新增Coroutine
This commit is contained in:
182
README.md
182
README.md
@@ -3,198 +3,16 @@
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## 交流群
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点击链接加入群聊【ecs游戏框架交流】:https://jq.qq.com/?_wv=1027&k=29w1Nud6
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## Getting Start
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1. 初始化核心
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```typescript
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// 传入舞台宽高确定屏幕大小
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let core = new es.Core(768, 1366);
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```
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2. 派发核心事件
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```typescript
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// 必须派发该事件 否则核心内所有更新事件将不会执行 egret写法:
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es.Core.emitter.emit(es.CoreEvents.FrameUpdated, egret.getTimer());
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// 必须派发该事件 否则核心内所有更新事件将不会执行 laya写法:
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// es.Core.emitter.emit(es.CoreEvents.FrameUpdated, Laya.systemTimer.currTimer);
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```
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3. 创建主场景
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```typescript
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// 继承es.Scene来确定这是一个场景
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class MainScene extends es.Scene {
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public initialize(){
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// 当场景构造函数执行完成后执行
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}
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public async onStart() {
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// 当场景被激活时执行
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}
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}
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```
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4. 创建组件
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```typescript
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// 敌人组件 继承es.Component确定他是一个组件
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// 组件当中不应该含有具体逻辑 只存储数据/属性
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class SpawnerComponent extends es.Component {
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public cooldown: number = -1;
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public minInterval: number = 2;
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public maxInterval: number = 60;
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public minCount: number = 1;
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public maxCount: number = 1;
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public enemyType: EnemyType = EnemyType.worm;
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public numSpawned: number = 0;
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public numAlive: number = 0;
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constructor(enemyType: EnemyType) {
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super();
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this.enemyType = enemyType;
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}
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}
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enum EnemyType {
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worm
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}
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```
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5. 创建系统
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```typescript
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// 每个组件应对应一个系统 系统中负责游戏逻辑
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class SpawnerSystem extends es.EntityProcessingSystem {
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// 必须实现的构造函数
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constructor(matcher: es.Matcher){
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super(matcher);
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}
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// 当满足条件的实体会被派发至这统一进行处理
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// 条件在Matcher中进行设置
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processEntity(entity: es.Entity){
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let spawner = entity.getComponent<component.SpawnerComponent>(component.SpawnerComponent);
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if (spawner.numAlive <= 0)
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spawner.enabled = true;
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if (!spawner.enabled)
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return;
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if (spawner.cooldown <= -1) {
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this.scheduleSpawn(spawner);
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console.log("冷却时间已到,进入下一轮刷新 冷却时间:", spawner.cooldown);
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spawner.cooldown /= 4;
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}
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spawner.cooldown -= es.Time.deltaTime;
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if (spawner.cooldown <= 0) {
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this.scheduleSpawn(spawner);
