2025-02-26 15:10:04 +08:00
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## 实体组件模块
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> 实体组件系统是一种用于游戏开发的架构模式,它将游戏对象(实体)的数据(组件)和行为分离。
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### 特点
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* 不同实体上的组件更新顺序管理(`只根据注册的组件更新顺序更新,跟实体无关`)
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* 灵活的EC装饰器 (配合插件 `kunpo-ec` 使用,配置实体组件信息,一键导出)
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* 支持多世界(多战斗场景,互不影响)
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* 区分数据组件和逻辑组件,只更新逻辑组件
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2025-02-27 10:43:22 +08:00
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### 插件链接
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* **kunpo-ec**: [https://store.cocos.com/app/detail/7311](https://store.cocos.com/app/detail/7311)
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2025-02-26 15:10:04 +08:00
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### 使用
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2025-02-27 10:43:22 +08:00
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2025-02-26 15:10:04 +08:00
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#### *creator插件`kunpo-ec`*
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> `kunpo-cc`可以方便创建、配置、导出实体,操作界面如下图:
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#### *使用*
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1. 组件类型声明
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```typescript
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/**
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* @Author: gongxh
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* @Date: 2025-01-23
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* @Description: 组件枚举
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*/
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import { cc } from "../header";
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/** 数据组件类型 */
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enum DataComponentType {
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Health,
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Transform,
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RootNode,
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LimitMove,
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/** 渲染组件 (多个) */
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Render,
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}
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/** 逻辑组件类型 (组件更新数据从上到下) */
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export enum SystemComponentType {
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Move = 100000,
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ScreenRebound,
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/** 位置更新系统 */
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PositionUpdateSystem = 120000,
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}
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export const ComponentType = {
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...DataComponentType,
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...SystemComponentType
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};
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export type ComponentType = DataComponentType | SystemComponentType;
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/** 自定义组件更新顺序列表 */
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export const componentUpdateOrderList = cc.Enum.getList(cc.Enum(SystemComponentType)).map(item => item.value).sort((a, b) => a - b);
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```
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2. 编写组件脚本
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```typescript
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import { AnimationClip, Asset, AudioClip, Color, Enum, JsonAsset, ParticleAsset, Prefab, Size, Skeleton, SpriteFrame, Vec2, Vec3 } from "cc";
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import { _ecdecorator, Component } from "kunpocc";
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import { ComponentType } from "../../ComponentTypes";
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const { ecclass, ecprop } = _ecdecorator;
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enum HealthType {
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HP = 1,
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Max = 2,
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Current = 3
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}
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// 注册组件 (必须)
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@ecclass("Health", ComponentType.Health, { describe: "血量组件" })
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export class Health extends Component {
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// 注册组件属性 (可选: 使用kunpo-ec插件则必须注册)
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@ecprop({ type: "entity", defaultValue: "", displayName: "实体", tips: "实体" })
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private testentity: string = "";
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@ecprop({ type: "array", format: "entity", displayName: "实体数组", tips: "实体数组" })
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private testentityarray: string[] = [];
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@ecprop({ type: 'int', defaultValue: 0, displayName: "血量", tips: "当前血量提示" })
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private hp: number = 0;
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@ecprop({ type: 'float', defaultValue: 0, displayName: "最大血量", tips: "最大血量提示" })
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private maxHp: number = 0;
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@ecprop({ type: 'string', defaultValue: "", displayName: "字符串", tips: "字符串提示" })
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private string: string = "";
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@ecprop({ type: 'boolean', defaultValue: false, displayName: "布尔值", tips: "布尔值提示" })
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private bool: boolean = true;
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@ecprop({ type: "enum", format: Enum(HealthType), defaultValue: HealthType.Current, displayName: "枚举", tips: "枚举提示" })
