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cocos-engine/cocos/core/components/component.ts
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/* | |
Copyright (c) 2013-2016 Chukong Technologies Inc. | |
Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd. | |
http://www.cocos.com | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated engine source code (the "Software"), a limited, | |
worldwide, royalty-free, non-assignable, revocable and non-exclusive license | |
to use Cocos Creator solely to develop games on your target platforms. You shall | |
not use Cocos Creator software for developing other software or tools that's | |
used for developing games. You are not granted to publish, distribute, | |
sublicense, and/or sell copies of Cocos Creator. | |
The software or tools in this License Agreement are licensed, not sold. | |
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
*/ | |
/** | |
* @packageDocumentation | |
* @module component | |
*/ | |
import { ccclass, tooltip, displayName, type, serializable, disallowAnimation } from 'cc.decorator'; | |
import { EDITOR, TEST, DEV } from 'internal:constants'; | |
import { Script } from '../assets/scripts'; | |
import { CCObject } from '../data/object'; | |
import IDGenerator from '../utils/id-generator'; | |
import { getClassName, value } from '../utils/js'; | |
import { RenderScene } from '../renderer/scene/render-scene'; | |
import { Rect } from '../math'; | |
import * as RF from '../data/utils/requiring-frame'; | |
import { Node } from '../scene-graph'; | |
import { legacyCC } from '../global-exports'; | |
import { errorID, warnID, assertID } from '../platform/debug'; | |
import { CompPrefabInfo } from '../utils/prefab-utils'; | |
const idGenerator = new IDGenerator('Comp'); | |
const IsOnLoadCalled = CCObject.Flags.IsOnLoadCalled; | |
const NullNode = null as unknown as Node; | |
/** | |
* @en | |
* Base class for everything attached to Node(Entity).<br/> | |
* <br/> | |
* NOTE: Not allowed to use construction parameters for Component's subclasses, | |
* because Component is created by the engine. | |
* @zh | |
* 所有附加到节点的基类。<br/> | |
* <br/> | |
* 注意:不允许使用组件的子类构造参数,因为组件是由引擎创建的。 | |
*/ | |
@ccclass('cc.Component') | |
class Component extends CCObject { | |
get name () { | |
if (this._name) { | |
return this._name; | |
} | |
let className = getClassName(this); | |
const trimLeft = className.lastIndexOf('.'); | |
if (trimLeft >= 0) { | |
className = className.slice(trimLeft + 1); | |
} | |
return `${this.node.name}<${className}>`; | |
} | |
set name (value) { | |
this._name = value; | |
} | |
/** | |
* @en The uuid for editor. | |
* @zh 组件的 uuid,用于编辑器。 | |
* @readOnly | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* log(comp.uuid); | |
* ``` | |
*/ | |
get uuid () { | |
return this._id; | |
} | |
@displayName('Script') | |
@type(Script) | |
@tooltip('i18n:INSPECTOR.component.script') | |
@disallowAnimation | |
get __scriptAsset () { return null; } | |
/** | |
* @en Indicates whether this component is enabled or not. | |
* @zh 表示该组件自身是否启用。 | |
* @default true | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* comp.enabled = true; | |
* log(comp.enabled); | |
* ``` | |
*/ | |
get enabled () { | |
return this._enabled; | |
} | |
set enabled (value) { | |
if (this._enabled !== value) { | |
this._enabled = value; | |
if (this.node.activeInHierarchy) { | |
const compScheduler = legacyCC.director._compScheduler; | |
if (value) { | |
compScheduler.enableComp(this); | |
} else { | |
compScheduler.disableComp(this); | |
} | |
} | |
} | |
} | |
/** | |
* @en Indicates whether this component is enabled and its node is also active in the hierarchy. | |
* @zh 表示该组件是否被启用并且所在的节点也处于激活状态。 | |
* @readOnly | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* log(comp.enabledInHierarchy); | |
* ``` | |
*/ | |
get enabledInHierarchy () { | |
return this._enabled && this.node && this.node.activeInHierarchy; | |
} | |
/** | |
* @en Returns a value which used to indicate the onLoad get called or not. | |
* @zh 返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。 | |
* @readOnly | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* log(this._isOnLoadCalled > 0); | |
* ``` | |
*/ | |
get _isOnLoadCalled () { | |
return this._objFlags & IsOnLoadCalled; | |
} | |
public static system = null; | |
/** | |
* @en The node this component is attached to. A component is always attached to a node. | |
* @zh 该组件被附加到的节点。组件总会附加到一个节点。 | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* log(comp.node); | |
* ``` | |
*/ | |
@serializable | |
public node: Node = NullNode; | |
/** | |
* @private | |
*/ | |
@serializable | |
public _enabled = true; | |
