Coroutine 类型从IEnumerable为Iterator
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231
source/src/ECS/Components/Renderables/RenderableComponent.ts
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231
source/src/ECS/Components/Renderables/RenderableComponent.ts
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///<reference path="../PooledComponent.ts" />
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module es {
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/**
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* 所有可渲染组件的基类
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*/
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export abstract class RenderableComponent extends Component implements IRenderable {
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/**
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* 用于装载egret显示对象
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*/
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public displayObject: egret.DisplayObject = new egret.DisplayObject();
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public hollowShape: egret.Shape = new egret.Shape();
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public pixelShape: egret.Shape = new egret.Shape();
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/**
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* 用于着色器处理精灵
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*/
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public color: number = 0x000000;
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protected _areBoundsDirty = true;
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/**
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* renderableComponent的宽度
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* 如果你不重写bounds属性则需要实现这个
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*/
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public get width() {
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return this.bounds.width;
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}
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/**
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* renderableComponent的高度
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* 如果你不重写bounds属性则需要实现这个
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*/
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public get height() {
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return this.bounds.height;
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}
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public debugRenderEnabled: boolean = true;
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protected _localOffset: Vector2 = Vector2.zero;
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/**
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* 从父实体的偏移量。用于向需要特定定位的实体
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*/
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public get localOffset(): Vector2 {
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return this._localOffset;
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}
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/**
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* 从父实体的偏移量。用于向需要特定定位的实体
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* @param value
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*/
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public set localOffset(value: Vector2) {
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this.setLocalOffset(value);
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}
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protected _renderLayer: number = 0;
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/**
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* 较低的渲染层在前面,较高的在后面
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*/
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public get renderLayer(): number {
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return this._renderLayer;
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}
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public set renderLayer(value: number) {
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this.setRenderLayer(value);
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}
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protected _bounds: Rectangle = new Rectangle();
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/**
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* 这个物体的AABB, 用于相机剔除
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*/
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public get bounds(): Rectangle {
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if (this._areBoundsDirty) {
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.zero,
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this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
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this._areBoundsDirty = false;
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}
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return this._bounds;
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}
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private _isVisible: boolean;
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/**
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* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
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*/
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public get isVisible() {
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return this._isVisible;
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}
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/**
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* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
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* @param value
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*/
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public set isVisible(value: boolean) {
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if (this._isVisible != value) {
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this._isVisible = value;
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if (this._isVisible)
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this.onBecameVisible();
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else
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this.onBecameInvisible();
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}
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}
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public onEntityTransformChanged(comp: transform.Component) {
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this._areBoundsDirty = true;
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}
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/**
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* 由渲染器调用。可以使用摄像机进行剔除
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* @param camera
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*/
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public abstract render(camera: Camera);
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public debugRender(camera: Camera) {
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if (!this.debugRenderEnabled)
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return;
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if (!this.hollowShape.parent)
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this.debugDisplayObject.addChild(this.hollowShape);
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if (!this.pixelShape.parent)
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this.debugDisplayObject.addChild(this.pixelShape);
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if (!this.entity.getComponent(Collider)){
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this.hollowShape.graphics.clear();
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this.hollowShape.graphics.beginFill(Colors.renderableBounds, 0);
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this.hollowShape.graphics.lineStyle(1, Colors.renderableBounds);
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this.hollowShape.graphics.drawRect(this.bounds.x - camera.bounds.x, this.bounds.y - camera.bounds.y, this.bounds.width, this.bounds.height);
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this.hollowShape.graphics.endFill();
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}
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let pixelPos = Vector2.add(this.entity.transform.position, this._localOffset).subtract(camera.bounds.location);
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this.pixelShape.graphics.clear();
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this.pixelShape.graphics.beginFill(Colors.renderableCenter, 0);
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this.pixelShape.graphics.lineStyle(4, Colors.renderableCenter);
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this.pixelShape.graphics.moveTo(pixelPos.x, pixelPos.y);
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this.pixelShape.graphics.lineTo(pixelPos.x, pixelPos.y);
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this.pixelShape.graphics.endFill();
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}
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/**
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* 如果renderableComponent的边界与camera.bounds相交 返回true
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* 用于处理isVisible标志的状态开关
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* 在渲染方法中使用这个方法来决定是否渲染
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* @param camera
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*/
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public isVisibleFromCamera(camera: Camera): boolean {
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if (!camera)
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return false;
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this.isVisible = camera.bounds.intersects(this.bounds);
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return this.isVisible;
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}
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/**
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* 较低的渲染层在前面,较高的在后面
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* @param renderLayer
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*/
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public setRenderLayer(renderLayer: number): RenderableComponent {
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if (renderLayer != this._renderLayer) {
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let oldRenderLayer = this._renderLayer;
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this._renderLayer = renderLayer;
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// 如果该组件拥有一个实体,那么是由ComponentList管理,需要通知它改变了渲染层
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if (this.entity && this.entity.scene)
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this.entity.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
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}
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return this;
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}
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/**
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* 用于着色器处理精灵
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* @param color
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*/
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public setColor(color: number): RenderableComponent {
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this.color = color;
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return this;
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}
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/**
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* 从父实体的偏移量。用于向需要特定定位的实体
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* @param offset
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*/
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public setLocalOffset(offset: Vector2): RenderableComponent {
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if (this._localOffset != offset) {
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this._localOffset = offset;
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}
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return this;
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}
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/**
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* 进行状态同步
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*/
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public sync(camera: Camera) {
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if (this.displayObject.x != this.bounds.x - camera.bounds.y) this.displayObject.x = this.bounds.x - camera.bounds.y;
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if (this.displayObject.y != this.bounds.y - camera.bounds.y) this.displayObject.y = this.bounds.y - camera.bounds.y;
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if (this.displayObject.scaleX != this.entity.scale.x) this.displayObject.scaleX = this.entity.scale.x;
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if (this.displayObject.scaleY != this.entity.scale.y) this.displayObject.scaleY = this.entity.scale.y;
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if (this.displayObject.rotation != this.entity.rotationDegrees) this.displayObject.rotation = this.entity.rotationDegrees;
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}
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public compareTo(other: RenderableComponent){
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return other.renderLayer - this.renderLayer;
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}
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public toString() {
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return `[RenderableComponent] renderLayer: ${this.renderLayer}`;
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}
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/**
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* 当renderableComponent进入相机框架时调用
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* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
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*/
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protected onBecameVisible() {
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this.displayObject.visible = this.isVisible;
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this.debugDisplayObject.visible = this.isVisible;
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}
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/**
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* 当renderableComponent离开相机框架时调用
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* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
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*/
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protected onBecameInvisible() {
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this.displayObject.visible = this.isVisible;
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this.debugDisplayObject.visible = this.isVisible;
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}
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}
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}
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