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for (let i = 0; i < RandomUtils.randint(spawner.minCount, spawner.maxCount); i ++) {
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console.log("创建敌人", entity.position.x, entity.position.y, spawner.enemyType, entity);
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spawner.numSpawned ++;
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spawner.numAlive++;
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}
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if (spawner.numAlive > 0)
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spawner.enabled = false;
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}
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}
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private scheduleSpawn(spawner: component.SpawnerComponent) {
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spawner.cooldown = RandomUtils.randint(spawner.minInterval, spawner.maxInterval);
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}
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}
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```
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6. 创建实体、添加组件、激活实体处理器
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```typescript
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class MainScene extends es.Scene {
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public async onStart() {
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// 创建实体
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let spawn = this.createEntity("spawn");
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// 添加组件
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spawn.addComponent(new component.SpawnerComponent(component.EnemyType.worm));
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// 添加实体处理
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// Matcher.all 代表对带有该组件的实体进行处理
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// Matcher.one 代表对至少有一个该组件的实体进行处理
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// Matcher.exclude 代表对不带该组件的实体进行处理
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this.addEntityProcessor(new system.SpawnerSystem(new es.Matcher().all(component.SpawnerComponent)));
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}
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}
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```
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7. 激活场景
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```typescript
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// 设置MainScene为当前激活的场景
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es.Core.scene = new MainScene();
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```
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### 示例地址
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- [laya-demo](https://github.com/esengine/ecs-laya-demo)
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- [egret-demo](https://github.com/esengine/ecs-egret-demo)
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- [ecs-modern-egret](https://github.com/esengine/ecs-modern-egret)
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## 扩展库
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- [基于ecs-framework开发的astar/BreadthFirst/Dijkstra/GOAP目标导向计划 路径寻找库](https://github.com/esengine/ecs-astar)
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- [基于ecs-framework开发的AI(BehaviourTree、UtilityAI)系统](https://github.com/esengine/BehaviourTree-ai))
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## 版本计划功能
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- [x] 简易ECS框架
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- [x] 组件列表
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- [x] 碰撞组件
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- [x] 移动组件
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- [x] 组件池
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- [x] 基础碰撞组件(矩形、圆形、多边形碰撞)
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- [x] 场景组件
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- [x] 系统列表
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- [x] 被动系统
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- [x] 协调系统
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- [x] 实体系统
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- [x] 实体解析系统
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- [x] 扩展库
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- [x] string扩展
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- [x] time扩展
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- [x] [array扩展(Extension)](https://github.com/esengine/egret-framework/wiki/Array-%E6%89%A9%E5%B1%95%E8%AF%B4%E6%98%8E)
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- [x] base64扩展
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- [x] Stopwatch计数器
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- [x] List池对象
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- [x] Emitter事件发射器
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- [x] Random随机类帮助
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- [x] Rectangle矩形帮助类
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- [x] Vector2向量帮助类
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- [x] 全局管理器
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- [x] 向量集Bitset
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- [x] 图形帮助
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- [x] 场景过渡
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- [x] 场景渲染器
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- [x] 常用碰撞检测