/** | |
* @private | |
*/ | |
@serializable | |
public __prefab: CompPrefabInfo | null = null; | |
/** | |
* @private | |
*/ | |
public _sceneGetter: null | (() => RenderScene) = null; | |
/** | |
* For internal usage. | |
* @private | |
*/ | |
public _id: string = idGenerator.getNewId(); | |
// private __scriptUuid = ''; | |
/** | |
* @private | |
*/ | |
public _getRenderScene (): RenderScene { | |
if (this._sceneGetter) { | |
return this._sceneGetter(); | |
} | |
return this.node.scene._renderScene!; | |
} | |
// PUBLIC | |
/** | |
* @en Adds a component class to the node. You can also add component to node by passing in the name of the script. | |
* @zh 向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。 | |
* @param classConstructor The class of component to be retrieved or to be created | |
* @example | |
* ```ts | |
* import { Sprite } from 'cc'; | |
* const sprite = node.addComponent(Sprite); | |
* ``` | |
*/ | |
public addComponent<T extends Component> (classConstructor: Constructor<T>): T | null; | |
/** | |
* @en Adds a component class to the node. You can also add component to node by passing in the name of the script. | |
* @zh 向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。 | |
* @param className A string for the class name of the component | |
* @example | |
* ```ts | |
* const test = node.addComponent("Test"); | |
* ``` | |
*/ | |
public addComponent (className: string): Component | null; | |
public addComponent (typeOrClassName: any) { | |
return this.node.addComponent(typeOrClassName); | |
} | |
/** | |
* @en | |
* Returns the component of supplied type if the node has one attached, null if it doesn't.<br/> | |
* You can also get component in the node by passing in the name of the script. | |
* @zh | |
* 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。<br/> | |
* 传入参数也可以是脚本的名称。 | |
* @param classConstructor The class of component to be retrieved or to be created | |
* @example | |
* ```ts | |
* import { Sprite } from 'cc'; | |
* // get sprite component. | |
* var sprite = node.getComponent(Sprite); | |
* ``` | |
*/ | |
public getComponent<T extends Component> (classConstructor: Constructor<T>): T | null; | |
/** | |
* @en | |
* Returns the component of supplied type if the node has one attached, null if it doesn't.<br/> | |
* You can also get component in the node by passing in the name of the script. | |
* @zh | |
* 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。<br/> | |
* 传入参数也可以是脚本的名称。 | |
* @param className A string for the class name of the component | |
* @example | |
* ```ts | |
* // get custom test calss. | |
* var test = node.getComponent("Test"); | |
* ``` | |
*/ | |
public getComponent (className: string): Component | null; | |
public getComponent (typeOrClassName: any) { | |
return this.node.getComponent(typeOrClassName); | |
} | |
/** | |
* @en Returns all components of supplied type in the node. | |
* @zh 返回节点上指定类型的所有组件。 | |
* @param classConstructor The class of components to be retrieved | |
* @example | |
* ```ts | |
* import { Sprite } from 'cc'; | |
* const sprites = node.getComponents(Sprite); | |
* ``` | |
*/ | |
public getComponents<T extends Component> (classConstructor: Constructor<T>): T[]; | |
/** | |
* @en Returns all components of supplied type in the node. | |
* @zh 返回节点上指定类型的所有组件。 | |
* @param className A string for the class name of the components | |
* @example | |
* ```ts | |
* const tests = node.getComponents("Test"); | |
* ``` | |
*/ | |
public getComponents (className: string): Component[]; | |
public getComponents<T extends Component> (typeOrClassName: any) { | |
return this.node.getComponents(typeOrClassName); | |
} | |
/** | |
* @en Returns the component of supplied type in any of its children using depth first search. | |
* @zh 递归查找所有子节点中第一个匹配指定类型的组件。 | |
* @param classConstructor The class of component to be retrieved | |
* @example | |
* ```ts | |
* import { Sprite } from 'cc'; | |
* const sprite = node.getComponentInChildren(Sprite); | |
* ``` | |
*/ | |
public getComponentInChildren<T extends Component> (classConstructor: Constructor<T>): T | null; | |
/** | |
* @en Returns the component of supplied type in any of its children using depth first search. | |
* @zh 递归查找所有子节点中第一个匹配指定类型的组件。 | |
* @param className A string for the class name of the component | |
* @example | |
* ```ts | |
* var Test = node.getComponentInChildren("Test"); | |
* ``` | |
*/ | |
public getComponentInChildren (className: string): Component | null; | |
public getComponentInChildren (typeOrClassName: any) { | |
return this.node.getComponentInChildren(typeOrClassName); | |
} | |
/** | |
* @en Returns all components of supplied type in self or any of its children. | |
