整理ecs框架
This commit is contained in:
@@ -1,237 +1,377 @@
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class Entity extends egret.DisplayObjectContainer {
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private static _idGenerator: number;
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module es {
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export class Entity {
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public static _idGenerator: number;
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public name: string;
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public readonly id: number;
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/** 当前实体所属的场景 */
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public scene: Scene;
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/** 当前附加到此实体的所有组件的列表 */
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public readonly components: ComponentList;
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private _updateOrder: number = 0;
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private _enabled: boolean = true;
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public _isDestoryed: boolean;
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private _tag: number = 0;
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/**
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* 当前实体所属的场景
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*/
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public scene: Scene;
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/**
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* 实体名称。用于在场景范围内搜索实体
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*/
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public name: string;
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/**
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* 此实体的唯一标识
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*/
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public readonly id: number;
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/**
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* 封装实体的位置/旋转/缩放,并允许设置一个高层结构
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*/
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public readonly transform: Transform;
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/**
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* 当前附加到此实体的所有组件的列表
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*/
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public readonly components: ComponentList;
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public componentBits: BitSet;
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public get isDestoryed(){
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return this._isDestoryed;
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}
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public get position(){
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return new Vector2(this.x, this.y);
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}
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public set position(value: Vector2){
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this.$setX(value.x);
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this.$setY(value.y);
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this.onEntityTransformChanged(TransformComponent.position);
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}
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public get scale(){
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return new Vector2(this.scaleX, this.scaleY);
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}
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public set scale(value: Vector2){
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this.$setScaleX(value.x);
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this.$setScaleY(value.y);
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this.onEntityTransformChanged(TransformComponent.scale);
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}
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public set rotation(value: number){
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this.$setRotation(value);
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this.onEntityTransformChanged(TransformComponent.rotation);
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}
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public get rotation(){
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return this.$getRotation();
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}
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public get enabled(){
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return this._enabled;
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}
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public set enabled(value: boolean){
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this.setEnabled(value);
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}
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public setEnabled(isEnabled: boolean){
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if (this._enabled != isEnabled){
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this._enabled = isEnabled;
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/**
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* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
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*/
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public get tag(): number {
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return this._tag;
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}
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return this;
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}
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/**
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* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
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* @param value
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*/
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public set tag(value: number) {
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this.setTag(value);
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}
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public get tag(){
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return this._tag;
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}
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/**
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* 指定应该调用这个entity update方法的频率。1表示每一帧,2表示每一帧,以此类推
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*/
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public updateInterval: number = 1;
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public set tag(value: number){
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this.setTag(value);
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}
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/**
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* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
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*/
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public get enabled() {
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return this._enabled;
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}
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public get stage(){
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if (!this.scene)
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return null;
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return this.scene.stage;
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}
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/**
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* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
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* @param value
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*/
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public set enabled(value: boolean) {
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this.setEnabled(value);
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}
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constructor(name: string){
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super();
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this.name = name;
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this.components = new ComponentList(this);
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this.id = Entity._idGenerator ++;
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/**
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* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
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*/
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public get updateOrder() {
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return this._updateOrder;
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}
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this.componentBits = new BitSet();
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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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* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
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* @param value
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*/
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public set updateOrder(value: number) {
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this.setUpdateOrder(value);
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}
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private onAddToStage(){
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this.onEntityTransformChanged(TransformComponent.position);
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}
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public _isDestroyed: boolean;
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/**
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* 如果调用了destroy,那么在下一次处理实体之前这将一直为true
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*/
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public get isDestroyed() {
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return this._isDestroyed;
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}
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public get updateOrder(){
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return this._updateOrder;
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}
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public componentBits: BitSet;
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public set updateOrder(value: number){
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this.setUpdateOrder(value);
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}
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private _tag: number = 0;
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private _enabled: boolean = true;
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private _updateOrder: number = 0;
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public roundPosition(){
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this.position = Vector2Ext.round(this.position);
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}
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public get parent(): Transform {
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return this.transform.parent;
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}
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public setUpdateOrder(updateOrder: number){
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if (this._updateOrder != updateOrder){
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this._updateOrder = updateOrder;
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if (this.scene){
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public set parent(value: Transform) {
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this.transform.setParent(value);
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}
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public get childCount() {
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return this.transform.childCount;
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}
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public get position(): Vector2 {
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return this.transform.position;
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}
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public set position(value: Vector2) {
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this.transform.setPosition(value.x, value.y);
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}
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public get rotation(): number {