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- [x] 数学库
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- [x] 矩形类(Rectangle)
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- [x] 简易2D矩阵类(Matrix2D)
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- [x] 简易2d 向量类(Vector2)
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- [x] 数学扩展库(MathHelper)
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- [x] 掩码实用类(Flags)
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- [x] 贝塞尔曲线(Bezier)
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- [x] 物理系统(简易)
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- [x] Collision碰撞检测
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- [x] ColliderTrigger帮助
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- [x] [Ray2D射线检测](https://github.com/esengine/egret-framework/wiki/Ray2D-2D%E5%B0%84%E7%BA%BF)
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- [x] ShapeCollision 多种形状检测
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- [x] RealtimeCollisions 实时碰撞检测
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- [x] SpatialHash 网格检测
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- [x] 事件处理器
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## 关于用ecs框架(typescript/javascript)
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ecs 是功能强大的实体组件系统。typescript与其他语言不同,因此我对ecs的设计尽可能的支持typescript特性。虽然ecs拥有标准实体组件系统,但在细节上有很大不同。创建标准ecs通常处于原始速度、缓存位置和其他性能原因。使用typescript,我们没有struct,因为没有必要匹配标准实体组件系统的设计方式,因为我们对内存布局没有那种控制。
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Submodule demo/egret_demo updated: 8e6b8d97f5...678dd72ede
Submodule demo/laya_demo updated: 00aa1cd596...e8df98d44e
78
source/bin/framework.d.ts
vendored
78
source/bin/framework.d.ts
vendored
@@ -96,6 +96,7 @@ declare module es {
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* 全局访问系统
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*/
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_globalManagers: GlobalManager[];
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_coroutineManager: CoroutineManager;
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_timerManager: TimerManager;
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width: number;
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height: number;
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@@ -133,6 +134,12 @@ declare module es {
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* @param type
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*/
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static getGlobalManager<T extends es.GlobalManager>(type: any): T;
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/**
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* 启动一个coroutine。Coroutine可以将number延时几秒或延时到其他startCoroutine.Yielding
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* null将使coroutine在下一帧被执行。
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* @param enumerator
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*/
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static startCoroutine(enumerator: any): ICoroutine;
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/**
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* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
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* @param timeInSeconds
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@@ -3497,6 +3504,77 @@ declare module es {
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areEqual(value1: T, value2: T): boolean;
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}
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}
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declare module es {
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/**
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* startCoroutine返回的接口,它提供了中途停止coroutine的能力。
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*/
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interface ICoroutine {
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/**
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* 停止Coroutine
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*/
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stop(): any;
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/**
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* 设置Coroutine是否应该使用deltaTime或unscaledDeltaTime进行计时
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* @param useUnscaledDeltaTime
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*/
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setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean): ICoroutine;
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}
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class Coroutine {
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/**
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* 导致Coroutine在指定的时间内暂停。在Coroutine.waitForSeconds的基础上,在Coroutine中使用Yield
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* @param seconds
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*/
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static waitForSeconds(seconds: number): WaitForSeconds;
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}
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/**
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* 帮助类,用于当一个coroutine想要暂停一段时间时。返回Coroutine.waitForSeconds返回其中一个
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*/
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class WaitForSeconds {
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static waiter: WaitForSeconds;