* @zh 递归查找自身或所有子节点中指定类型的组件。 | |
* @param classConstructor The class of components to be retrieved | |
* @example | |
* ```ts | |
* import { Sprite } from 'cc'; | |
* const sprites = node.getComponentsInChildren(Sprite); | |
* ``` | |
*/ | |
public getComponentsInChildren<T extends Component> (classConstructor: Constructor<T>): T[]; | |
/** | |
* @en Returns all components of supplied type in self or any of its children. | |
* @zh 递归查找自身或所有子节点中指定类型的组件。 | |
* @param className A string for the class name of the components | |
* @example | |
* ```ts | |
* const tests = node.getComponentsInChildren("Test"); | |
* ``` | |
*/ | |
public getComponentsInChildren (className: string): Component[]; | |
public getComponentsInChildren (typeOrClassName: any) { | |
return this.node.getComponentsInChildren(typeOrClassName); | |
} | |
// OVERRIDE | |
public destroy () { | |
if (EDITOR) { | |
// @ts-expect-error | |
const depend = this.node._getDependComponent(this); | |
if (depend) { | |
errorID(3626, | |
getClassName(this), getClassName(depend)); | |
return false; | |
} | |
} | |
if (super.destroy()) { | |
if (this._enabled && this.node.activeInHierarchy) { | |
legacyCC.director._compScheduler.disableComp(this); | |
} | |
return true; | |
} | |
return false; | |
} | |
public _onPreDestroy () { | |
// Schedules | |
this.unscheduleAllCallbacks(); | |
// | |
if (EDITOR && !TEST) { | |
// @ts-expect-error | |
_Scene.AssetsWatcher.stop(this); | |
} | |
// onDestroy | |
legacyCC.director._nodeActivator.destroyComp(this); | |
// do remove component | |
this.node._removeComponent(this); | |
} | |
public _instantiate (cloned) { | |
if (!cloned) { | |
cloned = legacyCC.instantiate._clone(this, this); | |
} | |
cloned.node = null; | |
return cloned; | |
} | |
// Scheduler | |
/** | |
* @en | |
* Schedules a custom task.<br/> | |
* If the task is already scheduled, then the interval parameter will be updated without scheduling it again. | |
* @zh | |
* 调度一个自定义的回调任务。<br/> | |
* 如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。 | |
* @param callback The callback function of the task | |
* @param interval The time interval between each invocation | |
* @param repeat The repeat count of this task, the task will be invoked (repeat + 1) times, use [[macro.REPEAT_FOREVER]] to repeat a task forever | |
* @param delay The delay time for the first invocation, Unit: s | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* this.schedule((dt) => void log(`time: ${dt}`), 1); | |
* ``` | |
*/ | |
public schedule (callback, interval = 0, repeat: number = legacyCC.macro.REPEAT_FOREVER, delay = 0) { | |
assertID(callback, 1619); | |
interval = interval || 0; | |
assertID(interval >= 0, 1620); | |
repeat = isNaN(repeat) ? legacyCC.macro.REPEAT_FOREVER : repeat; | |
delay = delay || 0; | |
const scheduler = legacyCC.director.getScheduler(); | |
// should not use enabledInHierarchy to judge whether paused, | |
// because enabledInHierarchy is assigned after onEnable. | |
// Actually, if not yet scheduled, resumeTarget/pauseTarget has no effect on component, | |
// therefore there is no way to guarantee the paused state other than isTargetPaused. | |
const paused = scheduler.isTargetPaused(this); | |
scheduler.schedule(callback, this, interval, repeat, delay, paused); | |
} | |
/** | |
* @en Schedules a task that runs only once, with a delay of 0 or larger. | |
* @zh 调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。 | |
* @method scheduleOnce | |
* @see [[schedule]] | |
* @param callback The callback function of the task | |
* @param delay The delay time for the first invocation, Unit: s | |
* @example | |
* ```ts | |
* import { log } from 'cc'; | |
* this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); | |
* ``` | |
*/ | |
public scheduleOnce (callback, delay = 0) { | |
this.schedule(callback, 0, 0, delay); | |
} | |
/** | |
* @en Un-schedules a custom task. | |
* @zh 取消调度一个自定义的回调任务。 | |
* @param callback_fn The callback function of the task | |
* @example | |
* ```ts | |
* this.unschedule(_callback); | |
* ``` | |
*/ | |
public unschedule (callback_fn) { | |
if (!callback_fn) { | |
return; | |
} | |
legacyCC.director.getScheduler().unschedule(callback_fn, this); | |
} | |
/** | |
* @en unschedule all scheduled tasks. | |
* @zh 取消调度所有已调度的回调函数。 | |
* @example | |
* ```ts | |
* this.unscheduleAllCallbacks(); | |
* ``` | |
*/ | |
public unscheduleAllCallbacks () { | |
legacyCC.director.getScheduler().unscheduleAllForTarget(this); | |
} | |
// LIFECYCLE METHODS | |
// Cocos Creator provides lifecycle methods that you can specify to hook into this process. | |