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private hpeunm: HealthType = HealthType.Current;
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@ecprop({ type: "spriteframe", displayName: "精灵帧" })
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private spriteFrame: SpriteFrame;
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@ecprop({ type: "asset", displayName: "资源" })
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private asset: Asset;
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@ecprop({ type: "prefab", displayName: "预制体" })
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private prefab: Prefab;
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@ecprop({ type: "skeleton", displayName: "骨骼动画" })
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private skeleton: Skeleton;
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@ecprop({ type: "particle", displayName: "粒子" })
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private particle: ParticleAsset;
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@ecprop({ type: "animation", displayName: "动画" })
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private animation: AnimationClip;
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@ecprop({ type: "audio", displayName: "音频" })
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private audio: AudioClip;
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@ecprop({ type: "jsonAsset", displayName: "json资源" })
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private jsonAsset: JsonAsset;
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@ecprop({
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type: "object", format: {
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hp1: {
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type: "object",
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format: {
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hp: "int",
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max: "int"
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}
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},
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hp2: {
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type: "object",
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format: {
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hp: "int",
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max: "int"
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}
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},
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},
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})
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private obj: { hp1: { hp: number, max: number }, hp2: { hp: number, max: number } };
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@ecprop({
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type: "array", format: "int",
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})
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private arr: number[];
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@ecprop({
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type: "array", format: { type: "object", format: { hp: "int", max: "int" } }
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})
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private arrobj: { hp: number, max: number }[];
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@ecprop({ type: "vec2", displayName: "向量2" })
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private vec2: Vec2;
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@ecprop({ type: "vec3", displayName: "向量3" })
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private vec3: Vec3;
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@ecprop({ type: "color", defaultValue: Color.RED, displayName: "颜色" })
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private color: Color;
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@ecprop({ type: "size", displayName: "尺寸" })
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private size: Size;
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protected onAdd(): void {
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// 设置组件是否更新,只有需要更新的组件才设置
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this.needUpdate = true;
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}
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protected onEnter(): void {
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// 可在此获取同实体上的其他组件
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let transform = this.getComponent(ComponentType.Transform);
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/** 获取单例组件 */
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let signleton = this.entity.entityManager.getSingleton(ComponentType.XXXX);
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}
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protected onRemove(): void {
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// 清理组件数据
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}
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}
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```
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3. 创建ec世界,并设置更新
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```typescript
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/**
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* @Author: Gongxh
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* @Date: 2025-01-16
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* @Description: 战斗界面
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*/
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import { ECManager } from "kunpocc";
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import { componentUpdateOrderList } from "../../ec/ComponentTypes";
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import { cc, fgui, kunpo } from "../../header";
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const { uiclass, uiprop, uiclick } = kunpo._uidecorator;
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@uiclass("Window", "Game", "GameWindow")
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export class GameWindow extends kunpo.Window {
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@uiprop container: fgui.GComponent;
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public onInit() {
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console.log("GameWindow onInit");
