新增sceneTransition 用于场景过渡
This commit is contained in:
@@ -76,10 +76,10 @@ class SpriteRenderer extends RenderableComponent {
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this._bitmap.x = this.entity.transform.position.x - camera.transform.position.x + camera.origin.x;
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this._bitmap.y = this.entity.transform.position.y - camera.transform.position.y + camera.origin.y;
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this._bitmap.rotation = this.entity.transform.rotation;
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this._bitmap.rotation = this.entity.transform.rotation + camera.transform.rotation;
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this._bitmap.anchorOffsetX = this._origin.x;
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this._bitmap.anchorOffsetY = this._origin.y;
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this._bitmap.scaleX = this.entity.transform.scale.x;
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this._bitmap.scaleY = this.entity.transform.scale.y;
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this._bitmap.scaleX = this.entity.transform.scale.x * camera.transform.scale.x;
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this._bitmap.scaleY = this.entity.transform.scale.y * camera.transform.scale.y;
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}
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}
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@@ -3,11 +3,13 @@ class Scene extends egret.DisplayObjectContainer {
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public camera: Camera;
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public readonly entities: EntityList;
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public readonly renderableComponents: RenderableComponentList;
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public readonly content: ContentManager;
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private _projectionMatrix: Matrix2D;
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private _transformMatrix: Matrix2D;
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private _matrixTransformMatrix: Matrix2D;
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private _renderers: Renderer[] = [];
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private _didSceneBegin;
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public readonly entityProcessors: EntityProcessorList;
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@@ -18,10 +20,10 @@ class Scene extends egret.DisplayObjectContainer {
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this.entityProcessors = new EntityProcessorList();
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this.renderableComponents = new RenderableComponentList();
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this.entities = new EntityList(this);
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this.content = new ContentManager();
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this.addEventListener(egret.Event.ACTIVATE, this.onActive, this);
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this.addEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
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this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
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}
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public createEntity(name: string) {
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@@ -68,12 +70,6 @@ class Scene extends egret.DisplayObjectContainer {
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return this.entityProcessors.getProcessor<T>();
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}
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public setActive(): Scene {
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SceneManager.setActiveScene(this);
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return this;
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}
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public addRenderer<T extends Renderer>(renderer: T) {
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this._renderers.push(renderer);
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this._renderers.sort();
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@@ -96,8 +92,7 @@ class Scene extends egret.DisplayObjectContainer {
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this._renderers.remove(renderer);
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}
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/** 初始化场景 */
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public initialize() {
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public begin(){
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if (this._renderers.length == 0) {
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this.addRenderer(new DefaultRenderer());
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console.warn("场景开始时没有渲染器 自动添加DefaultRenderer以保证能够正常渲染");
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@@ -106,32 +101,49 @@ class Scene extends egret.DisplayObjectContainer {
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this.camera = this.createEntity("camera").getOrCreateComponent(new Camera());
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Physics.reset();
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Input.initialize();
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if (this.entityProcessors)
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this.entityProcessors.begin();
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this.camera.onSceneSizeChanged(this.stage.stageWidth, this.stage.stageHeight);
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this._didSceneBegin = true;
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this.onStart();
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}
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public end(){
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this._didSceneBegin = false;
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this.removeEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
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this.removeEventListener(egret.Event.ACTIVATE, this.onActive, this);
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this.entities.removeAllEntities();
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Physics.clear();
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this.camera.destory();
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this.camera = null;
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this.content.dispose();
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if (this.entityProcessors)
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this.entityProcessors.end();
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}
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protected onStart(){
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}
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/** 场景激活 */
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public onActive() {
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protected onActive() {
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}
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/** 场景失去焦点 */
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public onDeactive() {
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protected onDeactive() {
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}
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public update() {
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Time.update(egret.getTimer());
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for (let i = GlobalManager.globalManagers.length - 1; i >= 0; i--) {
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if (GlobalManager.globalManagers[i].enabled)
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GlobalManager.globalManagers[i].update();
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}
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this.entities.updateLists();
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if (this.entityProcessors)
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@@ -143,7 +155,6 @@ class Scene extends egret.DisplayObjectContainer {
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this.entityProcessors.lateUpdate();
