reformat code
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@@ -15,20 +15,10 @@ module es {
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* 全局内容管理器加载任何应该停留在场景之间的资产
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*/
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public static content: ContentManager;
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/**
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* 提供对单例/游戏实例的访问
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* @constructor
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*/
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public static get Instance(){
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return this._instance;
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}
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/**
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* 简化对内部类的全局内容实例的访问
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*/
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public static _instance: Core;
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public _scene: Scene;
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public _nextScene: Scene;
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public _sceneTransition: SceneTransition;
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/**
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@@ -36,6 +26,26 @@ module es {
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*/
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public _globalManagers: GlobalManager[] = [];
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constructor() {
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super();
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Core._instance = this;
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Core.emitter = new Emitter<CoreEvents>();
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Core.content = new ContentManager();
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this.addEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
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}
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/**
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* 提供对单例/游戏实例的访问
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* @constructor
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*/
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public static get Instance() {
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return this._instance;
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}
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public _scene: Scene;
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/**
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* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
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*/
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@@ -50,7 +60,7 @@ module es {
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* @param value
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*/
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public static set scene(value: Scene) {
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if (!value){
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if (!value) {
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console.error("场景不能为空");
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return;
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}
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@@ -65,39 +75,106 @@ module es {
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}
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}
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constructor() {
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super();
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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._instance._sceneTransition) {
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console.warn("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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return;
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}
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Core._instance = this;
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Core.emitter = new Emitter<CoreEvents>();
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Core.content = new ContentManager();
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this.addEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
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this._instance._sceneTransition = sceneTransition;
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return sceneTransition;
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}
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private onAddToStage(){
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Core.graphicsDevice = new GraphicsDevice();
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this.addEventListener(egret.Event.RESIZE, this.onGraphicsDeviceReset, this);
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this.addEventListener(egret.StageOrientationEvent.ORIENTATION_CHANGE, this.onOrientationChanged, this);
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this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
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Input.initialize();
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this.initialize();
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/**
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* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
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* @param manager
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*/
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public static registerGlobalManager(manager: es.GlobalManager) {
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this._instance._globalManagers.push(manager);
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manager.enabled = true;
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}
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public onOrientationChanged(){
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/**
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* 删除全局管理器对象
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* @param manager
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*/
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public static unregisterGlobalManager(manager: es.GlobalManager) {
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this._instance._globalManagers.remove(manager);
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manager.enabled = false;
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}
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/**
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* 获取类型为T的全局管理器
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* @param type
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*/
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public static getGlobalManager<T extends es.GlobalManager>(type): T {
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for (let i = 0; i < this._instance._globalManagers.length; i++) {
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if (this._instance._globalManagers[i] instanceof type)
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return this._instance._globalManagers[i] as T;
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}
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return null;
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}
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public onOrientationChanged() {
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Core.emitter.emit(CoreEvents.OrientationChanged);
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}
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public async draw() {
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if (this._sceneTransition) {
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this._sceneTransition.preRender();
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// 如果我们有场景转换的特殊处理。我们要么渲染场景过渡,要么渲染场景
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if (this._scene && !this._sceneTransition.hasPreviousSceneRender) {
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this._scene.render();
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this._scene.postRender();
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await this._sceneTransition.onBeginTransition();
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} else if (this._sceneTransition) {
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if (this._scene && this._sceneTransition.isNewSceneLoaded) {
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this._scene.render();
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this._scene.postRender();
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}
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this._sceneTransition.render();
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}
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} else if (this._scene) {
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this._scene.render();
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Debug.render();
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// 如果我们没有一个活跃的场景转换,就像平常一样渲染
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this._scene.postRender();
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}
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}
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public startDebugUpdate() {
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TimeRuler.Instance.startFrame();
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TimeRuler.Instance.beginMark("update", 0x00FF00);
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}
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public endDebugUpdate() {
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TimeRuler.Instance.endMark("update");
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}
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/**
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* 在一个场景结束后,下一个场景开始之前调用
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*/
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public onSceneChanged() {
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Core.emitter.emit(CoreEvents.SceneChanged);
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Time.sceneChanged();
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}
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/**
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* 当屏幕大小发生改变时调用
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*/
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protected onGraphicsDeviceReset(){
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protected onGraphicsDeviceReset() {
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Core.emitter.emit(CoreEvents.GraphicsDeviceReset);
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}
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protected initialize(){
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protected initialize() {
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}
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protected async update() {
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@@ -139,92 +216,15 @@ module es {
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await this.draw();
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}
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public async draw() {
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if (this._sceneTransition){
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this._sceneTransition.preRender();
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private onAddToStage() {
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Core.graphicsDevice = new GraphicsDevice();
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// 如果我们有场景转换的特殊处理。我们要么渲染场景过渡,要么渲染场景
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if (this._scene && !this._sceneTransition.hasPreviousSceneRender){
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this._scene.render();
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this._scene.postRender();
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await this._sceneTransition.onBeginTransition();
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} else if (this._sceneTransition) {
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if (this._scene && this._sceneTransition.isNewSceneLoaded) {
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this._scene.render();
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this._scene.postRender();
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}
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this.addEventListener(egret.Event.RESIZE, this.onGraphicsDeviceReset, this);
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this.addEventListener(egret.StageOrientationEvent.ORIENTATION_CHANGE, this.onOrientationChanged, this);
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this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
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this._sceneTransition.render();
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}
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} else if (this._scene) {
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this._scene.render();
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Debug.render();
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// 如果我们没有一个活跃的场景转换,就像平常一样渲染
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this._scene.postRender();
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}
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}
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public startDebugUpdate(){
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TimeRuler.Instance.startFrame();
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TimeRuler.Instance.beginMark("update", 0x00FF00);
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}
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public endDebugUpdate(){
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TimeRuler.Instance.endMark("update");
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}
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/**
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* 在一个场景结束后,下一个场景开始之前调用
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*/
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public onSceneChanged(){
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Core.emitter.emit(CoreEvents.SceneChanged);
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Time.sceneChanged();
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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._instance._sceneTransition) {
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console.warn("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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return;
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}
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this._instance._sceneTransition = sceneTransition;
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return sceneTransition;
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}
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/**
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* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
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* @param manager
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*/
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public static registerGlobalManager(manager: es.GlobalManager){
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this._instance._globalManagers.push(manager);
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manager.enabled = true;
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}
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/**
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* 删除全局管理器对象
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* @param manager
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*/
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public static unregisterGlobalManager(manager: es.GlobalManager){
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this._instance._globalManagers.remove(manager);
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manager.enabled = false;
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}
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/**
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* 获取类型为T的全局管理器
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* @param type
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*/
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public static getGlobalManager<T extends es.GlobalManager>(type): T {
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for (let i = 0; i < this._instance._globalManagers.length; i ++){
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if (this._instance._globalManagers[i] instanceof type)
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return this._instance._globalManagers[i] as T;
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}
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return null;
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Input.initialize();
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this.initialize();
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}
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}
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}
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