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this.adapterType = kunpo.AdapterType.Full;
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this.type = kunpo.WindowType.CloseAll;
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this.bgAlpha = 0;
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}
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protected onShow() {
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console.log("GameWindow onShow");
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/** 创建一个ec世界的节点 */
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let node = new cc.Node();
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this.container.node.addChild(node);
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/**
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* 创建一个ec世界
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* 参数1: 世界名称
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* 参数2: 世界节点
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* 参数3: 组件更新顺序列表
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* 参数4: 实体池的最大缓存数量,多余的不会被缓存,根据需要调整
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* 参数5: 预创建的实体数量,根据需要调整
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*/
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kunpo.log("需要更新的组件", componentUpdateOrderList);
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ECManager.createECWorld("world", node, componentUpdateOrderList, 100, 10);
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}
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protected onClose() {
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/** 退出游戏时 销毁ec世界 */
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ECManager.destroyECWorld("world");
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}
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@uiclick
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private onBack(): void {
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kunpo.WindowManager.showWindow("HomeWindow");
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}
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@uiclick
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private onCreateEntity(): void {
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/** 创建一个实体 */
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ECManager.createEntity("world", "entity1");
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}
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protected onUpdate(dt: number): void {
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/** 更新ec世界 */
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ECManager.getECWorld("world").update(dt);
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}
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}
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```
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#### 重点接口
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注:详细说明查看声明文件 `kunpocc.d.ts`
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1. 总管理器 `ECManager`
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```typescript
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/**注册所有组件 如果GameEntry因分包导致,组件的代码注册晚于CocosEntry的onInit函数, 则需要在合适的时机手动调用此方法*/
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public static registerComponents(): void
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/**
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* 创建EC世界 创建EC世界前必须先注册组件
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* @param {string} worldName 名称
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* @param {Node} node 世界节点
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* @param {number[]} componentUpdateOrderList 组件更新顺序列表 (只传需要更新的组件列表)
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* @param {number} [maxCapacityInPool=128] 实体池最大容量,多余的实体不会缓存
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* @param {number} [preloadEntityCount=32] 预加载Entity数量
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*/
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public static createECWorld(worldName: string, node: Node, componentUpdateOrderList: number[], maxCapacityInPool = 128, preloadEntityCount = 32): EntityManager
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/** 获取EC世界 */
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public static getECWorld(worldName: string): EntityManager
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/** 获取EC世界节点 */
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public static getECWorldNode(worldName: string): Node
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/** 销毁EC世界 */
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public static destroyECWorld(worldName: string): void
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/**
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* 注册配置表中的实体信息
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* 如果在GameEntry中配置了ecConfig,则此方法会自动调用
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* @param config 实体配置信息,格式为 {实体名: {组件名: 组件数据}}
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*/
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public static registerEntityConfig(config: { [entityName: string]: IEntityConfig }): void
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/**
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* 添加实体信息 (如果已经存在, 则数据组合)
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* 如果存在编辑器编辑不了的数据 用来给编辑器导出的实体信息 添加扩展数据
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* @param name 实体名
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* @param info 实体信息
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*/
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public static addEntityInfo(name: string, info: IEntityConfig): void
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/** 获取实体配置信息 */
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public static getEntityInfo(name: string): Record<string, any>
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/**
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* 创建实体
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* @param worldName 实体管理器名称
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* @param name 实体名字
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* @returns {kunpo.Entity} 实体
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*/
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public static createEntity(worldName: string, name: string): Entity
