reformat code

This commit is contained in:
yhh
2020-07-28 16:25:20 +08:00
parent 5994f0bee3
commit 514572f291
103 changed files with 2896 additions and 2839 deletions

View File

@@ -8,6 +8,12 @@ module es {
* 用于装载egret显示对象
*/
public displayObject: egret.DisplayObject = new egret.DisplayObject();
/**
* 用于着色器处理精灵
*/
public color: number = 0x000000;
protected _areBoundsDirty = true;
/**
* renderableComponent的宽度
* 如果你不重写bounds属性则需要实现这个
@@ -24,11 +30,43 @@ module es {
return this.bounds.height;
}
protected _localOffset: Vector2 = Vector2.zero;
/**
* 从父实体的偏移量。用于向需要特定定位的实体
*/
public get localOffset(): Vector2 {
return this._localOffset;
}
/**
* 从父实体的偏移量。用于向需要特定定位的实体
* @param value
*/
public set localOffset(value: Vector2) {
this.setLocalOffset(value);
}
protected _renderLayer: number = 0;
/**
* 较低的渲染层在前面,较高的在后面
*/
public get renderLayer(): number {
return this._renderLayer;
}
public set renderLayer(value: number) {
}
protected _bounds: Rectangle = new Rectangle();
/**
* 这个物体的AABB, 用于相机剔除
*/
public get bounds(): Rectangle {
if (this._areBoundsDirty){
if (this._areBoundsDirty) {
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.zero,
this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
this._areBoundsDirty = false;
@@ -37,36 +75,7 @@ module es {
return this._bounds;
}
/**
* 较低的渲染层在前面,较高的在后面
*/
public get renderLayer(): number{
return this._renderLayer;
}
public set renderLayer(value: number){
}
/**
* 用于着色器处理精灵
*/
public color: number = 0x000000;
/**
* 从父实体的偏移量。用于向需要特定定位的实体
*/
public get localOffset(): Vector2{
return this._localOffset;
}
/**
* 从父实体的偏移量。用于向需要特定定位的实体
* @param value
*/
public set localOffset(value: Vector2){
this.setLocalOffset(value);
}
private _isVisible: boolean;
/**
* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
@@ -80,7 +89,7 @@ module es {
* @param value
*/
public set isVisible(value: boolean) {
if (this._isVisible != value){
if (this._isVisible != value) {
this._isVisible = value;
if (this._isVisible)
@@ -90,12 +99,6 @@ module es {
}
}
protected _localOffset: Vector2 = Vector2.zero;
protected _renderLayer: number = 0;
protected _bounds: Rectangle = new Rectangle();
private _isVisible: boolean;
protected _areBoundsDirty = true;
public onEntityTransformChanged(comp: transform.Component) {
this._areBoundsDirty = true;
}
@@ -106,22 +109,6 @@ module es {
*/
public abstract render(camera: Camera);
/**
* 当renderableComponent进入相机框架时调用
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
*/
protected onBecameVisible() {
this.displayObject.visible = this.isVisible;
}
/**
* 当renderableComponent离开相机框架时调用
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
*/
protected onBecameInvisible() {
this.displayObject.visible = this.isVisible;
}
/**
* 如果renderableComponent的边界与camera.bounds相交 返回true
* 用于处理isVisible标志的状态开关
@@ -137,8 +124,8 @@ module es {
* 较低的渲染层在前面,较高的在后面
* @param renderLayer
*/
public setRenderLayer(renderLayer: number): RenderableComponent{
if (renderLayer != this._renderLayer){
public setRenderLayer(renderLayer: number): RenderableComponent {
if (renderLayer != this._renderLayer) {
let oldRenderLayer = this._renderLayer;
this._renderLayer = renderLayer;
@@ -154,7 +141,7 @@ module es {
* 用于着色器处理精灵
* @param color
*/
public setColor(color: number): RenderableComponent{
public setColor(color: number): RenderableComponent {
this.color = color;
return this;
}
@@ -163,8 +150,8 @@ module es {
* 从父实体的偏移量。用于向需要特定定位的实体
* @param offset
*/
public setLocalOffset(offset: Vector2): RenderableComponent{
if (this._localOffset != offset){
public setLocalOffset(offset: Vector2): RenderableComponent {
if (this._localOffset != offset) {
this._localOffset = offset;
}
@@ -174,7 +161,7 @@ module es {
/**
* 进行状态同步
*/
public sync(camera: Camera){
public sync(camera: Camera) {
this.displayObject.x = this.entity.position.x + this.localOffset.x - camera.position.x + camera.origin.x;
this.displayObject.y = this.entity.position.y + this.localOffset.y - camera.position.y + camera.origin.y;
this.displayObject.scaleX = this.entity.scale.x;
@@ -182,8 +169,24 @@ module es {
this.displayObject.rotation = this.entity.rotation;
}
public toString(){
public toString() {
return `[RenderableComponent] renderLayer: ${this.renderLayer}`;
}
/**
* 当renderableComponent进入相机框架时调用
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
*/
protected onBecameVisible() {
this.displayObject.visible = this.isVisible;
}
/**
* 当renderableComponent离开相机框架时调用
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
*/
protected onBecameInvisible() {
this.displayObject.visible = this.isVisible;
}
}
}