this._entities) {
|
||||
// 只有启用的实体才会被考虑
|
||||
if (entity.enabled) {
|
||||
// 如果types数组为空,直接将实体添加到结果数组中
|
||||
if (types.length === 0) {
|
||||
entities.push(entity);
|
||||
continue;
|
||||
}
|
||||
|
||||
// 对于每个指定的组件类型,检查实体是否具有该组件
|
||||
let meet = true;
|
||||
for (const type of types) {
|
||||
const hasComp = entity.hasComponent(type);
|
||||
if (!hasComp) {
|
||||
meet = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果实体满足要求,将其添加到结果数组中
|
||||
if (meet) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 遍历所有等待添加的实体,和上面的操作类似
|
||||
for (const entity of this._entitiesToAddedList) {
|
||||
if (entity.enabled) {
|
||||
if (types.length === 0) {
|
||||
entities.push(entity);
|
||||
continue;
|
||||
}
|
||||
|
||||
let meet = true;
|
||||
for (const type of types) {
|
||||
const hasComp = entity.hasComponent(type);
|
||||
if (!hasComp) {
|
||||
meet = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (meet) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
|
||||
return {
|
||||
totalEntities: this.buffer.length,
|
||||
activeEntities: activeCount,
|
||||
pendingAdd: this._entitiesToAdd.length,
|
||||
pendingRemove: this._entitiesToRemove.length,
|
||||
nameIndexSize: this._nameToEntities.size
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user