module es { export class EntityList { public scene: Scene; /** * 场景中添加的实体列表 */ public _entities: Entity[] = []; /** * 本帧添加的实体列表。用于对实体进行分组,以便我们可以同时处理它们 */ public _entitiesToAdded: HashSet = new HashSet(); /** * 本帧被标记为删除的实体列表。用于对实体进行分组,以便我们可以同时处理它们 */ public _entitiesToRemove: HashSet = new HashSet(); /** * 标志,用于确定我们是否需要在这一帧中对实体进行排序 */ public _isEntityListUnsorted: boolean; /** * 通过标签跟踪实体,便于检索 */ public _entityDict: Map = new Map(); public _unsortedTags: Set = new Set(); constructor(scene: Scene) { this.scene = scene; } public get count() { return this._entities.length; } public get buffer() { return this._entities; } public markEntityListUnsorted() { this._isEntityListUnsorted = true; } public markTagUnsorted(tag: number) { this._unsortedTags.add(tag); } /** * 将一个实体添加到列表中。所有的生命周期方法将在下一帧中被调用 * @param entity */ public add(entity: Entity) { this._entitiesToAdded.add(entity); } /** * 从列表中删除一个实体。所有的生命周期方法将在下一帧中被调用 * @param entity */ public remove(entity: Entity) { Debug.warnIf(this._entitiesToRemove.contains(entity), `您正在尝试删除已经删除的实体(${entity.name})`); // 防止在同一帧中添加或删除实体 if (this._entitiesToAdded.contains(entity)) { this._entitiesToAdded.remove(entity); return; } if (!this._entitiesToRemove.contains(entity)) this._entitiesToRemove.add(entity); } /** * 从实体列表中删除所有实体 */ public removeAllEntities() { this._unsortedTags.clear(); this._entitiesToAdded.clear(); this._isEntityListUnsorted = false; // 为什么我们要在这里更新列表?主要是为了处理在场景切换前被分离的实体。 // 它们仍然会在_entitiesToRemove列表中,这将由updateLists处理。 this.updateLists(); for (let i = 0; i < this._entities.length; i++) { this._entities[i]._isDestroyed = true; this._entities[i].onRemovedFromScene(); this._entities[i].scene = null; } this._entities.length = 0; this._entityDict.clear(); } /** * 检查实体目前是否由这个EntityList管理 * @param entity */ public contains(entity: Entity): boolean { return new linq.List(this._entities).contains(entity) || this._entitiesToAdded.contains(entity); } public getTagList(tag: number) { let list = this._entityDict.get(tag); if (!list) { list = []; this._entityDict.set(tag, list); } return list; } public addToTagList(entity: Entity) { let list = this.getTagList(entity.tag); if (list.findIndex(e => e.id == entity.id) == -1) { list.push(entity); this._unsortedTags.add(entity.tag); } } public removeFromTagList(entity: Entity) { let list = this._entityDict.get(entity.tag); if (list) { new linq.List(list).remove(entity); } } public update() { for (let entity of this._entities) { if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0)) entity.update(); } } public updateLists() { if (this._entitiesToRemove.getCount() > 0) { this._entitiesToRemove.toArray().forEach(entity => { // 处理标签列表 this.removeFromTagList(entity); // 处理常规实体列表 new linq.List(this._entities).remove(entity); entity.onRemovedFromScene(); entity.scene = null; this.scene.entityProcessors.onEntityRemoved(entity); }); this._entitiesToRemove.clear(); } if (this._entitiesToAdded.getCount() > 0) { this._entitiesToAdded.toArray().forEach(entity => { this._entities.push(entity); entity.scene = this.scene; this.addToTagList(entity); this.scene.entityProcessors.onEntityAdded(entity); }); this._entitiesToAdded.toArray().forEach(entity => { entity.onAddedToScene(); }) this._entitiesToAdded.clear(); this._isEntityListUnsorted = true; } if (this._isEntityListUnsorted) { this._entities.sort(Entity.entityComparer.compare); this._isEntityListUnsorted = false; } // 根据需要对标签列表进行排序 if (this._unsortedTags.size > 0) { this._unsortedTags.forEach(value => this._entityDict.get(value).sort((a, b) => a.compareTo(b))); this._unsortedTags.clear(); } } /** * 返回第一个找到的名字为name的实体。如果没有找到则返回null * @param name */ public findEntity(name: string) { for (let i = 0; i < this._entities.length; i++) { if (this._entities[i].name == name) return this._entities[i]; } for (let i = 0; i < this._entitiesToAdded.getCount(); i++) { let entity = this._entitiesToAdded.toArray()[i]; if (entity.name == name) return entity; } return null; } /** * 返回带有标签的所有实体的列表。如果没有实体有标签,则返回一个空列表。 * 返回的List可以通过ListPool.free放回池中 * @param tag */ public entitiesWithTag(tag: number) { let list = this.getTagList(tag); let returnList = ListPool.obtain(); returnList.length = this._entities.length; for (let i = 0; i < list.length; i++) returnList.push(list[i]); return returnList; } /** * 返回一个T类型的所有实体的列表。 * 返回的List可以通过ListPool.free放回池中。 * @param type */ public entitiesOfType(type): T[] { let list = ListPool.obtain(); for (let i = 0; i < this._entities.length; i++) { if (this._entities[i] instanceof type) list.push(this._entities[i] as T); } for (let i = 0; i < this._entitiesToAdded.getCount(); i++) { let entity = this._entitiesToAdded.toArray()[i]; if (TypeUtils.getType(entity) instanceof type) { list.push(entity as T); } } return list; } /** * 返回在场景中找到的第一个T类型的组件。 * @param type */ public findComponentOfType(type): T { for (let i = 0; i < this._entities.length; i++) { if (this._entities[i].enabled) { let comp = this._entities[i].getComponent(type); if (comp) return comp; } } for (let i = 0; i < this._entitiesToAdded.getCount(); i++) { let entity: Entity = this._entitiesToAdded.toArray()[i]; if (entity.enabled) { let comp = entity.getComponent(type); if (comp) return comp; } } return null; } /** * 返回在场景中找到的所有T类型的组件。 * 返回的List可以通过ListPool.free放回池中。 * @param type */ public findComponentsOfType(type): T[] { let comps = ListPool.obtain(); for (let i = 0; i < this._entities.length; i++) { if (this._entities[i].enabled) this._entities[i].getComponents(type, comps); } for (let i = 0; i < this._entitiesToAdded.getCount(); i++) { let entity = this._entitiesToAdded.toArray()[i]; if (entity.enabled) entity.getComponents(type, comps); } return comps; } } }