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return this.transform.rotation;
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}
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public set rotation(value: number) {
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this.transform.setRotation(value);
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}
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public get scale(): Vector2 {
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return this.transform.scale;
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}
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public set scale(value: Vector2) {
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this.transform.setScale(value);
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}
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constructor(name: string) {
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this.components = new ComponentList(this);
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this.transform = new Transform(this);
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this.name = name;
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this.id = Entity._idGenerator++;
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this.componentBits = new BitSet();
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}
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public onTransformChanged(comp: Transform.Component) {
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// 通知我们的子项改变了位置
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this.components.onEntityTransformChanged(comp);
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}
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/**
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* 设置实体的标记
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* @param tag
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*/
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public setTag(tag: number): Entity {
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if (this._tag != tag) {
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// 我们只有在已经有场景的情况下才会调用entityTagList。如果我们还没有场景,我们会被添加到entityTagList
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if (this.scene)
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this.scene.entities.removeFromTagList(this);
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this._tag = tag;
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if (this.scene)
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this.scene.entities.addToTagList(this);
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}
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return this;
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}
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}
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public setTag(tag: number): Entity{
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if (this._tag != tag){
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if (this.scene){
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this.scene.entities.removeFromTagList(this);
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/**
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* 设置实体的启用状态。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
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* @param isEnabled
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*/
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public setEnabled(isEnabled: boolean) {
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if (this._enabled != isEnabled) {
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this._enabled = isEnabled;
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if (this._enabled)
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this.components.onEntityEnabled();
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else
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this.components.onEntityDisabled();
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}
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this._tag = tag;
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if (this.scene){
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this.scene.entities.addToTagList(this);
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return this;
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}
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/**
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* 设置此实体的更新顺序。updateOrder还用于对scene.entities上的标签列表进行排序
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* @param updateOrder
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*/
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public setUpdateOrder(updateOrder: number) {
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if (this._updateOrder != updateOrder) {
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this._updateOrder = updateOrder;
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if (this.scene) {
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// TODO: markEntityListSorted
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// markTagUnsorted
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}
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return this;
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}
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}
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return this;
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}
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/**
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* 从场景中删除实体并销毁所有子元素
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*/
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public destroy() {
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this._isDestroyed = true;
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this.scene.entities.remove(this);
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this.transform.parent = null;
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public attachToScene(newScene: Scene){
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this.scene = newScene;
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newScene.entities.add(this);
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this.components.registerAllComponents();
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for (let i = 0; i < this.numChildren; i ++){
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(this.getChildAt(i) as Component).entity.attachToScene(newScene);
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}
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}
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public detachFromScene(){
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this.scene.entities.remove(this);
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this.components.deregisterAllComponents();
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for (let i = 0; i < this.numChildren; i ++)
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(this.getChildAt(i) as Component).entity.detachFromScene();
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}
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public addComponent<T extends Component>(component: T): T{
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component.entity = this;
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this.components.add(component);
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this.addChild(component);
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component.initialize();
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return component;
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}
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public hasComponent<T extends Component>(type){
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return this.components.getComponent<T>(type, false) != null;
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}
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public getOrCreateComponent<T extends Component>(type: T){
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let comp = this.components.getComponent<T>(type, true);
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if (!comp){
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comp = this.addComponent<T>(type);
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// 销毁所有子项
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for (let i = this.transform.childCount - 1; i >= 0; i--) {
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let child = this.transform.getChild(i);
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child.entity.destroy();
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}
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}
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return comp;
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}
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/**
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* 将实体从场景中分离。下面的生命周期方法将被调用在组件上:OnRemovedFromEntity
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*/
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public detachFromScene() {
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this.scene.entities.remove(this);
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this.components.deregisterAllComponents();
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public getComponent<T extends Component>(type): T{
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return this.components.getComponent(type, false) as T;
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}
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public getComponents(typeName: string | any, componentList?){
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return this.components.getComponents(typeName, componentList);
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}
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private onEntityTransformChanged(comp: TransformComponent){
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this.components.onEntityTransformChanged(comp);
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}
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public removeComponentForType<T extends Component>(type){
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let comp = this.getComponent<T>(type);
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if (comp){
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this.removeComponent(comp);
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return true;
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for (let i = 0; i < this.transform.childCount; i++)
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this.transform.getChild(i).entity.detachFromScene();
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}
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return false;
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}
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/**
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* 将一个先前分离的实体附加到一个新的场景
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* @param newScene
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*/
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public attachToScene(newScene: Scene) {
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this.scene = newScene;
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newScene.entities.add(this);
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this.components.registerAllComponents();
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public removeComponent(component: Component){
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this.components.remove(component);
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}
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public removeAllComponents(){
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for (let i = 0; i < this.components.count; i ++){
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this.removeComponent(this.components.buffer[i]);
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for (let i = 0; i < this.transform.childCount; i++) {
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this.transform.getChild(i).entity.attachToScene(newScene);
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}
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}
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}
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public update(){
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this.components.update();
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}
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/**
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* 创建此实体的深层克隆。子类可以重写此方法来复制任何自定义字段。
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* 当重写时,应该调用CopyFrom方法,它将为您克隆所有组件、碰撞器和转换子组件。
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* 注意克隆的实体不会被添加到任何场景中!你必须自己添加它们!
