///
module es {
/** 场景 */
export class Scene {
public camera: ICamera;
/** 这个场景中的实体列表 */
public readonly entities: EntityList;
public readonly renderableComponents: RenderableComponentList;
/** 管理所有实体处理器 */
public readonly entityProcessors: EntityProcessorList;
public readonly _sceneComponents: SceneComponent[] = [];
public _renderers: Renderer[] = [];
public readonly identifierPool: IdentifierPool;
private _didSceneBegin: boolean;
constructor() {
this.entities = new EntityList(this);
this.renderableComponents = new RenderableComponentList();
this.entityProcessors = new EntityProcessorList();
this.identifierPool = new IdentifierPool();
this.initialize();
}
/**
* 在场景子类中重写这个,然后在这里进行加载。
* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
*/
public initialize() {
}
/**
* 当Core将这个场景设置为活动场景时,这个将被调用
*/
public onStart() {
}
/**
* 在场景子类中重写这个,并在这里做任何必要的卸载。
* 当Core把这个场景从活动槽中移除时,这个被调用。
*/
public unload() {
}
public begin() {
if (this._renderers.length == 0) {
this.addRenderer(new DefaultRenderer());
}
Physics.reset();
if (this.entityProcessors != null)
this.entityProcessors.begin();
this._didSceneBegin = true;
this.onStart();
}
public end() {
this._didSceneBegin = false;
for (let i = 0; i < this._renderers.length; i ++)
this._renderers[i].unload();
this.entities.removeAllEntities();
for (let i = 0; i < this._sceneComponents.length; i++) {
this._sceneComponents[i].onRemovedFromScene();
}
this._sceneComponents.length = 0;
this.camera = null;
Physics.clear();
if (this.entityProcessors)
this.entityProcessors.end();
this.unload();
}
public update() {
// 更新我们的列表,以防它们有任何变化
this.entities.updateLists();
for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
if (this._sceneComponents[i].enabled)
this._sceneComponents[i].update();
}
// 更新我们的实体解析器
if (this.entityProcessors != null)
this.entityProcessors.update();
// 更新我们的实体组
this.entities.update();
if (this.entityProcessors != null)
this.entityProcessors.lateUpdate();
this.renderableComponents.updateLists();
this.render();
}
public render() {
for (let i = 0; i < this._renderers.length; i ++) {
this._renderers[i].render(this);
}
}
public addRenderer(renderer: T): T {
this._renderers.push(renderer);
this._renderers.sort((self, other) => self.renderOrder - other.renderOrder);
renderer.onAddedToScene(this);
return renderer;
}
public getRenderer(type: new (...args: any[]) => T): T {
for (let i = 0; i < this._renderers.length; i ++) {
if (this._renderers[i] instanceof type)
return this._renderers[i] as T;
}
return null;
}
public removeRenderer(renderer: Renderer) {
new List(this._renderers).remove(renderer);
renderer.unload();
}
/**
* 向组件列表添加并返回SceneComponent
* @param component
*/
public addSceneComponent(component: T): T {
component.scene = this;
component.onEnabled();
this._sceneComponents.push(component);
this._sceneComponents.sort(component.compare);
return component;
}
/**
* 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。
* @param type
*/
public getSceneComponent(type) {
for (let i = 0; i < this._sceneComponents.length; i++) {
let component = this._sceneComponents[i];
if (component instanceof type)
return component as T;
}
return null;
}
/**
* 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。
* @param type
*/
public getOrCreateSceneComponent(type) {
let comp = this.getSceneComponent(type);
if (comp == null)
comp = this.addSceneComponent(new type());
return comp;
}
/**
* 从SceneComponents列表中删除一个SceneComponent
* @param component
*/
public removeSceneComponent(component: SceneComponent) {
const sceneComponentList = new es.List(this._sceneComponents);
Insist.isTrue(sceneComponentList.contains(component), `SceneComponent${component}不在SceneComponents列表中!`);
sceneComponentList.remove(component);
component.onRemovedFromScene();
}
/**
* 将实体添加到此场景,并返回它
* @param name
*/
public createEntity(name: string) {
let entity = new Entity(name, this.identifierPool.checkOut());
return this.addEntity(entity);
}
/**
* 在场景的实体列表中添加一个实体
* @param entity
*/
public addEntity(entity: Entity) {
Insist.isFalse(new es.List(this.entities.buffer).contains(entity), `您试图将同一实体添加到场景两次: ${entity}`);
this.entities.add(entity);
entity.scene = this;
for (let i = 0; i < entity.transform.childCount; i++)
this.addEntity(entity.transform.getChild(i).entity);
return entity;
}
/**
* 从场景中删除所有实体
*/
public destroyAllEntities() {
for (let i = 0; i < this.entities.count; i++) {
this.entities.buffer[i].destroy();
}
}
/**
* 搜索并返回第一个具有名称的实体
* @param name
*/
public findEntity(name: string): Entity {
return this.entities.findEntity(name);
}
public findEntityById(id: number): Entity {
return this.entities.findEntityById(id);
}
/**
* 返回具有给定标记的所有实体
* @param tag
*/
public findEntitiesWithTag(tag: number): Entity[] {
return this.entities.entitiesWithTag(tag);
}
/**
* 返回提一个具有该标记的实体
* @param tag
* @returns
*/
public findEntityWithTag(tag: number): Entity {
return this.entities.entityWithTag(tag);
}
/**
* 返回第一个启用加载的类型为T的组件
* @param type
*/
public findComponentOfType(type: new (...args) => T): T {
return this.entities.findComponentOfType(type);
}
/**
* 返回类型为T的所有已启用已加载组件的列表
* @param type
*/
public findComponentsOfType(type: new (...args) => T): T[] {
return this.entities.findComponentsOfType(type);
}
/**
* 返回场景中包含特定组件的实体列表
* @param type
* @returns
*/
public findEntitiesOfComponent(...types): Entity[] {
return this.entities.findEntitiesOfComponent(...types);
}
/**
* 在场景中添加一个EntitySystem处理器
* @param processor 处理器
*/
public addEntityProcessor(processor: EntitySystem) {
processor.scene = this;
this.entityProcessors.add(processor);
processor.setUpdateOrder(this.entityProcessors.count - 1);
this.entityProcessors.clearDirty();
return processor;
}
/**
* 从场景中删除EntitySystem处理器
* @param processor
*/
public removeEntityProcessor(processor: EntitySystem) {
this.entityProcessors.remove(processor);
}
/**
* 获取EntitySystem处理器
*/
public getEntityProcessor(type: new (...args: any[]) => T): T {
return this.entityProcessors.getProcessor(type);
}
}
}