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playcanvas

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PlayCanvas WebGL game engine

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import { EventHandler } from '../../core/event-handler.js'; /** * @import { AppBase } from '../app-base.js' * @import { AttributeSchema } from './script-attributes.js' * @import { ScriptType } from './script-type.js' */ /** * Container for all {@link ScriptType}s that are available to this application. Note that * PlayCanvas scripts can access the Script Registry from inside the application with * {@link AppBase#scripts}. * * @category Script */ class ScriptRegistry extends EventHandler { /** * Create a new ScriptRegistry instance. * * @param {AppBase} app - Application to attach registry to. */ constructor(app){ super(), /** * @type {Object<string, typeof ScriptType>} * @private */ this._scripts = {}, /** * @type {typeof ScriptType[]} * @private */ this._list = [], /** * A Map of script names to attribute schemas. * * @type {Map<string, AttributeSchema>} * @private */ this._scriptSchemas = new Map(); this.app = app; } destroy() { this.app = null; this.off(); } /** * Registers a schema against a script instance. * * @param {string} id - The key to use to store the schema * @param {AttributeSchema} schema - An schema definition for the script */ addSchema(id, schema) { if (!schema) return; this._scriptSchemas.set(id, schema); } /** * Returns a schema for a given script name. * * @param {string} id - The key to store the schema under * @returns {AttributeSchema | undefined} - The schema stored under the key */ getSchema(id) { return this._scriptSchemas.get(id); } /** * Add {@link ScriptType} to registry. Note: when {@link createScript} is called, it will add * the {@link ScriptType} to the registry automatically. If a script already exists in * registry, and the new script has a `swap` method defined, it will perform code hot swapping * automatically in async manner. * * @param {typeof ScriptType} script - Script Type that is created * using {@link createScript}. * @returns {boolean} True if added for the first time or false if script already exists. * @example * var PlayerController = pc.createScript('playerController'); * // playerController Script Type will be added to pc.ScriptRegistry automatically * console.log(app.scripts.has('playerController')); // outputs true */ add(script) { const scriptName = script.__name; if (this._scripts.hasOwnProperty(scriptName)) { setTimeout(()=>{ if (script.prototype.swap) { // swapping const old = this._scripts[scriptName]; const ind = this._list.indexOf(old); this._list[ind] = script; this._scripts[scriptName] = script; this.fire('swap', scriptName, script); this.fire(`swap:${scriptName}`, script); } else { console.warn(`script registry already has '${scriptName}' script, define 'swap' method for new script type to enable code hot swapping`); } }); return false; } this._scripts[scriptName] = script; this._list.push(script); this.fire('add', scriptName, script); this.fire(`add:${scriptName}`, script); // for all components awaiting Script Type // create script instance setTimeout(()=>{ if (!this._scripts.hasOwnProperty(scriptName)) { return; } // this is a check for a possible error // that might happen if the app has been destroyed before // setTimeout has finished if (!this.app || !this.app.systems || !this.app.systems.script) { return; } const components = this.app.systems.script._components; let attributes; const scriptInstances = []; const scriptInstancesInitialized = []; for(components.loopIndex = 0; components.loopIndex < components.length; components.loopIndex++){ const component = components.items[components.loopIndex]; // check if awaiting for script if (component._scriptsIndex[scriptName] && component._scriptsIndex[scriptName].awaiting) { if (component._scriptsData && component._scriptsData[scriptName]) { attributes = component._scriptsData[scriptName].attributes; } const scriptInstance = component.create(scriptName, { preloading: true, ind: component._scriptsIndex[scriptName].ind, attributes: attributes }); if (scriptInstance) { scriptInstances.push(scriptInstance); } // initialize attributes for (const script of component.scripts){ component.initializeAttributes(script); } } } // call initialize() for(let i = 0; i < scriptInstances.length; i++){ if (scriptInstances[i].enabled) { scriptInstances[i]._initialized = true; scriptInstancesInitialized.push(scriptInstances[i]); if (scriptInstances[i].initialize) { scriptInstances[i].initialize(); } } } // call postInitialize() for(let i = 0; i < scriptInstancesInitialized.length; i++){ if (!scriptInstancesInitialized[i].enabled || scriptInstancesInitialized[i]._postInitialized) { continue; } scriptInstancesInitialized[i]._postInitialized = true; if (scriptInstancesInitialized[i].postInitialize) { scriptInstancesInitialized[i].postInitialize(); } } }); return true; } /** * Remove {@link ScriptType}. * * @param {string|typeof ScriptType} nameOrType - The name or type * of {@link ScriptType}. * @returns {boolean} True if removed or False if already not in registry. * @example * app.scripts.remove('playerController'); */ remove(nameOrType) { let scriptType = nameOrType; let scriptName = nameOrType; if (typeof scriptName !== 'string') { scriptName = scriptType.__name; } else { scriptType = this.get(scriptName); } if (this.get(scriptName) !== scriptType) { return false; } delete this._scripts[scriptName]; const ind = this._list.indexOf(scriptType); this._list.splice(ind, 1); this.fire('remove', scriptName, scriptType); this.fire(`remove:${scriptName}`, scriptType); return true; } /** * Get {@link ScriptType} by name. * * @param {string} name - Name of a {@link ScriptType}. * @returns {typeof ScriptType} The Script Type if it exists in the * registry or null otherwise. * @example * var PlayerController = app.scripts.get('playerController'); */ get(name) { return this._scripts[name] || null; } /** * Check if a {@link ScriptType} with the specified name is in the registry. * * @param {string|typeof ScriptType} nameOrType - The name or type * of {@link ScriptType}. * @returns {boolean} True if {@link ScriptType} is in registry. * @example * if (app.scripts.has('playerController')) { * // playerController is in pc.ScriptRegistry * } */ has(nameOrType) { if (typeof nameOrType === 'string') { return this._scripts.hasOwnProperty(nameOrType); } if (!nameOrType) return false; const scriptName = nameOrType.__name; return this._scripts[scriptName] === nameOrType; } /** * Get list of all {@link ScriptType}s from registry. * * @returns {Array<typeof ScriptType>} list of all {@link ScriptType}s * in registry. * @example * // logs array of all Script Type names available in registry * console.log(app.scripts.list().map(function (o) { * return o.name; * })); */ list() { return this._list; } } export { ScriptRegistry };