@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
50 lines (47 loc) • 2.34 kB
JavaScript
import { EventHandler } from '../../core/event-handler.js';
import { AppBase } from '../app-base.js';
import { ScriptAttributes } from './script-attributes.js';
import { ScriptType } from './script-type.js';
import { ScriptTypes } from './script-types.js';
import { Script } from './script.js';
const reservedScriptNames = new Set(['system', 'entity', 'create', 'destroy', 'swap', 'move', 'data', 'scripts', '_scripts', '_scriptsIndex', '_scriptsData', 'enabled', '_oldState', 'onEnable', 'onDisable', 'onPostStateChange', '_onSetEnabled', '_checkState', '_onBeforeRemove', '_onInitializeAttributes', '_onInitialize', '_onPostInitialize', '_onUpdate', '_onPostUpdate', '_callbacks', '_callbackActive', 'has', 'get', 'on', 'off', 'fire', 'once', 'hasEvent']);
function getReservedScriptNames() {
return reservedScriptNames;
}
function createScript(name, app) {
if (reservedScriptNames.has(name)) {
throw new Error(`Script name '${name}' is reserved, please rename the script`);
}
const scriptType = function scriptType(args) {
EventHandler.prototype.initEventHandler.call(this);
ScriptType.prototype.initScriptType.call(this, args);
};
scriptType.prototype = Object.create(ScriptType.prototype);
scriptType.prototype.constructor = scriptType;
scriptType.extend = ScriptType.extend;
scriptType.attributes = new ScriptAttributes(scriptType);
registerScript(scriptType, name, app);
return scriptType;
}
const reservedAttributes = {};
ScriptAttributes.reservedNames.forEach((value, value2, set) => {
reservedAttributes[value] = 1;
});
createScript.reservedAttributes = reservedAttributes;
function registerScript(script, name, app) {
if (typeof script !== 'function') {
throw new Error(`script class: '${script}' must be a constructor function (i.e. class).`);
}
if (!(script.prototype instanceof Script)) {
throw new Error(`script class: '${ScriptType.__getScriptName(script)}' does not extend pc.Script.`);
}
name = name || script.__name || ScriptType.__getScriptName(script);
if (reservedScriptNames.has(name)) {
throw new Error(`script name: '${name}' is reserved, please change script name`);
}
script.__name = name;
const registry = app ? app.scripts : AppBase.getApplication().scripts;
registry.add(script);
ScriptTypes.push(script);
}
export { createScript, getReservedScriptNames, registerScript };