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waitTime: number;
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wait(seconds: number): WaitForSeconds;
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}
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}
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declare module es {
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/**
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* CoroutineManager用于隐藏Coroutine所需数据的内部类
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*/
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class CoroutineImpl implements ICoroutine, IPoolable {
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enumerator: any;
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/**
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* 每当产生一个延迟,它就会被添加到跟踪延迟的waitTimer中
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*/
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waitTimer: number;
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isDone: boolean;
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waitForCoroutine: CoroutineImpl;
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useUnscaledDeltaTime: boolean;
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stop(): void;
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setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean): this;
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prepareForUse(): void;
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reset(): void;
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}
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class CoroutineManager extends GlobalManager {
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/**
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* 标志来跟踪我们何时处于更新循环中。
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* 如果在更新循环中启动了一个新的coroutine,我们必须将它贴在shouldRunNextFrame列表中,以避免在迭代时修改一个数组
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*/
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_isInUpdate: boolean;
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_unblockedCoroutines: CoroutineImpl[];
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_shouldRunNextFrame: CoroutineImpl[];
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/**
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* 将IEnumerator添加到CoroutineManager中
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* Coroutine在每一帧调用Update之前被执行
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* @param enumerator
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*/
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startCoroutine(enumerator: any): CoroutineImpl;
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update(): void;
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/**
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* 勾选一个coroutine,如果该coroutine应该在下一帧继续运行,则返回true。本方法会将完成的coroutine放回Pool
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* @param coroutine
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*/
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tickCoroutine(coroutine: CoroutineImpl): boolean;
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}
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}
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declare class ArrayUtils {
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/**
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* 执行冒泡排序
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@@ -197,6 +197,7 @@ var es;
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* 全局访问系统
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*/
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this._globalManagers = [];
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this._coroutineManager = new es.CoroutineManager();
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this._timerManager = new es.TimerManager();
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this._frameCounterElapsedTime = 0;
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this._frameCounter = 0;
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@@ -206,6 +207,7 @@ var es;
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Core._instance = this;
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Core.emitter = new es.Emitter();
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Core.emitter.addObserver(es.CoreEvents.FrameUpdated, this.update, this);
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Core.registerGlobalManager(this._coroutineManager);
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Core.registerGlobalManager(this._timerManager);
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Core.entitySystemsEnabled = enableEntitySystems;
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this.initialize();
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@@ -278,6 +280,14 @@ var es;
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}
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return null;
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};
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/**
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* 启动一个coroutine。Coroutine可以将number延时几秒或延时到其他startCoroutine.Yielding
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* null将使coroutine在下一帧被执行。
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* @param enumerator
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*/
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Core.startCoroutine = function (enumerator) {
