reformat code
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@@ -8,6 +8,12 @@ module es {
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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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/**
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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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@@ -24,11 +30,43 @@ module es {
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return this.bounds.height;
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}
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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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}
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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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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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@@ -37,36 +75,7 @@ module es {
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return this._bounds;
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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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*/
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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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}
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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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/**
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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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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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@@ -80,7 +89,7 @@ module es {
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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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if (this._isVisible != value) {
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this._isVisible = value;
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if (this._isVisible)
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@@ -90,12 +99,6 @@ module es {
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}
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}
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protected _localOffset: Vector2 = Vector2.zero;
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protected _renderLayer: number = 0;
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protected _bounds: Rectangle = new Rectangle();
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private _isVisible: boolean;
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protected _areBoundsDirty = true;
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public onEntityTransformChanged(comp: transform.Component) {
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this._areBoundsDirty = true;
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}
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@@ -106,22 +109,6 @@ module es {
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*/
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public abstract render(camera: Camera);
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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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}
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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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}
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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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@@ -137,8 +124,8 @@ module es {
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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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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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@@ -154,7 +141,7 @@ module es {
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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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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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@@ -163,8 +150,8 @@ module es {
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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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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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@@ -174,7 +161,7 @@ module es {
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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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public sync(camera: Camera) {
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this.displayObject.x = this.entity.position.x + this.localOffset.x - camera.position.x + camera.origin.x;
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this.displayObject.y = this.entity.position.y + this.localOffset.y - camera.position.y + camera.origin.y;
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this.displayObject.scaleX = this.entity.scale.x;
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@@ -182,8 +169,24 @@ module es {
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this.displayObject.rotation = this.entity.rotation;
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}
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public toString(){
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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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}
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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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}
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}
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}
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