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this.renderableComponents.updateList();
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this.render();
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}
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public render(){
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@@ -154,22 +165,4 @@ class Scene extends egret.DisplayObjectContainer {
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this._renderers[i].render(this);
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}
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}
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public prepRenderState() {
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this._projectionMatrix.m11 = 2 / this.stage.stageWidth;
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this._projectionMatrix.m22 = -2 / this.stage.stageHeight;
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this._transformMatrix = this.camera.transformMatrix;
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this._matrixTransformMatrix = Matrix2D.multiply(this._transformMatrix, this._projectionMatrix);
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}
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public destory() {
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this.removeEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
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this.removeEventListener(egret.Event.ACTIVATE, this.onActive, this);
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this.camera.destory();
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this.camera = null;
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this.entities.removeAllEntities();
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}
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}
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@@ -1,40 +1,94 @@
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/** 运行时的场景管理。 */
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class SceneManager {
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private static _loadedScenes: Map<string, Scene> = new Map();
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/** 上一个场景 */
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private static _lastScene: Scene;
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/** 当前激活的场景 */
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private static _activeScene: Scene;
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private static _scene: Scene;
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private static _nextScene: Scene;
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public static sceneTransition: SceneTransition;
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/**
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* 使用给定的名称在运行时创建一个空的新场景。
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* 新场景将与当前打开的任何现有场景一起被添加到层次结构中。
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* 这个函数用于在运行时创建场景。
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* @param name
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* @param scene
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*/
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public static createScene(name: string, scene: Scene){
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scene.name = name;
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this._loadedScenes.set(name, scene);
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return scene;
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constructor(stage: egret.Stage) {
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stage.addEventListener(egret.Event.ENTER_FRAME, SceneManager.update, this);
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SceneManager.initialize(stage);
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}
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public static setActiveScene(scene: Scene){
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if (this._activeScene){
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// 如果场景相同则不进行切换
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if (this._activeScene == scene)
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return;
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public static get scene() {
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return this._scene;
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}
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public static set scene(value: Scene) {
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if (!value)
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throw new Error("场景不能为空");
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this._lastScene = this._activeScene;
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this._activeScene.destory();
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if (this._scene == null) {
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this._scene = value;
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this._scene.begin();
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} else {
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this._nextScene = value;
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}
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}
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public static initialize(stage: egret.Stage) {
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Input.initialize(stage);
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}
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public static update() {
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Time.update(egret.getTimer());
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if (SceneManager._scene) {
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for (let i = GlobalManager.globalManagers.length - 1; i >= 0; i--) {
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if (GlobalManager.globalManagers[i].enabled)
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GlobalManager.globalManagers[i].update();
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}
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if (!SceneManager.sceneTransition ||
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(SceneManager.sceneTransition && (!SceneManager.sceneTransition.loadsNewScene || SceneManager.sceneTransition.isNewSceneLoaded))) {
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SceneManager._scene.update();
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}
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if (SceneManager._nextScene) {
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SceneManager._scene.end();
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for (let i = 0; i < SceneManager._scene.entities.buffer.length; i++) {
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let entity = SceneManager._scene.entities.buffer[i];
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entity.destory();
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}
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SceneManager._scene = SceneManager._nextScene;
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SceneManager._nextScene = null;
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SceneManager._scene.begin();
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}
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}
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this._activeScene = scene;
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this._activeScene.initialize();
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return scene;
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SceneManager.render();
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}
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public static getActiveScene(){
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return this._activeScene;
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public static render() {
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if (this.sceneTransition)
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this.sceneTransition.preRender();
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if (this.sceneTransition) {
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if (this._scene && this.sceneTransition.wantsPreviousSceneRender && !this.sceneTransition.hasPreviousSceneRender) {
