module es { export class EntityList { public scene: Scene; /** * 添加到场景中的实体列表 */ public _entities: Entity[] = []; /** * 添加到此框架的实体列表。用于对实体进行分组,以便我们可以同时处理它们 */ public _entitiesToAdded: Entity[] = []; /** * 标记要删除此框架的实体列表。用于对实体进行分组,以便我们可以同时处理它们 */ public _entitiesToRemove: Entity[] = []; /** * 用于确定是否需要在此框架中对实体进行排序的标志 */ public _isEntityListUnsorted: boolean; /** * 通过标签跟踪实体,便于检索 */ public _entityDict: Map = new Map(); public _unsortedTags: number[] = []; /** * 在updateLists中用于双缓冲区,以便可以在其他地方修改原始列表 */ public _tempEntityList: Entity[] = []; 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.push(tag); } /** * 将实体添加到列表中。所有生命周期方法将在下一帧中被调用。 * @param entity */ public add(entity: Entity) { if (this._entitiesToAdded.indexOf(entity) == -1) this._entitiesToAdded.push(entity); } /** * 从列表中删除一个实体。所有生命周期方法将在下一帧中被调用。 * @param entity */ public remove(entity: Entity) { if (!this._entitiesToRemove.contains(entity)) { console.warn(`You are trying to remove an entity (${entity.name}) that you already removed`); return; } // 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.push(entity); } /** * 从实体列表中删除所有实体 */ public removeAllEntities() { this._unsortedTags.length = 0; this._entitiesToAdded.length = 0; this._isEntityListUnsorted = false; // 为什么我们要在这里更新列表?主要用于处理场景切换前分离的实体。 // 它们仍然在_entitiesToRemove列表中,该列表将由更新列表处理。 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(); } /** * 检查该实体当前是否由此EntityList管理 * @param entity */ public contains(entity: Entity): boolean { return 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 this._entityDict.get(tag); } public addToTagList(entity: Entity) { let list = this.getTagList(entity.tag); if (!list.contains(entity)) { list.push(entity); this._unsortedTags.push(entity.tag); } } public removeFromTagList(entity: Entity) { let list = this._entityDict.get(entity.tag); if (list) { list.remove(entity); } } public update() { for (let i = 0; i < this._entities.length; i++) { let entity = this._entities[i]; if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0)) entity.update(); } } public updateLists() { if (this._entitiesToRemove.length > 0) { let temp = this._entitiesToRemove; this._entitiesToRemove = this._tempEntityList; this._tempEntityList = temp; this._tempEntityList.forEach(entity => { this.removeFromTagList(entity); this._entities.remove(entity); entity.onRemovedFromScene(); entity.scene = null; this.scene.entityProcessors.onEntityRemoved(entity); }); this._tempEntityList.length = 0; } if (this._entitiesToAdded.length > 0) { let temp = this._entitiesToAdded; this._entitiesToAdded = this._tempEntityList; this._tempEntityList = temp; this._tempEntityList.forEach(entity => { if (!this._entities.contains(entity)) { this._entities.push(entity); entity.scene = this.scene; this.addToTagList(entity); this.scene.entityProcessors.onEntityAdded(entity) } }); // 现在所有实体都被添加到场景中,我们再次循环并调用onAddedToScene this._tempEntityList.forEach(entity => entity.onAddedToScene()); this._tempEntityList.length = 0; this._isEntityListUnsorted = true; } if (this._isEntityListUnsorted) { this._entities.sort(); this._isEntityListUnsorted = false; } if (this._unsortedTags.length > 0) { this._unsortedTags.forEach(tag => { this._entityDict.get(tag).sort(); }); this._unsortedTags.length = 0; } } /** * 返回找到的第一个实体的名称。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]; } return this._entitiesToAdded.firstOrDefault(entity => entity.name == name); } /** * 返回带有标记的所有实体的列表。如果没有实体具有标记,则返回一个空列表。可以通过ListPool.free将返回的列表放回池中。 * @param tag */ public entitiesWithTag(tag: number) { let list = this.getTagList(tag); let returnList = ListPool.obtain(); for (let i = 0; i < list.length; i++) returnList.push(list[i]); return returnList; } /** * 返回t类型的所有实体的列表。返回的列表可以通过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); } this._entitiesToAdded.forEach(entity => { if (entity instanceof type) list.push(entity as T); }); return list; } /** * 返回在类型为T的场景中找到的第一个组件 * @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.length; i++) { let entity = this._entitiesToAdded[i]; if (entity.enabled) { let comp = entity.getComponent(type); if (comp) return comp; } } return null; } /** * 返回在类型t的场景中找到的所有组件。返回的列表可以通过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.length; i++) { let entity = this._entitiesToAdded[i]; if (entity.enabled) entity.getComponents(type, comps); } return comps; } } }