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/**
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* 销毁实体
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* @param worldName 世界名称
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* @param entity 实体
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*/
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public static destroyEntity(worldName: string, entity: Entity): void
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/**
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* 通过实体ID销毁实体
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* @param worldName 世界名称
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|
|
|
* @param entityId 实体ID
|
|
|
|
|
*/
|
|
|
|
|
public static destroyEntityById(worldName: string, entityId: number): void
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
2. 实体管理器 (创建的world)`EntityManager `
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
/**
|
|
|
|
|
* 通过实体ID获取实体
|
|
|
|
|
* @param {EntityId} entityId 实体Id
|
|
|
|
|
* @returns {(Entity | null)} 实体
|
|
|
|
|
*/
|
|
|
|
|
public getEntity(entityId: EntityId): Entity | null
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 获取指定标签的实体
|
|
|
|
|
* @param {number} tag 标签
|
|
|
|
|
* @returns {Entity[]} 返回的实体池
|
|
|
|
|
*/
|
|
|
|
|
public getEntitiesByTag(tag: number): Entity[]
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 根据实体ID判断实体是否存在
|
|
|
|
|
* @param {EntityId} entityId 实体Id
|
|
|
|
|
* @returns {boolean}
|
|
|
|
|
*/
|
|
|
|
|
public exists(entityId: EntityId): boolean
|
|
|
|
|
|
|
|
|
|
/** 添加单例组件 */
|
|
|
|
|
public addSingleton(component: Component): void
|
|
|
|
|
|
|
|
|
|
/** 获取单例组件 */
|
|
|
|
|
public getSingleton<T extends Component>(componentType: number): T
|
|
|
|
|
|
|
|
|
|
/** 删除单例组件 */
|
|
|
|
|
public removeSingleton(componentType: number): void
|
|
|
|
|
|
|
|
|
|
/** 是否存在对应的单例组件 */
|
|
|
|
|
public hasSingleton(componentType: number): boolean
|
|
|
|
|
|
|
|
|
|
/** 激活单例组件 */
|
|
|
|
|
public activeSingleton(): void
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** 更新 需要外部调用 */
|
|
|
|
|
public update(dt: number): void
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
3. 实体 `Entity`
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
/** 实体名称 */
|
|
|
|
|
public name: string;
|
|
|
|
|
|
|
|
|
|
/** 实体ID */
|
|
|
|
|
public id: EntityId;
|
|
|
|
|
|
|
|
|
|
/** 实体标识 */
|
|
|
|
|
public tags: Set<number>;
|
|
|
|
|
|
|
|
|
|
/** 实体状态 */
|
|
|
|
|
public states: Map<number, number>;
|
|
|
|
|
|
|
|
|
|
/** 是否被激活 (添加到实体管理器时激活) */
|
|
|
|
|
public active: boolean = false;
|
|
|
|
|
|
|
|
|
|
/** 所属实体管理器 (实体创建后直接赋值) */
|
|
|
|
|
public entityManager: EntityManager;
|
|
|
|
|
|
|
|
|
|
/** 所有组件 */
|
|
|
|
|
public readonly components: Map<number, Component> = new Map();
|
|
|
|
|
|
|
|
|
|
/** 添加标签 标签除了表示Entity,还可以通过EntityManager获取指定标签的Entity */
|
|
|
|
|
public addTag(...tag: number[]): void
|
|
|
|
|
|
|
|
|
|
/** 删除标签 */
|
|
|
|
|
public removeTag(tag: number): void
|
|
|
|
|
|
|
|
|
|
/** 是否包含标签 */
|
|
|
|
|
public hasTag(...tag: number[]): boolean
|
|
|
|
|
|
|
|
|
|
/** 获取组件 */
|
|
|
|
|
public getComponent<T extends Component>(componentType: number): T
|
|
|
|
|
|
|
|
|
|
/** 添加组件 */
|
|
|
|
|
public addComponent(component: Component): void
|
|
|
|
|
|
|
|
|
|
/** 删除组件 */
|
|
|
|
|
public removeComponent(componentType: number): void
|
|
|
|
|
|
|
|
|
|
/** 删除所有组件 */
|
|
|
|
|
public removeAllComponents(): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 是否包含组件
|
|
|
|
|
* @param {number} componentType 组件类型
|
|
|
|
|
*/
|
|
|
|
|
public hasComponent(componentType: number): boolean
|
|
|
|
|
|
|
|
|
|
/** 销毁自己 */
|
|
|
|
|
public destroy(): void {
|
|
|
|
|
this.entityManager.destroyEntityById(this.id);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 添加监听
|
|
|
|
|
* @param eventName 监听的消息名
|
|
|
|
|
* @param callback 回调
|
|
|
|
|
* @param entityId 实体ID
|
|
|
|
|
* @param once 是否单次监听
|
|
|
|
|
*/
|
|
|
|
|
public addEvent(eventName: string, callback: (...args: any[]) => void, once: boolean = false): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 发送消息
|
|
|
|
|
* @param eventName 消息名
|
|
|
|
|
* @param entityId 实体ID
|
|
|
|
|
* @param args 发送参数
|
|
|
|
|
*/
|
|
|
|
|
public sendListener(eventName: string, ...args: any[]): void
|
|
|
|
|
|
|
|
|
|
/** 删除监听 */
|
|
|
|
|
public removeListener(eventName: string, callback?: (...args: any[]) => void): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 添加状态
|
|
|
|
|
* 状态采用计数方式,对状态处理时需要保证addState和removeState成对存在
|
|
|
|
|
* @param {number} state 状态类型
|
|
|
|
|
*/
|
|
|
|
|
public addState(state: number): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 删除状态
|
|
|
|
|
* @param {number} state 状态类型
|
|
|
|
|
* @returns {boolean} 如果计数为0或状态不存在,则返回true
|
|
|
|
|
*/
|
|
|
|
|
public removeState(state: number): boolean
|
|
|
|
|
|
|
|
|
|
/** 是否包含指定状态 */
|
|
|
|
|
public hasState(state: number): boolean
|
|
|
|
|
|
|
|
|
|
/** 清除状态 */
|
|
|
|
|
public clearState(state: number): void
|
|
|
|
|
|
|
|
|
|
/** 清除所有状态 */
|
|
|
|
|
public clearAllStates(): void
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4. 组件 `Component`
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
/** 组件名 */
|
|
|
|
|
public name: string;
|
|
|
|
|
|
|
|
|
|
/** 组件类型 */
|
|
|
|
|
public type: number;
|
|
|
|
|
|
|
|
|
|
/** 是否需要更新 */
|
|
|
|
|
public needUpdate: boolean;
|
|
|
|
|
|
|
|
|
|
/** 所属实体 */
|
|
|
|
|
public entity: Entity;
|
|
|
|
|
|
|
|
|
|
/** 所属组件管理器 */
|
|
|
|
|
public componentManager: ComponentManager;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 获取同实体上的组件
|
|
|
|
|
* @param {number} componentType 组件类型
|
|
|
|
|
*/
|
|
|
|
|
public getComponent<T extends Component>(componentType: number): T
|
|
|
|
|
|
|
|
|
|
/** 删除自己 */
|
|
|
|
|
public destroySelf(): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 生命周期函数
|
|
|
|
|
* 被添加到实体 对应onDestroy
|
|
|
|
|
*/
|
|
|
|
|
protected onAdd(): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 生命周期函数
|
|
|
|
|
* 组件被销毁 对应onAdd
|
|
|
|
|
*/
|
|
|
|
|
protected onDestroy(): void
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 生命周期函数
|
|
|
|
|
* 可在此方法获取实体其他组件
|
|
|
|
|
*/
|
|
|
|
|
protected abstract onEnter(): void;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 生命周期函数
|
|
|
|
|
* 从实体中删除前执行的函数 在此函数中清理初始化的数据
|
|
|
|
|
*/
|
|
|
|
|
protected abstract onRemove(): void;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 更新函数
|
|
|
|
|
*/
|
|
|
|
|
protected onUpdate(dt: number): void
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|