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dragonbones-runtime

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the tools to build dragonbones file for diffrent framework

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/** * The MIT License (MIT) * * Copyright (c) 2012-2017 DragonBones team and other contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * 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. */ namespace dragonBones { /** * - The Phaser factory. * @version DragonBones 3.0 * @language en_US */ /** * - Phaser 工厂。 * @version DragonBones 3.0 * @language zh_CN */ export class PhaserFactory extends BaseFactory { /** * @internal * @private */ public static _game: Phaser.Game = null as any; private static _dragonBonesInstance: DragonBones = null as any; private static _factory: PhaserFactory = null as any; public static init(game: Phaser.Game): void { if (PhaserFactory._game !== null) { return; } PhaserFactory._game = game; const eventManager = new PhaserArmatureDisplay(); PhaserFactory._dragonBonesInstance = new DragonBones(eventManager); } /** * - A global factory instance that can be used directly. * @version DragonBones 4.7 * @language en_US */ /** * - 一个可以直接使用的全局工厂实例。 * @version DragonBones 4.7 * @language zh_CN */ public static get factory(): PhaserFactory { if (PhaserFactory._factory === null) { PhaserFactory._factory = new PhaserFactory(); } return PhaserFactory._factory; } /** * @inheritDoc */ public constructor(dataParser: DataParser | null = null) { super(dataParser); this._dragonBones = PhaserFactory._dragonBonesInstance; } /** * @private */ protected _isSupportMesh(): boolean { console.warn("Phaser-ce can not support mesh."); return false; } /** * @inheritDoc */ protected _buildTextureAtlasData(textureAtlasData: PhaserTextureAtlasData | null, textureAtlas: PIXI.BaseTexture | null): PhaserTextureAtlasData { if (textureAtlasData) { textureAtlasData.renderTexture = textureAtlas; } else { textureAtlasData = BaseObject.borrowObject(PhaserTextureAtlasData); } return textureAtlasData; } /** * @inheritDoc */ protected _buildArmature(dataPackage: BuildArmaturePackage): Armature { const armature = BaseObject.borrowObject(Armature); const armatureDisplay = new PhaserArmatureDisplay(); armature.init( dataPackage.armature, armatureDisplay, armatureDisplay, this._dragonBones ); return armature; } /** * @inheritDoc */ protected _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, displays: Array<DisplayData | null> | null, armature: Armature): Slot { // tslint:disable-next-line:no-unused-expression dataPackage; // tslint:disable-next-line:no-unused-expression armature; const slot = BaseObject.borrowObject(PhaserSlot); const rawDisplay = new Phaser.Image(PhaserFactory._game, 0.0, 0.0, Phaser.Cache.DEFAULT); slot.init( slotData, displays, rawDisplay, rawDisplay ); return slot; } /** * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. * @param armatureName - The armature data name. * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) * @returns The armature display container. * @version DragonBones 4.5 * @example * <pre> * let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName"); * </pre> * @language en_US */ /** * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 * @param armatureName - 骨架数据名称。 * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) * @returns 骨架的显示容器。 * @version DragonBones 4.5 * @example * <pre> * let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName"); * </pre> * @language zh_CN */ public buildArmatureDisplay(armatureName: string, dragonBonesName: string = "", skinName: string = "", textureAtlasName: string = ""): PhaserArmatureDisplay | null { const armature = this.buildArmature(armatureName, dragonBonesName || "", skinName || "", textureAtlasName || ""); if (armature !== null) { this._dragonBones.clock.add(armature); return armature.display as PhaserArmatureDisplay; } return null; } /** * - Create the display object with the specified texture. * @param textureName The texture data name. * @param textureAtlasName The texture atlas data name. (Of not set, all texture atlas data will be searched) * @version DragonBones 3.0 * @language en_US */ /** * - 创建带有指定贴图的显示对象。 * @param textureName 贴图数据名称。 * @param textureAtlasName 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) * @version DragonBones 3.0 * @language zh_CN */ public getTextureDisplay(textureName: string, textureAtlasName: string | null = null): Phaser.Sprite | null { const textureData = this._getTextureData(textureAtlasName !== null ? textureAtlasName : "", textureName) as PhaserTextureData; if (textureData !== null && textureData.renderTexture !== null) { return new Phaser.Sprite(PhaserFactory._game, 0.0, 0.0); } return null; } /** * - A global sound event manager. * Sound events can be listened to uniformly from the manager. * @version DragonBones 4.5 * @language en_US */ /** * - 全局声音事件管理器。 * 声音事件可以从该管理器统一侦听。 * @version DragonBones 4.5 * @language zh_CN */ public get soundEventManager(): PhaserArmatureDisplay { return this._dragonBones.eventManager as PhaserArmatureDisplay; } } }