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* @param position
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*/
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public clone(position: Vector2 = new Vector2()): Entity {
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let entity = new Entity(this.name + "(clone)");
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entity.copyFrom(this);
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entity.transform.position = position;
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public onAddedToScene(){
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return entity;
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}
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}
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/**
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* 将实体的属性、组件和碰撞器复制到此实例
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* @param entity
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*/
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protected copyFrom(entity: Entity) {
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this.tag = entity.tag;
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this.updateInterval = entity.updateInterval;
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this.updateOrder = entity.updateOrder;
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this.enabled = entity.enabled;
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public onRemovedFromScene(){
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if (this._isDestoryed)
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this.components.removeAllComponents();
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}
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this.transform.scale = entity.transform.scale;
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this.transform.rotation = entity.transform.rotation;
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public destroy(){
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this._isDestoryed = true;
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this.removeEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
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for (let i = 0; i < entity.components.count; i++)
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this.addComponent(entity.components.buffer[i].clone());
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for (let i = 0; i < entity.components._componentsToAdd.length; i++)
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this.addComponent(entity.components._componentsToAdd[i].clone());
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this.scene.entities.remove(this);
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this.removeChildren();
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for (let i = 0; i < entity.transform.childCount; i++) {
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let child = entity.transform.getChild(i).entity;
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let childClone = child.clone();
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childClone.transform.copyFrom(child.transform);
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childClone.transform.parent = this.transform;
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}
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}
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if (this.parent)
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this.parent.removeChild(this);
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/**
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* 在提交了所有挂起的实体更改后,将此实体添加到场景时调用
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*/
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public onAddedToScene() {
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}
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for (let i = this.numChildren - 1; i >= 0; i --){
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let child = this.getChildAt(i);
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(child as Component).entity.destroy();
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/**
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* 当此实体从场景中删除时调用
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*/
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public onRemovedFromScene() {
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// 如果已经被销毁了,移走我们的组件。如果我们只是分离,我们需要保持我们的组件在实体上。
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if (this._isDestroyed)
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this.components.removeAllComponents();
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}
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/**
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* 每帧进行调用进行更新组件
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*/
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public update() {
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this.components.update();
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}
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/**
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* 将组件添加到组件列表中。返回组件。
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* @param component
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*/
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public addComponent<T extends Component>(component: T): T {
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component.entity = this;
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this.components.add(component);
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component.initialize();
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return component;
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}
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/**
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* 获取类型T的第一个组件并返回它。如果没有找到组件,则返回null。
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* @param type
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*/
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public getComponent<T extends Component>(type): T {
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return this.components.getComponent(type, false) as T;
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}
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/**
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* 检查实体是否具有该组件
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* @param type
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*/
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public hasComponent<T extends Component>(type) {
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return this.components.getComponent<T>(type, false) != null;
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}
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/**
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* 获取类型T的第一个组件并返回它。如果没有找到组件,将创建组件。
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* @param type
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*/
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public getOrCreateComponent<T extends Component>(type: T) {
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let comp = this.components.getComponent<T>(type, true);
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if (!comp) {
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comp = this.addComponent<T>(type);
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}
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return comp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取typeName类型的所有组件,但不使用列表分配
|
||||
* @param typeName
|
||||
* @param componentList
|
||||
*/
|
||||
public getComponents(typeName: string | any, componentList?) {
|
||||
return this.components.getComponents(typeName, componentList);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件列表中删除组件
|
||||
* @param component
|
||||
*/
|
||||
public removeComponent(component: Component) {
|
||||
this.components.remove(component);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件列表中删除类型为T的第一个组件
|
||||
* @param type
|
||||
*/
|
||||
public removeComponentForType<T extends Component>(type) {
|
||||
let comp = this.getComponent<T>(type);
|
||||
if (comp) {
|
||||
this.removeComponent(comp);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从实体中删除所有组件
|
||||
*/
|
||||
public removeAllComponents() {
|
||||
for (let i = 0; i < this.components.count; i++) {
|
||||
this.removeComponent(this.components.buffer[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public toString(): string {
|
||||
return `[Entity: name: ${this.name}, tag: ${this.tag}, enabled: ${this.enabled}, depth: ${this.updateOrder}]`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum TransformComponent {
|
||||
rotation,
|
||||
scale,
|
||||
position
|
||||
}
|
||||
Reference in New Issue
Block a user