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this._scene.render();
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this.sceneTransition.onBeginTransition();
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} else if (this._scene && this.sceneTransition.isNewSceneLoaded) {
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this._scene.render();
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}
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this.sceneTransition.render();
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} else if (this.scene) {
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this.scene.render();
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}
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}
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/**
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* 临时运行SceneTransition,允许一个场景过渡到另一个平滑的自定义效果。
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* @param sceneTransition
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*/
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public static startSceneTransition<T extends SceneTransition>(sceneTransition: T): T {
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if (!this.sceneTransition) {
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throw new Error("在前一个场景完成之前,不能开始一个新的场景转换。");
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}
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this.sceneTransition = sceneTransition;
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return sceneTransition;
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}
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}
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@@ -18,7 +18,7 @@ abstract class Renderer {
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protected beginRender(cam: Camera){
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cam.transform.updateTransform();
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let entities = SceneManager.getActiveScene().entities;
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let entities = SceneManager.scene.entities;
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for (let i = 0; i < entities.buffer.length; i ++){
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entities.buffer[i].transform.updateTransform();
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}
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33
source/src/Graphics/Transitions/FadeTransition.ts
Normal file
33
source/src/Graphics/Transitions/FadeTransition.ts
Normal file
@@ -0,0 +1,33 @@
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///<reference path="./SceneTransition.ts"/>
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class FadeTransition extends SceneTransition {
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public fadeToColor: number = 0x000000;
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public fadeOutDuration = 0.4;
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private _color: number = 0xFFFFFF;
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private _toColor: number = 0xFFFFFF;
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private _destinationRect: Rectangle;
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private _overlayTexture: egret.RenderTexture;
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constructor(sceneLoadAction: Function){
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super(sceneLoadAction, true);
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this._destinationRect = new Rectangle(0, 0, this.previousSceneRender.textureWidth, this.previousSceneRender.textureHeight);
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}
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// public onBeginTransition(){
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// this._overlayTexture = new egret.RenderTexture();
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// let shape = new egret.Shape();
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// shape.graphics.beginFill(0xFFFFFF, 1);
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// shape.graphics.drawRect(0, 0, 1, 1);
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// shape.graphics.endFill();
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// this._overlayTexture.drawToTexture(shape);
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// let elapsed = 0;
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// let _toColor;
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// while (elapsed < this.fadeOutDuration){
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// elapsed += Time.deltaTime;
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// // egret.Tween.get(this).to({_color: this._toColor, })
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// }
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// }
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}
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86
source/src/Graphics/Transitions/SceneTransition.ts
Normal file
86
source/src/Graphics/Transitions/SceneTransition.ts
Normal file
@@ -0,0 +1,86 @@
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/**
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* SceneTransition用于从一个场景过渡到另一个场景或在一个有效果的场景中过渡
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*/
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abstract class SceneTransition {
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/** 是否加载新场景的标志 */
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public loadsNewScene: boolean;
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/**
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* 将此用于两个部分的转换。例如,淡出会先淡出到黑色,然后当isNewSceneLoaded为true,它会淡出。
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* 对于场景过渡,isNewSceneLoaded应该在中点设置为true,这就标识一个新的场景被加载了。
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*/
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public isNewSceneLoaded: boolean;
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/**
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* 如果为true
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* 会将之前的场景渲染到previousSceneRender中,这样你就可以在转换时使用它
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*/
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public wantsPreviousSceneRender: boolean;
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/** 返回新加载场景的函数 */
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protected sceneLoadAction: Function;
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/** 包含上一个场景的最后渲染。可以用来在加载新场景时模糊屏幕。 */
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public previousSceneRender: egret.RenderTexture;
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/** 在loadNextScene执行时调用。这在进行场景间过渡时很有用,这样你就知道什么时候可以更多地使用相机或者重置任何实体 */
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public onScreenObscured: Function;
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/** 当转换完成执行时调用,以便可以调用其他工作,比如启动另一个转换。 */
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public onTransitionCompleted: Function;
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public progress: number = 0;
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constructor(sceneLoadAction: Function, wantsPreviousSceneRender: boolean = true) {
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this.sceneLoadAction = sceneLoadAction;
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this.wantsPreviousSceneRender = wantsPreviousSceneRender;
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this.loadsNewScene = sceneLoadAction != null;
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if (wantsPreviousSceneRender)
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this.previousSceneRender = new egret.RenderTexture();
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}
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private _hasPreviousSceneRender;
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public get hasPreviousSceneRender() {
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if (!this._hasPreviousSceneRender) {
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this._hasPreviousSceneRender = true;
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return false;
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}