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return this._instance._coroutineManager.startCoroutine(enumerator);
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};
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/**
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* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
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* @param timeInSeconds
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@@ -8827,6 +8837,164 @@ var es;
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}(Set));
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es.HashSet = HashSet;
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})(es || (es = {}));
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var es;
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(function (es) {
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var Coroutine = /** @class */ (function () {
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function Coroutine() {
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}
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/**
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* 导致Coroutine在指定的时间内暂停。在Coroutine.waitForSeconds的基础上,在Coroutine中使用Yield
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* @param seconds
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*/
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Coroutine.waitForSeconds = function (seconds) {
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return WaitForSeconds.waiter.wait(seconds);
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};
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return Coroutine;
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}());
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es.Coroutine = Coroutine;
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/**
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* 帮助类,用于当一个coroutine想要暂停一段时间时。返回Coroutine.waitForSeconds返回其中一个
|
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*/
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var WaitForSeconds = /** @class */ (function () {
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function WaitForSeconds() {
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this.waitTime = 0;
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}
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WaitForSeconds.prototype.wait = function (seconds) {
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WaitForSeconds.waiter.waitTime = seconds;
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return WaitForSeconds.waiter;
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};
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WaitForSeconds.waiter = new WaitForSeconds();
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return WaitForSeconds;
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}());
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es.WaitForSeconds = WaitForSeconds;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* CoroutineManager用于隐藏Coroutine所需数据的内部类
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*/
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var CoroutineImpl = /** @class */ (function () {
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function CoroutineImpl() {
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/**
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* 每当产生一个延迟,它就会被添加到跟踪延迟的waitTimer中
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*/
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this.waitTimer = 0;
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this.useUnscaledDeltaTime = false;
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}
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CoroutineImpl.prototype.stop = function () {
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this.isDone = true;
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};
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CoroutineImpl.prototype.setUseUnscaledDeltaTime = function (useUnscaledDeltaTime) {
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this.useUnscaledDeltaTime = useUnscaledDeltaTime;
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return this;
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};
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CoroutineImpl.prototype.prepareForUse = function () {
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this.isDone = false;
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};
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CoroutineImpl.prototype.reset = function () {
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this.isDone = true;
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this.waitTimer = 0;
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this.waitForCoroutine = null;
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this.enumerator = null;
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this.useUnscaledDeltaTime = false;
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};
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return CoroutineImpl;
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}());
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es.CoroutineImpl = CoroutineImpl;
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var CoroutineManager = /** @class */ (function (_super) {
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__extends(CoroutineManager, _super);
