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ScenePlugin.js
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ScenePlugin.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var BasePlugin = require('./BasePlugin');
var Class = require('../utils/Class');
var SceneEvents = require('../scene/events');
/**
* @classdesc
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
* It can listen for Scene events and respond to them.
* It can map itself to a Scene property, or into the Scene Systems, or both.
*
* @class ScenePlugin
* @memberof Phaser.Plugins
* @extends Phaser.Plugins.BasePlugin
* @constructor
* @since 3.8.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
* @param {string} pluginKey - The key under which this plugin has been installed into the Scene Systems.
*/
var ScenePlugin = new Class({
Extends: BasePlugin,
initialize:
function ScenePlugin (scene, pluginManager, pluginKey)
{
BasePlugin.call(this, pluginManager);
/**
* A reference to the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You can use it during the `boot` method.
*
* @name Phaser.Plugins.ScenePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene = scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You can use it during the `boot` method.
*
* @name Phaser.Plugins.ScenePlugin#systems
* @type {?Phaser.Scenes.Systems}
* @protected
* @since 3.8.0
*/
this.systems = scene.sys;
/**
* The key under which this plugin was installed into the Scene Systems.
*
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You can use it during the `boot` method.
*
* @name Phaser.Plugins.ScenePlugin#pluginKey
* @type {string}
* @readonly
* @since 3.54.0
*/
this.pluginKey = pluginKey;
scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
},
/**
* This method is called when the Scene boots. It is only ever called once.
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for {@link Phaser.Scenes.Events Scene events} and set-up whatever you need for this plugin to run.
* Here are the Scene events you can listen to:
*
* - start
* - ready
* - preupdate
* - update
* - postupdate
* - resize
* - pause
* - resume
* - sleep
* - wake
* - transitioninit
* - transitionstart
* - transitioncomplete
* - transitionout
* - shutdown
* - destroy
*
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
*
* ```javascript
* var eventEmitter = this.systems.events;
* eventEmitter.once('destroy', this.sceneDestroy, this);
* ```
*
* @method Phaser.Plugins.ScenePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
},
/**
* Game instance has been destroyed.
*
* You must release everything in here, all references, all objects, free it all up.
*
* @method Phaser.Plugins.ScenePlugin#destroy
* @since 3.8.0
*/
destroy: function ()
{
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = ScenePlugin;