// We provide Pre methods, which are called right before something happens, and Post methods which are called right after something happens. | |
/** | |
* @en Update is called every frame, if the Component is enabled.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class.<br/> | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh 如果该组件启用,则每帧调用 update。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
* @param dt - the delta time in seconds it took to complete the last frame | |
*/ | |
protected update? (dt: number): void; | |
/** | |
* @en LateUpdate is called every frame, if the Component is enabled.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class.<br/> | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh 如果该组件启用,则每帧调用 LateUpdate。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
* @param dt - the delta time in seconds it took to complete the last frame | |
*/ | |
protected lateUpdate? (dt: number): void; | |
/** | |
* @en `__preload` is called before every onLoad.<br/> | |
* It is used to initialize the builtin components internally,<br/> | |
* to avoid checking whether onLoad is called before every public method calls.<br/> | |
* This method should be removed if script priority is supported. | |
* @zh `__preload` 在每次onLoad之前调用。<br/> | |
* 它用于在内部初始化内置组件,<br/> | |
* 以避免在每次公有方法调用之前检查是否调用了onLoad。<br/> | |
* 如果支持脚本优先级,则应删除此方法。 | |
* @private | |
*/ | |
protected __preload? (): void; | |
/** | |
* @en | |
* When attaching to an active node or its node first activated.<br/> | |
* onLoad is always called before any start functions, this allows you to order initialization of scripts.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class.<br/> | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh | |
* 当附加到一个激活的节点上或者其节点第一次激活时候调用。onLoad 总是会在任何 start 方法调用前执行,这能用于安排脚本的初始化顺序。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
*/ | |
protected onLoad? (): void; | |
/** | |
* @en | |
* Called before all scripts' update if the Component is enabled the first time.<br/> | |
* Usually used to initialize some logic which need to be called after all components' `onload` methods called.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class.<br/> | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh | |
* 如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
*/ | |
protected start? (): void; | |
/** | |
* @en Called when this component becomes enabled and its node is active.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class. | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh 当该组件被启用,并且它的节点也激活时。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
*/ | |
protected onEnable? (): void; | |
/** | |
* @en Called when this component becomes disabled or its node becomes inactive.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class. | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh 当该组件被禁用或节点变为无效时调用。<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
*/ | |
protected onDisable? (): void; | |
/** | |
* @en Called when this component will be destroyed.<br/> | |
* This is a lifecycle method. It may not be implemented in the super class.<br/> | |
* You can only call its super class method inside it. It should not be called manually elsewhere. | |
* @zh 当该组件被销毁时调用<br/> | |
* 该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。 | |
*/ | |
protected onDestroy? (): void; | |
public onFocusInEditor? (): void; | |
public onLostFocusInEditor? (): void; | |
/** | |
* @en Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. | |
* This function is only called in editor.<br/> | |
* @zh 用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。 | |
*/ | |
public resetInEditor? (): void; | |
// VIRTUAL | |
/** | |
* @en | |
* If the component's bounding box is different from the node's, you can implement this method to supply | |
* a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly. | |
* @zh | |
* 如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), | |
* 以便编辑器的场景视图可以正确地执行点选测试。 | |
* @param out_rect - The rect to store the result bounding rect | |
* @private | |
*/ | |
protected _getLocalBounds? (out_rect: Rect): void; | |
/** | |
* @en | |
* onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs | |
* an undo operation on this component.<br/> | |
* <br/> | |
* If the component contains the "internal state", short for "temporary member variables which not included<br/> | |
* in its CCClass properties", then you may need to implement this function.<br/> | |
* <br/> | |
* The editor will call the getset accessors of your component to record/restore the component's state<br/> | |
* for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement<br/> | |