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function CoroutineManager() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this._unblockedCoroutines = [];
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_this._shouldRunNextFrame = [];
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return _this;
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}
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/**
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||||
* 将IEnumerator添加到CoroutineManager中
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* Coroutine在每一帧调用Update之前被执行
|
||||
* @param enumerator
|
||||
*/
|
||||
CoroutineManager.prototype.startCoroutine = function (enumerator) {
|
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// 找到或创建一个CoroutineImpl
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||||
var coroutine = es.Pool.obtain(CoroutineImpl);
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coroutine.prepareForUse();
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||||
// 设置coroutine并添加它
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||||
coroutine.enumerator = enumerator;
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var shouldContinueCoroutine = this.tickCoroutine(coroutine);
|
||||
if (!shouldContinueCoroutine)
|
||||
return null;
|
||||
if (this._isInUpdate)
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
else
|
||||
this._unblockedCoroutines.push(coroutine);
|
||||
return coroutine;
|
||||
};
|
||||
CoroutineManager.prototype.update = function () {
|
||||
this._isInUpdate = true;
|
||||
for (var i = 0; i < this._unblockedCoroutines.length; i++) {
|
||||
var coroutine = this._unblockedCoroutines[i];
|
||||
if (coroutine.isDone) {
|
||||
es.Pool.free(coroutine);
|
||||
continue;
|
||||
}
|
||||
if (coroutine.waitForCoroutine != null) {
|
||||
if (coroutine.waitForCoroutine.isDone) {
|
||||
coroutine.waitForCoroutine = null;
|
||||
}
|
||||
else {
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (coroutine.waitTimer > 0) {
|
||||
// 递减,然后再运行下一帧,确保用适当的deltaTime递减
|
||||
coroutine.waitTimer -= coroutine.useUnscaledDeltaTime ? es.Time.unscaledDeltaTime : es.Time.deltaTime;
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
continue;
|
||||
}
|
||||
if (this.tickCoroutine(coroutine))
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
}
|
||||
var linqCoroutines = new linq.List(this._unblockedCoroutines);
|
||||
linqCoroutines.clear();
|
||||
linqCoroutines.addRange(this._shouldRunNextFrame);
|
||||
this._shouldRunNextFrame.length = 0;
|
||||
this._isInUpdate = false;
|
||||
};
|
||||
/**
|
||||
* 勾选一个coroutine,如果该coroutine应该在下一帧继续运行,则返回true。本方法会将完成的coroutine放回Pool
|
||||
* @param coroutine
|
||||
*/
|
||||
CoroutineManager.prototype.tickCoroutine = function (coroutine) {
|
||||
var chain = coroutine.enumerator.next();
|
||||
if (chain.done || coroutine.isDone) {
|
||||
es.Pool.free(coroutine);
|
||||
return false;
|
||||
}
|
||||
if (chain.value == null) {
|
||||
// 下一帧再运行
|
||||
return true;
|
||||
}
|
||||
if (chain.value instanceof es.WaitForSeconds) {
|
||||
coroutine.waitTimer = chain.value.waitTime;
|
||||
return true;
|
||||
}
|
||||
if (typeof chain.value == 'number') {
|
||||
coroutine.waitTimer = chain.value;
|
||||
return true;
|
||||
}
|
||||
if (chain.value instanceof CoroutineImpl) {
|
||||
coroutine.waitForCoroutine = chain.value;
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
return CoroutineManager;
|
||||
}(es.GlobalManager));
|
||||
es.CoroutineManager = CoroutineManager;
|
||||
})(es || (es = {}));
|
||||
var ArrayUtils = /** @class */ (function () {
|
||||
function ArrayUtils() {
|
||||
}
|
||||
|
||||
2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -33,6 +33,7 @@ module es {
|
||||
* 全局访问系统
|
||||
*/
|
||||
public _globalManagers: GlobalManager[] = [];
|
||||
public _coroutineManager: CoroutineManager = new CoroutineManager();
|
||||
public _timerManager: TimerManager = new TimerManager();
|
||||
public width: number;
|
||||
public height: number;
|
||||
@@ -45,6 +46,7 @@ module es {
|
||||
Core.emitter = new Emitter<CoreEvents>();
|
||||
Core.emitter.addObserver(CoreEvents.FrameUpdated, this.update, this);
|
||||
|
||||
Core.registerGlobalManager(this._coroutineManager);
|
||||
Core.registerGlobalManager(this._timerManager);
|
||||
Core.entitySystemsEnabled = enableEntitySystems;
|
||||
|
||||
@@ -123,6 +125,15 @@ module es {
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动一个coroutine。Coroutine可以将number延时几秒或延时到其他startCoroutine.Yielding
|
||||
* null将使coroutine在下一帧被执行。
|
||||
* @param enumerator
|
||||
*/
|
||||
public static startCoroutine(enumerator): ICoroutine {
|
||||
return this._instance._coroutineManager.startCoroutine(enumerator);
|
||||
}
|
||||
|
||||
/**
|
||||
* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
|
||||
* @param timeInSeconds
|
||||
@@ -130,7 +141,7 @@ module es {
|
||||
* @param context
|
||||
* @param onTime
|
||||
*/
|
||||
public static schedule(timeInSeconds: number, repeats: boolean = false, context: any = null, onTime: (timer: ITimer)=>void){
|
||||
public static schedule(timeInSeconds: number, repeats: boolean = false, context: any = null, onTime: (timer: ITimer) => void) {
|
||||
return this._instance._timerManager.schedule(timeInSeconds, repeats, context, onTime);
|
||||
}
|
||||
|
||||
@@ -139,7 +150,7 @@ module es {
|
||||
}
|
||||
|
||||
public startDebugDraw() {
|
||||
this._frameCounter ++;
|
||||
this._frameCounter++;
|
||||
this._frameCounterElapsedTime += Time.deltaTime;
|
||||
if (this._frameCounterElapsedTime >= 1) {
|
||||
let memoryInfo = window.performance["memory"];
|
||||
@@ -165,7 +176,7 @@ module es {
|
||||
*/
|
||||
protected onGraphicsDeviceReset() {
