新增IUpdatable接口 用于减少update所带来的的性能损耗
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@@ -29,6 +29,7 @@ class AStarPathfinder {
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}
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graph.getNeighbors(current.data).forEach(next => {
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console.log(next);
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let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
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if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
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costSoFar.set(next, newCost);
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@@ -4,6 +4,7 @@ abstract class Component extends egret.DisplayObjectContainer {
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public updateInterval: number = 1;
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/** 允许用户为实体存入信息 */
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public userData: any;
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private _updateOrder = 0;
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public get enabled(){
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return this.entity ? this.entity.enabled && this._enabled : this._enabled;
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@@ -31,6 +32,22 @@ abstract class Component extends egret.DisplayObjectContainer {
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return this;
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}
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/** 更新此实体上组件的顺序 */
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public get updateOrder(){
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return this._updateOrder;
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}
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/** 更新此实体上组件的顺序 */
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public set updateOrder(value: number){
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this.setUpdateOrder(value);
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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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}
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return this;
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}
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public initialize(){
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}
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@@ -50,10 +67,6 @@ abstract class Component extends egret.DisplayObjectContainer {
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}
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public update(){
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}
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public debugRender(){
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}
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@@ -1,5 +1,5 @@
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///<reference path="../Component.ts"/>
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class Camera extends Component {
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class Camera extends Component implements IUpdatable {
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private _zoom;
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private _origin: Vector2 = Vector2.zero;
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@@ -1,4 +1,4 @@
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abstract class Collider extends Component {
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abstract class Collider extends Component implements IUpdatable {
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/** 对撞机的基本形状 */
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public shape: Shape;
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/** 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法。 */
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@@ -1,5 +1,5 @@
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///<reference path="./SpriteRenderer.ts" />
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class SpriteAnimator extends SpriteRenderer {
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class SpriteAnimator extends SpriteRenderer implements IUpdatable {
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/** 在动画完成时触发,包括动画名称; */
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public onAnimationCompletedEvent: Function;
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/** 动画播放速度 */
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6
source/src/ECS/IUpdatable.ts
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6
source/src/ECS/IUpdatable.ts
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@@ -0,0 +1,6 @@
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/** 当将该接口添加到组件时,只要启用了组件和实体,它就需要调用每帧的更新方法。 */
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interface IUpdatable {
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enabled: boolean;
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updateOrder: number;
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update();
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}
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@@ -1,28 +1,37 @@
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class ComponentList {
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private _entity: Entity;
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/** 添加到实体的组件列表 */
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private _components: Component[] = [];
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/** 添加到此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工 */
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private _componentsToAdd: Component[] = [];
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/** 标记要删除此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工 */
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private _componentsToRemove: Component[] = [];
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/** 需要调用更新的所有组件的列表 */
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private _updatableComponents: IUpdatable[] = [];
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private _tempBufferList: Component[] = [];
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constructor(entity: Entity){
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constructor(entity: Entity) {
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this._entity = entity;
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}
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public get count(){
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public get count() {
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return this._components.length;
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}
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public get buffer(){
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public get buffer() {
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return this._components;
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}
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public add(component: Component){
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public add(component: Component) {
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this._componentsToAdd.push(component);
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}
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public remove(component: Component){
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if (this._componentsToAdd.contains(component)){
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public remove(component: Component) {
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if (this._componentsToRemove.contains(component))
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console.warn(`You are trying to remove a Component (${component}) that you already removed`)
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// 这可能不是一个活动的组件,所以我们必须注意它是否还没有被处理,它可能正在同一帧中被删除
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if (this._componentsToAdd.contains(component)) {
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this._componentsToAdd.remove(component);
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return;
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}
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@@ -30,43 +39,58 @@ class ComponentList {
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this._componentsToRemove.push(component);
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}
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public removeAllComponents(){
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for (let i = 0; i < this._components.length; i ++){
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/**
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* 立即从组件列表中删除所有组件
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*/
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public removeAllComponents() {
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for (let i = 0; i < this._components.length; i++) {
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this.handleRemove(this._components[i]);
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}
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this._components.length = 0;
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this._updatableComponents.length = 0;
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this._componentsToAdd.length = 0;
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this._componentsToRemove.length = 0;
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}
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public deregisterAllComponents(){
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for (let i = 0; i < this._components.length; i ++){
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public deregisterAllComponents() {
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for (let i = 0; i < this._components.length; i++) {
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let component = this._components[i];
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// 处理渲染层列表
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if (component instanceof RenderableComponent)
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this._entity.scene.renderableComponents.remove(component);
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// 处理IUpdatable
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if (egret.is(component, "IUpdatable"))
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this._updatableComponents.remove(component);
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this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
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this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
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}
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}
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public registerAllComponents(){
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for (let i = 0; i < this._components.length; i ++){
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public registerAllComponents() {
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for (let i = 0; i < this._components.length; i++) {
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let component = this._components[i];
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if (component instanceof RenderableComponent)
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this._entity.scene.renderableComponents.add(component);
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if (egret.is(component, "IUpdatable"))
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this._updatableComponents.push(component as any);
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this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
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this._entity.scene.entityProcessors.onComponentAdded(this._entity);
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}
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}
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public updateLists(){
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if (this._componentsToRemove.length > 0){
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for (let i = 0; i < this._componentsToRemove.length; i ++){
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/**
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* 处理任何需要删除或添加的组件
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*/
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public updateLists() {
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if (this._componentsToRemove.length > 0) {