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return true;
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}
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public preRender() { }
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public render(){
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}
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public onBeginTransition(): Promise<any> {
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return new Promise((resolve) => {
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resolve(this.loadScene());
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this.transitionComplete();
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});
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}
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protected transitionComplete() {
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SceneManager.sceneTransition = null;
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if (this.previousSceneRender){
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this.previousSceneRender.dispose();
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this.previousSceneRender = null;
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}
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if (this.onTransitionCompleted){
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this.onTransitionCompleted();
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}
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}
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protected loadScene(): Promise<any> {
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return new Promise(async (resolve) => {
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if (this.onScreenObscured)
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this.onScreenObscured();
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if (!this.loadsNewScene) {
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this.isNewSceneLoaded = true;
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resolve();
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}
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SceneManager.scene = await this.sceneLoadAction();
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this.isNewSceneLoaded = true;
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});
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}
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}
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1092
source/src/Math/long.d.ts
vendored
1092
source/src/Math/long.d.ts
vendored
File diff suppressed because it is too large
Load Diff
@@ -9,6 +9,10 @@ class Physics {
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this._spatialHash = new SpatialHash(this.spatialHashCellSize);
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}
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public static clear(){
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this._spatialHash.clear();
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}
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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}
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@@ -53,10 +53,8 @@ class Polygon extends Shape {
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public collidesWithShape(other: Shape){
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let result = new CollisionResult();
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if (other instanceof Polygon){
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result = ShapeCollisions.polygonToPolygon(this, other);
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return result;
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return ShapeCollisions.polygonToPolygon(this, other);
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}
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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@@ -52,6 +52,10 @@ class SpatialHash {
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}
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}
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public clear(){
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this._cellDict.clear();
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}
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public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
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let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
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41
source/src/Utils/ContentManager.ts
Normal file
41
source/src/Utils/ContentManager.ts
Normal file
@@ -0,0 +1,41 @@
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class ContentManager {
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protected loadedAssets: Map<string, any> = new Map<string, any>();
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/** 异步加载资源 */
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public load(name: string, local: boolean = true): Promise<any> {
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return new Promise((resolve, reject) => {
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let res = this.loadedAssets.get(name);
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if (res) {
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resolve(res);
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return;
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}
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if (local) {
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RES.getResAsync(name).then((data) => {
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this.loadedAssets.set(name, data);
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resolve(data);
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}).catch((err) => {
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console.error("资源加载错误:", name, err);
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reject(err);
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});
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} else {
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RES.getResByUrl(name).then((data) => {
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this.loadedAssets.set(name, data);
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resolve(data);
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}).catch((err) => {
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console.error("资源加载错误:", name, err);
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reject(err);
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});
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}
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})
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}
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public dispose(){
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this.loadedAssets.forEach(value => {
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let assetsToRemove = value;
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assetsToRemove.dispose();
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});
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|
||||
this.loadedAssets.clear();
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@ class TouchState {
|
||||
public get position(){
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
|
||||
public reset(){
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
@@ -26,6 +26,8 @@ class Input {
|
||||
private static _totalTouchCount: number = 0;
|
||||
/** 返回第一个触摸点的坐标 */
|
||||
public static get touchPosition(){
|
||||
if (!this._gameTouchs[0])
|
||||
return Vector2.zero;
|
||||
return this._gameTouchs[0].position;
|
||||
}
|
||||
/** 获取最大触摸数 */
|
||||
@@ -65,12 +67,12 @@ class Input {
|
||||
return delta;
|
||||
}
|
||||
|
||||
public static initialize(){
|
||||
public static initialize(stage: egret.Stage){
|
||||
if (this._init)
|
||||
return;
|
||||
|
||||
this._init = true;
|
||||
this._stage = SceneManager.getActiveScene().stage;
|
||||
this._stage = stage;
|
||||
this._stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.touchBegin, this);
|
||||
this._stage.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.touchMove, this);
|
||||
this._stage.addEventListener(egret.TouchEvent.TOUCH_END, this.touchEnd, this);
|
||||
|
||||
Reference in New Issue
Block a user