300 lines
9.6 KiB
TypeScript
300 lines
9.6 KiB
TypeScript
///<reference path="../Math/Vector2.ts" />
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module es {
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/** 场景 */
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export class Scene {
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public camera: ICamera;
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/** 这个场景中的实体列表 */
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public readonly entities: EntityList;
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public readonly renderableComponents: RenderableComponentList;
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/** 管理所有实体处理器 */
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public readonly entityProcessors: EntityProcessorList;
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public readonly _sceneComponents: SceneComponent[] = [];
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public _renderers: Renderer[] = [];
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public readonly identifierPool: IdentifierPool;
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private _didSceneBegin: boolean;
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constructor() {
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this.entities = new EntityList(this);
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this.renderableComponents = new RenderableComponentList();
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this.entityProcessors = new EntityProcessorList();
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this.identifierPool = new IdentifierPool();
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this.initialize();
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}
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/**
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* 在场景子类中重写这个,然后在这里进行加载。
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* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
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*/
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public initialize() {
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}
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/**
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* 当Core将这个场景设置为活动场景时,这个将被调用
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*/
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public onStart() {
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}
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/**
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* 在场景子类中重写这个,并在这里做任何必要的卸载。
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* 当Core把这个场景从活动槽中移除时,这个被调用。
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*/
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public unload() {
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}
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public begin() {
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if (this._renderers.length == 0) {
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this.addRenderer(new DefaultRenderer());
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}
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Physics.reset();
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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this._didSceneBegin = true;
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this.onStart();
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}
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public end() {
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this._didSceneBegin = false;
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for (let i = 0; i < this._renderers.length; i ++)
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this._renderers[i].unload();
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this.entities.removeAllEntities();
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for (let i = 0; i < this._sceneComponents.length; i++) {
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this._sceneComponents[i].onRemovedFromScene();
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}
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this._sceneComponents.length = 0;
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this.camera = null;
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Physics.clear();
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if (this.entityProcessors)
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this.entityProcessors.end();
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this.unload();
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}
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public update() {
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// 更新我们的列表,以防它们有任何变化
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this.entities.updateLists();
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for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
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if (this._sceneComponents[i].enabled)
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this._sceneComponents[i].update();
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}
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// 更新我们的实体解析器
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if (this.entityProcessors != null)
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this.entityProcessors.update();
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// 更新我们的实体组
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this.entities.update();
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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this.renderableComponents.updateLists();
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this.render();
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}
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public render() {
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for (let i = 0; i < this._renderers.length; i ++) {
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this._renderers[i].render(this);
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}
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}
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public addRenderer<T extends Renderer>(renderer: T): T {
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this._renderers.push(renderer);
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this._renderers.sort((self, other) => self.renderOrder - other.renderOrder);
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renderer.onAddedToScene(this);
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return renderer;
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}
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public getRenderer<T extends Renderer>(type: new (...args: any[]) => T): T {
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for (let i = 0; i < this._renderers.length; i ++) {
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if (this._renderers[i] instanceof type)
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return this._renderers[i] as T;
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}
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return null;
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}
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public removeRenderer(renderer: Renderer) {
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new List(this._renderers).remove(renderer);
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renderer.unload();
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}
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/**
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* 向组件列表添加并返回SceneComponent
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* @param component
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*/
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public addSceneComponent<T extends SceneComponent>(component: T): T {
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component.scene = this;
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component.onEnabled();
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this._sceneComponents.push(component);
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this._sceneComponents.sort(component.compare);
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return component;
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}
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/**
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* 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。
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* @param type
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*/
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public getSceneComponent<T extends SceneComponent>(type) {
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for (let i = 0; i < this._sceneComponents.length; i++) {
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let component = this._sceneComponents[i];
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if (component instanceof type)
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return component as T;
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}
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return null;
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}
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/**
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* 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。
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* @param type
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*/
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public getOrCreateSceneComponent<T extends SceneComponent>(type) {
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let comp = this.getSceneComponent<T>(type);
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if (comp == null)
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comp = this.addSceneComponent<T>(new type());
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return comp;
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}
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/**
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* 从SceneComponents列表中删除一个SceneComponent
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* @param component
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*/
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public removeSceneComponent(component: SceneComponent) {
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const sceneComponentList = new es.List(this._sceneComponents);
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Insist.isTrue(sceneComponentList.contains(component), `SceneComponent${component}不在SceneComponents列表中!`);
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sceneComponentList.remove(component);
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component.onRemovedFromScene();
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}
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/**
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* 将实体添加到此场景,并返回它
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* @param name
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*/
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public createEntity(name: string) {
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let entity = new Entity(name, this.identifierPool.checkOut());
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return this.addEntity(entity);
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}
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/**
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* 在场景的实体列表中添加一个实体
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* @param entity
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*/
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public addEntity(entity: Entity) {
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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}`);
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this.entities.add(entity);
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entity.scene = this;
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for (let i = 0; i < entity.transform.childCount; i++)
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this.addEntity(entity.transform.getChild(i).entity);
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return entity;
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}
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/**
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* 从场景中删除所有实体
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*/
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public destroyAllEntities() {
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for (let i = 0; i < this.entities.count; i++) {
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this.entities.buffer[i].destroy();
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}
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}
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/**
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* 搜索并返回第一个具有名称的实体
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* @param name
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*/
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public findEntity(name: string): Entity {
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return this.entities.findEntity(name);
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}
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public findEntityById(id: number): Entity {
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return this.entities.findEntityById(id);
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}
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/**
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* 返回具有给定标记的所有实体
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* @param tag
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*/
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public findEntitiesWithTag(tag: number): Entity[] {
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return this.entities.entitiesWithTag(tag);
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}
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/**
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* 返回提一个具有该标记的实体
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* @param tag
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* @returns
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*/
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public findEntityWithTag(tag: number): Entity {
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return this.entities.entityWithTag(tag);
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}
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/**
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* 返回第一个启用加载的类型为T的组件
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* @param type
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*/
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public findComponentOfType<T extends Component>(type: new (...args) => T): T {
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return this.entities.findComponentOfType<T>(type);
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}
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/**
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* 返回类型为T的所有已启用已加载组件的列表
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* @param type
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*/
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public findComponentsOfType<T extends Component>(type: new (...args) => T): T[] {
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return this.entities.findComponentsOfType<T>(type);
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}
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/**
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* 返回场景中包含特定组件的实体列表
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* @param type
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* @returns
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*/
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public findEntitiesOfComponent(...types): Entity[] {
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return this.entities.findEntitiesOfComponent(...types);
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}
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/**
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* 在场景中添加一个EntitySystem处理器
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* @param processor 处理器
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*/
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public addEntityProcessor(processor: EntitySystem) {
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processor.scene = this;
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this.entityProcessors.add(processor);
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processor.setUpdateOrder(this.entityProcessors.count - 1);
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this.entityProcessors.clearDirty();
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return processor;
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}
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/**
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* 从场景中删除EntitySystem处理器
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* @param processor
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*/
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public removeEntityProcessor(processor: EntitySystem) {
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this.entityProcessors.remove(processor);
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}
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/**
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* 获取EntitySystem处理器
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*/
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public getEntityProcessor<T extends EntitySystem>(type: new (...args: any[]) => T): T {
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return this.entityProcessors.getProcessor<T>(type);
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}
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}
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} |