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[白鹭场景管理] 快捷有序地进行白鹭场景的管理 #白鹭 #游戏开发
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| ///<reference path="./utils/array.ts" /> | |
| /** | |
| * 控制场景的切换 | |
| * 与 Main 协同工作 | |
| */ | |
| class SceneManager { | |
| private static instance: SceneManager = null | |
| static getInstance() { | |
| if (!SceneManager.instance) { | |
| new SceneManager() | |
| } | |
| return SceneManager.instance | |
| } | |
| private stackLayer: egret.DisplayObjectContainer[] = [] | |
| private sceneNameMap = {} | |
| private gameLayer: Main = null | |
| constructor () { | |
| if (!SceneManager.instance) { | |
| SceneManager.instance = this | |
| } | |
| return SceneManager.instance | |
| } | |
| public initWithMain(m: Main) { | |
| if (this.gameLayer === null) { | |
| this.gameLayer = m | |
| } | |
| } | |
| public getCurScene(): egret.DisplayObjectContainer { | |
| return this.stackLayer[this.stackLayer.length - 1] | |
| } | |
| public getSceneByName(name: string): egret.DisplayObjectContainer { | |
| return this.sceneNameMap[name] | |
| } | |
| /** | |
| * 替换 scene | |
| * all 为 true 时会清除现有场景栈里的所有场景 | |
| */ | |
| public repleaceScene(layer: egret.DisplayObjectContainer, all?: boolean) { | |
| if (this.gameLayer !== null && layer !== null) { | |
| if (all) { | |
| this.gameLayer.removeChildren() | |
| this.stackLayer = [] | |
| this.sceneNameMap = {} | |
| } else { | |
| this.popScene() | |
| } | |
| this.pushScene(layer) | |
| } | |
| } | |
| public pushScene(layer: egret.DisplayObjectContainer) { | |
| if (this.gameLayer !== null && layer !== null) { | |
| this.gameLayer.addChild(layer) | |
| let coveredLayer = this.stackLayer[this.stackLayer.length - 1] | |
| // 告知被盖住的场景 | |
| coveredLayer && coveredLayer.dispatchEvent(new egret.Event('coverd')) | |
| // 防止点穿 | |
| if (coveredLayer) { | |
| coveredLayer.touchEnabled = false | |
| coveredLayer.touchChildren = false | |
| coveredLayer.visible = false | |
| } | |
| let layerId = this.stackLayer.push(layer) | |
| if (typeof layer.name === 'string') { | |
| this.sceneNameMap[layer.name] = layer | |
| } else { | |
| this.sceneNameMap[layerId] = layer | |
| } | |
| } | |
| } | |
| public popScene() { | |
| if (this.gameLayer !== null) { | |
| let len = this.stackLayer.length | |
| if (len > 0) { | |
| let layer = this.stackLayer[len - 1] | |
| let liftLayer = this.stackLayer[len - 2] | |
| if (layer.parent === this.gameLayer) { | |
| this.gameLayer.removeChild(layer) | |
| if (liftLayer) { | |
| liftLayer.dispatchEvent(new egret.Event('lift')) | |
| liftLayer.touchEnabled = true | |
| liftLayer.touchChildren = true | |
| liftLayer.visible = true | |
| } | |
| this.stackLayer.pop() | |
| if (typeof layer.name === 'string') { | |
| delete this.sceneNameMap[layer.name] | |
| } else { | |
| delete this.sceneNameMap[len - 1] | |
| } | |
| } | |
| } | |
| } | |
| } | |
| /** | |
| * 以下为特殊定制的接口 | |
| * 可以根据需要自行定制 | |
| */ | |
| resetToIndex() { | |
| this.repleaceScene(this.stackLayer[0], true) | |
| this.stackLayer[0].dispatchEvent(new egret.Event('lift')) | |
| this.stackLayer[0].touchEnabled = true | |
| this.stackLayer[0].touchChildren = true | |
| this.stackLayer[0].visible = true | |
| SoundManager.getInstance().bgmStop() | |
| } | |
| refresh() { | |
| this.gameLayer && this.gameLayer.refresh && this.gameLayer.refresh() | |
| } | |
| } |
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