* this function to manually synchronize your component's "internal states" with its public properties.<br/> | |
* Once you implement this function, all the getset accessors of your component will not be called when<br/> | |
* the user performs an undo/redo operation. Which means that only the properties with default value<br/> | |
* will be recorded or restored by editor.<br/> | |
* <br/> | |
* Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need<br/> | |
* to support the reset menu, you should manually synchronize your component's "internal states" with its<br/> | |
* properties in this function. Once you implement this function, all the getset accessors of your component<br/> | |
* will not be called during reset operation. Which means that only the properties with default value<br/> | |
* will be reset by editor. | |
* | |
* This function is only called in editor mode. | |
* @zh | |
* onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。<br/> | |
* <br/> | |
* 如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。<br/> | |
* <br/> | |
* 编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 | |
* 然而,在极端的情况下,它可能无法良好运作。<br/> | |
* 那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 | |
* 一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 | |
* 这意味着仅仅指定了默认值的属性将被编辑器记录和还原。<br/> | |
* <br/> | |
* 同样的,编辑可能无法在极端情况下正确地重置您的组件。<br/> | |
* 于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。<br/> | |
* 一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 | |
* 这意味着仅仅指定了默认值的属性将被编辑器重置。 | |
* <br/> | |
* 此方法仅在编辑器下会被调用。 | |
*/ | |
protected onRestore? (): void; | |
} | |
const proto = Component.prototype; | |
// @ts-expect-error | |
proto.update = null; | |
// @ts-expect-error | |
proto.lateUpdate = null; | |
// @ts-expect-error | |
proto.__preload = null; | |
// @ts-expect-error | |
proto.onLoad = null; | |
// @ts-expect-error | |
proto.start = null; | |
// @ts-expect-error | |
proto.onEnable = null; | |
// @ts-expect-error | |
proto.onDisable = null; | |
// @ts-expect-error | |
proto.onDestroy = null; | |
// @ts-expect-error | |
proto.onFocusInEditor = null; | |
// @ts-expect-error | |
proto.onLostFocusInEditor = null; | |
// @ts-expect-error | |
proto.resetInEditor = null; | |
// @ts-expect-error | |
proto._getLocalBounds = null; | |
// @ts-expect-error | |
proto.onRestore = null; | |
// @ts-expect-error | |
Component._requireComponent = null; | |
// @ts-expect-error | |
Component._executionOrder = 0; | |
if (EDITOR || TEST) { | |
// INHERITABLE STATIC MEMBERS | |
// @ts-expect-error | |
Component._executeInEditMode = false; | |
// @ts-expect-error | |
Component._playOnFocus = false; | |
// @ts-expect-error | |
Component._disallowMultiple = null; | |
// @ts-expect-error | |
Component._help = ''; | |
// NON-INHERITED STATIC MEMBERS | |
// (TypeScript 2.3 will still inherit them, so always check hasOwnProperty before using) | |
value(Component, '_inspector', '', true); | |
value(Component, '_icon', '', true); | |
// COMPONENT HELPERS | |
// TODO Keep temporarily, compatible with old version | |
legacyCC._componentMenuItems = []; | |
} | |
// we make this non-enumerable, to prevent inherited by sub classes. | |
value(Component, '_registerEditorProps', (cls, props) => { | |
const reqComp = props.requireComponent; | |
if (reqComp) { | |
cls._requireComponent = reqComp; | |
} | |
const order = props.executionOrder; | |
if (order && typeof order === 'number') { | |
cls._executionOrder = order; | |
} | |
if (EDITOR || TEST) { | |
const name = getClassName(cls); | |
for (const key in props) { | |
const val = props[key]; | |
switch (key) { | |
case 'executeInEditMode': | |
cls._executeInEditMode = !!val; | |
break; | |
case 'playOnFocus': | |
if (val) { | |
const willExecuteInEditMode = ('executeInEditMode' in props) ? props.executeInEditMode : cls._executeInEditMode; | |
if (willExecuteInEditMode) { | |
cls._playOnFocus = true; | |
} else { | |
warnID(3601, name); | |
} | |
} | |
break; | |
case 'inspector': | |
value(cls, '_inspector', val, true); | |
break; | |
case 'icon': | |
value(cls, '_icon', val, true); | |
break; | |
case 'menu': | |
const frame = RF.peek(); | |
let menu = val; | |
if (frame) { | |
menu = `i18n:menu.custom_script/${menu}`; | |
} | |
EDITOR && EditorExtends.Component.removeMenu(cls); | |
EDITOR && EditorExtends.Component.addMenu(cls, menu, props.menuPriority); | |
break; | |
case 'disallowMultiple': | |
cls._disallowMultiple = cls; | |
break; | |
case 'requireComponent': | |
case 'executionOrder': | |
// skip here | |
break; | |
case 'help': | |
cls._help = val; | |
break; | |
default: | |
warnID(3602, key, name); | |
break; | |
} | |
} | |
} | |
}); | |
legacyCC.Component = Component; | |
export { Component }; |