优化spriteRenderer渲染方法
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@@ -1,25 +1,12 @@
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class SpriteRenderer extends RenderableComponent {
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private _origin: Vector2;
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private _sprite: Sprite;
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protected bitmap: egret.Bitmap;
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public get origin(){
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return this._origin;
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}
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public set origin(value: Vector2){
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this.setOrigin(value);
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}
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public setOrigin(origin: Vector2){
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if (this._origin != origin){
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this._origin = origin;
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}
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return this;
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}
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/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
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/** 应该由这个精灵显示的精灵 */
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public get sprite(): Sprite{
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return this._sprite;
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}
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/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
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/** 应该由这个精灵显示的精灵 */
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public set sprite(value: Sprite){
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this.setSprite(value);
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}
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@@ -27,7 +14,10 @@ class SpriteRenderer extends RenderableComponent {
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public setSprite(sprite: Sprite): SpriteRenderer{
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this.removeChildren();
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this._sprite = sprite;
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if (this._sprite) this._origin = this._sprite.origin;
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if (this._sprite) {
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this.anchorOffsetX = this._sprite.origin.x / this._sprite.sourceRect.width;
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this.anchorOffsetY = this._sprite.origin.y / this._sprite.sourceRect.height;
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}
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this.bitmap = new egret.Bitmap(sprite.texture2D);
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this.addChild(this.bitmap);
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@@ -58,8 +48,8 @@ class SpriteRenderer extends RenderableComponent {
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/** 渲染处理 在每个模块中处理各自的渲染逻辑 */
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public render(camera: Camera){
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this.x = this.entity.position.x - this.origin.x - camera.position.x + camera.origin.x;
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this.y = this.entity.position.y - this.origin.y - camera.position.y + camera.origin.y;
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this.x = -camera.position.x + camera.origin.x;
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this.y = -camera.position.y + camera.origin.y;
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}
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public onRemovedFromEntity(){
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