286 lines
9.8 KiB
TypeScript
286 lines
9.8 KiB
TypeScript
module es {
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export class EntityList {
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public scene: Scene;
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/**
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* 添加到场景中的实体列表
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*/
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public _entities: Entity[] = [];
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/**
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* 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
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*/
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public _entitiesToAdded: Entity[] = [];
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/**
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* 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
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*/
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public _entitiesToRemove: Entity[] = [];
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/**
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* 用于确定是否需要在此框架中对实体进行排序的标志
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*/
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public _isEntityListUnsorted: boolean;
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/**
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* 通过标签跟踪实体,便于检索
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*/
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public _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
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public _unsortedTags: number[] = [];
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/**
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* 在updateLists中用于双缓冲区,以便可以在其他地方修改原始列表
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*/
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public _tempEntityList: Entity[] = [];
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constructor(scene: Scene) {
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this.scene = scene;
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}
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public get count() {
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return this._entities.length;
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}
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public get buffer() {
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return this._entities;
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}
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public markEntityListUnsorted() {
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this._isEntityListUnsorted = true;
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}
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public markTagUnsorted(tag: number) {
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this._unsortedTags.push(tag);
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}
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/**
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* 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。
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* @param entity
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*/
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public add(entity: Entity) {
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if (this._entitiesToAdded.indexOf(entity) == -1)
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this._entitiesToAdded.push(entity);
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}
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/**
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* 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。
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* @param entity
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*/
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public remove(entity: Entity) {
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if (!this._entitiesToRemove.contains(entity)) {
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console.warn(`You are trying to remove an entity (${entity.name}) that you already removed`);
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return;
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}
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// 防止在同一帧中添加或删除实体
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if (this._entitiesToAdded.contains(entity)) {
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this._entitiesToAdded.remove(entity);
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return;
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}
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if (!this._entitiesToRemove.contains(entity))
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this._entitiesToRemove.push(entity);
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}
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/**
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* 从实体列表中删除所有实体
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*/
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public removeAllEntities() {
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this._unsortedTags.length = 0;
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this._entitiesToAdded.length = 0;
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this._isEntityListUnsorted = false;
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// 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。
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// 它们仍然在_entitiesToRemove列表中,该列表将由更新列表处理。
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this.updateLists();
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for (let i = 0; i < this._entities.length; i++) {
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this._entities[i]._isDestroyed = true;
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this._entities[i].onRemovedFromScene();
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this._entities[i].scene = null;
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}
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this._entities.length = 0;
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this._entityDict.clear();
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}
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/**
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* 检查该实体当前是否由此EntityList管理
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* @param entity
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*/
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public contains(entity: Entity): boolean {
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return this._entities.contains(entity) || this._entitiesToAdded.contains(entity);
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}
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public getTagList(tag: number) {
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let list = this._entityDict.get(tag);
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if (!list) {
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list = [];
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this._entityDict.set(tag, list);
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}
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return this._entityDict.get(tag);
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}
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public addToTagList(entity: Entity) {
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let list = this.getTagList(entity.tag);
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if (!list.contains(entity)) {
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list.push(entity);
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this._unsortedTags.push(entity.tag);
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}
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}
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public removeFromTagList(entity: Entity) {
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let list = this._entityDict.get(entity.tag);
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if (list) {
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list.remove(entity);
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}
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}
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public update() {
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for (let i = 0; i < this._entities.length; i++) {
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let entity = this._entities[i];
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if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0))
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entity.update();
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}
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}
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public updateLists() {
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if (this._entitiesToRemove.length > 0) {
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let temp = this._entitiesToRemove;
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this._entitiesToRemove = this._tempEntityList;
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this._tempEntityList = temp;
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this._tempEntityList.forEach(entity => {
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this.removeFromTagList(entity);
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this._entities.remove(entity);
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entity.onRemovedFromScene();
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entity.scene = null;
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this.scene.entityProcessors.onEntityRemoved(entity);
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});
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this._tempEntityList.length = 0;
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}
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if (this._entitiesToAdded.length > 0) {
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let temp = this._entitiesToAdded;
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this._entitiesToAdded = this._tempEntityList;
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this._tempEntityList = temp;
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this._tempEntityList.forEach(entity => {
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if (!this._entities.contains(entity)) {
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this._entities.push(entity);
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entity.scene = this.scene;
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this.addToTagList(entity);
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this.scene.entityProcessors.onEntityAdded(entity)
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}
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});
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// 现在所有实体都被添加到场景中,我们再次循环并调用onAddedToScene
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this._tempEntityList.forEach(entity => entity.onAddedToScene());
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this._tempEntityList.length = 0;
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this._isEntityListUnsorted = true;
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}
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if (this._isEntityListUnsorted) {
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this._entities.sort();
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this._isEntityListUnsorted = false;
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}
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if (this._unsortedTags.length > 0) {
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this._unsortedTags.forEach(tag => {
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this._entityDict.get(tag).sort();
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});
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this._unsortedTags.length = 0;
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}
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}
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/**
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* 返回找到的第一个实体的名称。如果没有找到,则返回null。
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* @param name
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*/
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public findEntity(name: string) {
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for (let i = 0; i < this._entities.length; i++) {
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if (this._entities[i].name == name)
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return this._entities[i];
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}
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return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
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}
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/**
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* 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。
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* @param tag
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*/
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public entitiesWithTag(tag: number) {
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let list = this.getTagList(tag);
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let returnList = ListPool.obtain<Entity>();
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for (let i = 0; i < list.length; i++)
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returnList.push(list[i]);
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return returnList;
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}
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/**
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* 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。
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* @param type
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*/
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public entitiesOfType<T extends Entity>(type): T[] {
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let list = ListPool.obtain<T>();
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for (let i = 0; i < this._entities.length; i++) {
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if (this._entities[i] instanceof type)
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list.push(this._entities[i] as T);
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}
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this._entitiesToAdded.forEach(entity => {
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if (entity instanceof type)
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list.push(entity as T);
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});
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return list;
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}
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/**
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* 返回在类型为T的场景中找到的第一个组件
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* @param type
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*/
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public findComponentOfType<T extends Component>(type): T {
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for (let i = 0; i < this._entities.length; i++) {
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if (this._entities[i].enabled) {
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let comp = this._entities[i].getComponent<T>(type);
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if (comp)
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return comp;
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}
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}
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for (let i = 0; i < this._entitiesToAdded.length; i++) {
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let entity = this._entitiesToAdded[i];
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if (entity.enabled) {
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let comp = entity.getComponent<T>(type);
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if (comp)
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return comp;
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}
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}
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return null;
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}
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/**
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* 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。
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* @param type
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*/
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public findComponentsOfType<T extends Component>(type): T[] {
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let comps = ListPool.obtain<T>();
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for (let i = 0; i < this._entities.length; i++) {
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if (this._entities[i].enabled)
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this._entities[i].getComponents(type, comps);
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}
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for (let i = 0; i < this._entitiesToAdded.length; i++) {
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let entity = this._entitiesToAdded[i];
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if (entity.enabled)
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entity.getComponents(type, comps);
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}
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return comps;
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}
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}
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}
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