|
||||
// 我们用这些来避免垃圾事件的发生
|
||||
if (this._graphicsDeviceChangeTimer != null){
|
||||
if (this._graphicsDeviceChangeTimer != null) {
|
||||
this._graphicsDeviceChangeTimer.reset();
|
||||
} else {
|
||||
this._graphicsDeviceChangeTimer = Core.schedule(0.05, false, this, t => {
|
||||
|
||||
39
source/src/Utils/Coroutines/Coroutine.ts
Normal file
39
source/src/Utils/Coroutines/Coroutine.ts
Normal file
@@ -0,0 +1,39 @@
|
||||
module es {
|
||||
/**
|
||||
* startCoroutine返回的接口,它提供了中途停止coroutine的能力。
|
||||
*/
|
||||
export interface ICoroutine {
|
||||
/**
|
||||
* 停止Coroutine
|
||||
*/
|
||||
stop();
|
||||
/**
|
||||
* 设置Coroutine是否应该使用deltaTime或unscaledDeltaTime进行计时
|
||||
* @param useUnscaledDeltaTime
|
||||
*/
|
||||
setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean): ICoroutine;
|
||||
}
|
||||
|
||||
export class Coroutine {
|
||||
/**
|
||||
* 导致Coroutine在指定的时间内暂停。在Coroutine.waitForSeconds的基础上,在Coroutine中使用Yield
|
||||
* @param seconds
|
||||
*/
|
||||
public static waitForSeconds(seconds: number) {
|
||||
return WaitForSeconds.waiter.wait(seconds);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 帮助类,用于当一个coroutine想要暂停一段时间时。返回Coroutine.waitForSeconds返回其中一个
|
||||
*/
|
||||
export class WaitForSeconds {
|
||||
public static waiter: WaitForSeconds = new WaitForSeconds();
|
||||
public waitTime: number = 0;
|
||||
|
||||
public wait(seconds: number): WaitForSeconds {
|
||||
WaitForSeconds.waiter.waitTime = seconds;
|
||||
return WaitForSeconds.waiter;
|
||||
}
|
||||
}
|
||||
}
|
||||
146
source/src/Utils/Coroutines/CoroutineManager.ts
Normal file
146
source/src/Utils/Coroutines/CoroutineManager.ts
Normal file
@@ -0,0 +1,146 @@
|
||||
module es {
|
||||
/**
|
||||
* CoroutineManager用于隐藏Coroutine所需数据的内部类
|
||||
*/
|
||||
export class CoroutineImpl implements ICoroutine, IPoolable {
|
||||
public enumerator: any;
|
||||
|
||||
/**
|
||||
* 每当产生一个延迟,它就会被添加到跟踪延迟的waitTimer中
|
||||
*/
|
||||
public waitTimer: number = 0;
|
||||
|
||||
public isDone: boolean;
|
||||
public waitForCoroutine: CoroutineImpl;
|
||||
public useUnscaledDeltaTime: boolean = false;
|
||||
|
||||
public stop() {
|
||||
this.isDone = true;
|
||||
}
|
||||
|
||||
public setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean) {
|
||||
this.useUnscaledDeltaTime = useUnscaledDeltaTime;
|
||||
return this;
|
||||
}
|
||||
|
||||
public prepareForUse() {
|
||||
this.isDone = false;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
this.isDone = true;
|
||||
this.waitTimer = 0;
|
||||
this.waitForCoroutine = null;
|
||||
this.enumerator = null;
|
||||
this.useUnscaledDeltaTime = false;
|
||||
}
|
||||
}
|
||||
|
||||
export class CoroutineManager extends GlobalManager {
|
||||
/**
|
||||
* 标志来跟踪我们何时处于更新循环中。
|
||||
* 如果在更新循环中启动了一个新的coroutine,我们必须将它贴在shouldRunNextFrame列表中,以避免在迭代时修改一个数组
|
||||
*/
|
||||
public _isInUpdate: boolean;
|
||||
|
||||
public _unblockedCoroutines: CoroutineImpl[] = [];
|
||||
public _shouldRunNextFrame: CoroutineImpl[] = [];
|
||||
|
||||
/**
|
||||
* 将IEnumerator添加到CoroutineManager中
|
||||
* Coroutine在每一帧调用Update之前被执行
|
||||
* @param enumerator
|
||||
*/
|
||||
public startCoroutine(enumerator: any) {
|
||||
// 找到或创建一个CoroutineImpl
|
||||
let coroutine = Pool.obtain<CoroutineImpl>(CoroutineImpl);
|
||||
coroutine.prepareForUse();
|
||||
|
||||
// 设置coroutine并添加它
|
||||
coroutine.enumerator = enumerator;
|
||||
let shouldContinueCoroutine = this.tickCoroutine(coroutine);
|
||||
|
||||
if (!shouldContinueCoroutine)
|
||||
return null;
|
||||
|
||||
if (this._isInUpdate)
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
else
|
||||
this._unblockedCoroutines.push(coroutine);
|
||||
|
||||
return coroutine;
|
||||
}
|
||||
|
||||
public update() {
|
||||
this._isInUpdate = true;
|
||||
for (let i = 0; i < this._unblockedCoroutines.length; i++) {
|
||||
let coroutine = this._unblockedCoroutines[i];
|
||||
|
||||
if (coroutine.isDone) {
|
||||
Pool.free(coroutine);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (coroutine.waitForCoroutine != null) {
|
||||
if (coroutine.waitForCoroutine.isDone) {
|
||||
coroutine.waitForCoroutine = null;
|
||||
} else {
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (coroutine.waitTimer > 0) {
|
||||
// 递减,然后再运行下一帧,确保用适当的deltaTime递减
|
||||
coroutine.waitTimer -= coroutine.useUnscaledDeltaTime ? Time.unscaledDeltaTime : Time.deltaTime;
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (this.tickCoroutine(coroutine))
|
||||
this._shouldRunNextFrame.push(coroutine);
|
||||
}
|
||||
|
||||
let linqCoroutines = new linq.List(this._unblockedCoroutines);
|
||||
linqCoroutines.clear();
|
||||
linqCoroutines.addRange(this._shouldRunNextFrame);
|
||||
this._shouldRunNextFrame.length = 0;
|
||||
|
||||
this._isInUpdate = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 勾选一个coroutine,如果该coroutine应该在下一帧继续运行,则返回true。本方法会将完成的coroutine放回Pool
|
||||
* @param coroutine
|
||||
*/
|
||||
public tickCoroutine(coroutine: CoroutineImpl) {
|
||||
let chain = coroutine.enumerator.next();
|
||||
if (chain.done || coroutine.isDone) {
|
||||
Pool.free(coroutine);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (chain.value == null) {
|
||||
// 下一帧再运行
|
||||
return true;
|
||||
}
|
||||
|
||||
if (chain.value instanceof WaitForSeconds) {
|
||||
coroutine.waitTimer = chain.value.waitTime;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (typeof chain.value == 'number') {
|
||||
coroutine.waitTimer = chain.value;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (chain.value instanceof CoroutineImpl) {
|
||||
coroutine.waitForCoroutine = chain.value;
|
||||
return true;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user