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for (let i = 0; i < this._componentsToRemove.length; i++) {
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this.handleRemove(this._componentsToRemove[i]);
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this._components.remove(this._componentsToRemove[i]);
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}
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@@ -74,11 +98,15 @@ class ComponentList {
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this._componentsToRemove.length = 0;
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}
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if (this._componentsToAdd.length > 0){
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for (let i = 0, count = this._componentsToAdd.length; i < count; i ++){
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if (this._componentsToAdd.length > 0) {
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for (let i = 0, count = this._componentsToAdd.length; i < count; i++) {
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let component = this._componentsToAdd[i];
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if (component instanceof RenderableComponent)
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this._entity.scene.renderableComponents.add(component);
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if (egret.is(component, "IUpdatable"))
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this._updatableComponents.push(component as any);
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this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
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this._entity.scene.entityProcessors.onComponentAdded(this._entity);
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@@ -86,13 +114,16 @@ class ComponentList {
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this._tempBufferList.push(component);
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}
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// 在调用onAddedToEntity之前清除,以防添加更多组件
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this._componentsToAdd.length = 0;
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for (let i = 0; i < this._tempBufferList.length; i++){
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// 现在所有的组件都添加到了场景中,我们再次循环并调用onAddedToEntity/onEnabled
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for (let i = 0; i < this._tempBufferList.length; i++) {
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let component = this._tempBufferList[i];
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component.onAddedToEntity();
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if (component.enabled){
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// enabled检查实体和组件
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if (component.enabled) {
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component.onEnabled();
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}
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}
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@@ -101,22 +132,25 @@ class ComponentList {
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}
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}
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public onEntityTransformChanged(comp: TransformComponent){
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for (let i = 0; i < this._components.length; i ++){
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public onEntityTransformChanged(comp: TransformComponent) {
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for (let i = 0; i < this._components.length; i++) {
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if (this._components[i].enabled)
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this._components[i].onEntityTransformChanged(comp);
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}
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for (let i = 0; i < this._componentsToAdd.length; i ++){
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for (let i = 0; i < this._componentsToAdd.length; i++) {
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if (this._componentsToAdd[i].enabled)
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this._componentsToAdd[i].onEntityTransformChanged(comp);
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}
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}
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private handleRemove(component: Component){
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private handleRemove(component: Component) {
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if (component instanceof RenderableComponent)
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this._entity.scene.renderableComponents.remove(component);
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if (egret.is(component, "IUpdatable"))
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this._updatableComponents.remove(component);
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this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
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this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
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@@ -124,15 +158,23 @@ class ComponentList {
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component.entity = null;
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}
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public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T{
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for (let i = 0; i < this._components.length; i ++){
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/**
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* 获取类型T的第一个组件并返回它
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* 可以选择跳过检查未初始化的组件(尚未调用onAddedToEntity方法的组件)
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* 如果没有找到组件,则返回null。
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* @param type
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* @param onlyReturnInitializedComponents
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*/
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public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T {
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for (let i = 0; i < this._components.length; i++) {
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let component = this._components[i];
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if (component instanceof type)
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return component as T;
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}
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if (!onlyReturnInitializedComponents){
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for (let i = 0; i < this._componentsToAdd.length; i ++){
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// 我们可以选择检查挂起的组件,以防addComponent和getComponent在同一个框架中被调用
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if (!onlyReturnInitializedComponents) {
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for (let i = 0; i < this._componentsToAdd.length; i++) {
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let component = this._componentsToAdd[i];
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if (component instanceof type)
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return component as T;
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@@ -142,31 +184,36 @@ class ComponentList {
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return null;
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}
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public getComponents(typeName: string | any, components?){
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/**
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* 获取T类型的所有组件,但不使用列表分配
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* @param typeName
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* @param components
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*/
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public getComponents(typeName: string | any, components?) {
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if (!components)
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components = [];
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for (let i = 0; i < this._components.length; i ++){
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for (let i = 0; i < this._components.length; i++) {
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let component = this._components[i];
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if (typeof(typeName) == "string"){
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if (egret.is(component, typeName)){
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if (typeof (typeName) == "string") {
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if (egret.is(component, typeName)) {
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components.push(component);
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}
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}else{
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if (component instanceof typeName){
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} else {
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if (component instanceof typeName) {
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components.push(component);
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}
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}
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}
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for (let i = 0; i < this._componentsToAdd.length; i ++){
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for (let i = 0; i < this._componentsToAdd.length; i++) {
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let component = this._componentsToAdd[i];
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if (typeof(typeName) == "string"){
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if (egret.is(component, typeName)){
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if (typeof (typeName) == "string") {
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if (egret.is(component, typeName)) {
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components.push(component);
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}
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}else{
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if (component instanceof typeName){
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} else {
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if (component instanceof typeName) {
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components.push(component);
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}
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}
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@@ -175,12 +222,19 @@ class ComponentList {
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return components;
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}
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public update(){
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public update() {
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this.updateLists();
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for (let i = 0; i < this._components.length; i ++){
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let component = this._components[i];
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if (component.enabled && (component.updateInterval == 1 || Time.frameCount % component.updateInterval == 0))
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component.update();
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for (let i = 0; i < this._updatableComponents.length; i++) {
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let updatable = this._updatableComponents[i];
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let updateableComponent;
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if (updatable instanceof Component)
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updateableComponent = updatable as Component;
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if (updatable.enabled &&
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updateableComponent.enabled &&
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(updateableComponent.updateInterval == 1 ||
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Time.frameCount % updateableComponent.updateInterval == 0))
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updatable.update();
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}
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}
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}
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