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可用于创建简单网格的基本类

Hierarchy

Implements

Index

Constructors

constructor

Properties

Private $hashCode

$hashCode: number

Protected _areBoundsDirty

_areBoundsDirty: boolean = true

Protected _bounds

_bounds: Rectangle = new Rectangle()

_height

_height: number = 0

Protected _localOffset

_localOffset: Vector2 = Vector2.zero

_primitiveCount

_primitiveCount: number = 0

Protected _renderLayer

_renderLayer: number = 0

_topLeftVertPosition

_topLeftVertPosition: Vector2

_triangles

_triangles: number[] = []

_verts

_width

_width: number = 0

color

color: number = 0

用于着色器处理精灵

debugDisplayObject

debugDisplayObject: DisplayObjectContainer = new egret.DisplayObjectContainer()

用于装载debug使用的显示容器

debugRenderEnabled

debugRenderEnabled: boolean = true

displayObject

displayObject: Mesh = new egret.Mesh()

entity

entity: Entity

此组件附加的实体

Readonly hashCode

hashCode: number

返回此对象唯一的哈希值,用于唯一确定一个对象。hashCode为大于等于1的整数。

version

Egret 2.4

platform

Web,Native

language

zh_CN

hollowShape

hollowShape: Shape = new egret.Shape()

pixelShape

pixelShape: Shape = new egret.Shape()

updateInterval

updateInterval: number = 1

更新该组件的时间间隔。这与实体的更新间隔无关。

Accessors

bounds

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void
  • 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。

    Returns boolean

  • 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。

    Parameters

    • value: boolean

    Returns void

height

  • get height(): number

isVisible

  • get isVisible(): boolean
  • set isVisible(value: boolean): void

localOffset

renderLayer

  • get renderLayer(): number
  • set renderLayer(value: number): void

transform

updateOrder

  • get updateOrder(): number
  • set updateOrder(value: number): void

width

  • get width(): number

Methods

compareTo

debugRender

  • debugRender(camera: Camera): void

initialize

  • initialize(): void
  • 当此组件已分配其实体,但尚未添加到实体的活动组件列表时调用。有用的东西,如物理组件,需要访问转换来修改碰撞体的属性。

    Returns void

isVisibleFromCamera

  • isVisibleFromCamera(camera: Camera): boolean

onAddedToEntity

  • onAddedToEntity(): void
  • 在提交所有挂起的组件更改后,将该组件添加到场景时调用。此时,设置了实体字段和实体。场景也设定好了。

    Returns void

Protected onBecameInvisible

  • onBecameInvisible(): void

Protected onBecameVisible

  • onBecameVisible(): void

onDisabled

  • onDisabled(): void

onEnabled

  • onEnabled(): void

onEntityTransformChanged

  • onEntityTransformChanged(comp: Component): void

onRemovedFromEntity

  • onRemovedFromEntity(): void

recalculateBounds

  • recalculateBounds(recalculateUVs: boolean): this

render

  • render(camera: Camera): void

setColor

setEnabled

  • setEnabled(isEnabled: boolean): this

setLocalOffset

setRenderLayer

setTexture

  • setTexture(texture: Texture): Mesh

setTriangles

  • setTriangles(triangles: number[]): this

setUpdateOrder

  • setUpdateOrder(updateOrder: number): this

setVertPositions

  • setVertPositions(positions: Vector2[]): this

sync

toString

  • toString(): string

update

  • update(): void

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