Style: enforce 2-space indent and double quotes
This commit is contained in:
parent
ddc9d057fd
commit
648e801dad
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@ -28,7 +28,7 @@ export default tseslint.config(
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files: ["**/*.ts", "**/*.tsx"],
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rules: {
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// --- Project Conventions ---
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quotes: ["error", "single", { avoidEscape: true }],
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quotes: ["error", "double", { avoidEscape: true }],
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"comma-dangle": ["error", "always-multiline"],
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indent: ["error", 2, { SwitchCase: 1 }],
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@ -68,7 +68,6 @@ export default tseslint.config(
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"import/no-duplicates": "error",
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// --- General ---
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"no-console": "warn",
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"prefer-const": "error",
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"no-var": "error",
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eqeqeq: ["error", "always"],
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@ -1,19 +1,38 @@
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// Resource management
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export { DisposableBag } from './utils';
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export type { IDisposable, DisposableItem } from './utils';
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export { DisposableBag } from "./utils";
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export type { IDisposable, DisposableItem } from "./utils";
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// Drag & drop utilities
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export { dragDropEventEffect, DragDropEventType } from './utils';
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export type { DragDropEvent } from './utils';
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export { dragDropEventEffect, DragDropEventType } from "./utils";
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export type { DragDropEvent } from "./utils";
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// Data-driven object spawning
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export { spawnEffect } from './spawner';
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export type { Spawner } from './spawner';
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export { spawnEffect } from "./spawner";
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export type { Spawner } from "./spawner";
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// Scene base classes
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export { ReactiveScene, GameHostScene, FadeScene, FADE_SCENE_KEY } from './scenes';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController, GameHostSceneOptions, FadeSceneData } from './scenes';
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export {
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ReactiveScene,
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GameHostScene,
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FadeScene,
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FADE_SCENE_KEY,
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} from "./scenes";
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export type {
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ReactiveSceneOptions,
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ReactiveScenePhaserData,
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SceneController,
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GameHostSceneOptions,
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FadeSceneData,
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} from "./scenes";
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// React ↔ Phaser bridge
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext, type SceneController as PhaserSceneController } from './ui';
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export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from './ui';
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export {
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PhaserGame,
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PhaserScene,
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phaserContext,
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defaultPhaserConfig,
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GameUI,
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type PhaserGameContext,
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type SceneController as PhaserSceneController,
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} from "./ui";
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export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from "./ui";
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@ -1,89 +1,83 @@
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import Phaser from 'phaser';
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import { ReactiveScene, type ReactiveScenePhaserData } from './ReactiveScene';
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import { ReactiveScene } from "./ReactiveScene";
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export interface FadeSceneData {
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[key: string]: unknown;
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[key: string]: unknown;
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}
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/**
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* 处理淡入淡出到黑色的过渡场景
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*/
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export class FadeScene extends ReactiveScene<FadeSceneData> {
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private overlay!: Phaser.GameObjects.Rectangle;
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private isFading = false;
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private overlay!: Phaser.GameObjects.Rectangle;
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private isFading = false;
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constructor() {
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super(FADE_SCENE_KEY);
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constructor() {
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super(FADE_SCENE_KEY);
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}
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create(): void {
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super.create();
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// 创建黑色遮罩层,覆盖整个游戏区域
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const game = this.game;
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this.overlay = this.add
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.rectangle(0, 0, game.scale.width, game.scale.height, 0x000000, 1)
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.setOrigin(0)
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.setAlpha(1)
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.setDepth(999999)
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.setInteractive({ useHandCursor: false });
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// 防止遮罩阻挡输入
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this.overlay.disableInteractive();
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}
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/**
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* 淡入(从黑色到透明)
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* @param duration 动画时长(毫秒)
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*/
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fadeIn(duration = 300): Promise<void> {
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return this.fadeTo(0, duration);
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}
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/**
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* 淡出(从透明到黑色)
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* @param duration 动画时长(毫秒)
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*/
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fadeOut(duration = 300): Promise<void> {
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return this.fadeTo(1, duration);
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}
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/**
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* 淡入淡出到指定透明度
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*/
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private fadeTo(targetAlpha: number, duration: number): Promise<void> {
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// 如果 overlay 还未初始化,直接返回 resolved promise
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if (!this.overlay) {
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console.warn("FadeScene: overlay 未初始化,跳过过渡动画");
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return Promise.resolve();
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}
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create(): void {
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super.create();
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// 创建黑色遮罩层,覆盖整个游戏区域
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const game = this.game;
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this.overlay = this.add.rectangle(
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0,
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0,
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game.scale.width,
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game.scale.height,
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0x000000,
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1
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).setOrigin(0)
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.setAlpha(1)
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.setDepth(999999)
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.setInteractive({ useHandCursor: false });
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// 防止遮罩阻挡输入
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this.overlay.disableInteractive();
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if (this.isFading) {
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console.warn("FadeScene: 正在进行过渡动画");
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}
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/**
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* 淡入(从黑色到透明)
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* @param duration 动画时长(毫秒)
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*/
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fadeIn(duration = 300): Promise<void> {
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return this.fadeTo(0, duration);
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}
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this.isFading = true;
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this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
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/**
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* 淡出(从透明到黑色)
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* @param duration 动画时长(毫秒)
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*/
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fadeOut(duration = 300): Promise<void> {
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return this.fadeTo(1, duration);
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}
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/**
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* 淡入淡出到指定透明度
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*/
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private fadeTo(targetAlpha: number, duration: number): Promise<void> {
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// 如果 overlay 还未初始化,直接返回 resolved promise
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if (!this.overlay) {
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console.warn('FadeScene: overlay 未初始化,跳过过渡动画');
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return Promise.resolve();
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}
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if (this.isFading) {
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console.warn('FadeScene: 正在进行过渡动画');
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}
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this.isFading = true;
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this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
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return new Promise<void>((resolve) => {
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this.tweens.add({
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targets: this.overlay,
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alpha: targetAlpha,
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duration,
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ease: 'Linear',
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onComplete: () => {
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this.isFading = false;
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resolve();
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},
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});
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});
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}
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return new Promise<void>((resolve) => {
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this.tweens.add({
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targets: this.overlay,
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alpha: targetAlpha,
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duration,
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ease: "Linear",
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onComplete: () => {
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this.isFading = false;
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resolve();
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},
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});
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});
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}
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}
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// 导出常量供 PhaserGame 使用
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export const FADE_SCENE_KEY = '__fade__';
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export const FADE_SCENE_KEY = "__fade__";
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@ -1,36 +1,37 @@
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import type { GameHost } from 'boardgame-core';
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import { ReactiveScene } from './ReactiveScene';
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import { ReactiveScene } from "./ReactiveScene";
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import type { GameHost } from "boardgame-core";
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export interface GameHostSceneOptions<TState extends Record<string, unknown>> {
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gameHost: GameHost<TState>;
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[key: string]: unknown;
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gameHost: GameHost<TState>;
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[key: string]: unknown;
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}
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export abstract class GameHostScene<TState extends Record<string, unknown>>
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extends ReactiveScene<GameHostSceneOptions<TState>>
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{
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public get gameHost(): GameHost<TState> {
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const gameHost = this.initData.gameHost as GameHost<TState>;
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if (!gameHost) {
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throw new Error(
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`GameHostScene (${this.scene.key}): gameHost 未提供。` +
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`确保在 PhaserScene 组件的 data 属性中传入 gameHost。`
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);
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}
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return gameHost;
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export abstract class GameHostScene<
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TState extends Record<string, unknown>,
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> extends ReactiveScene<GameHostSceneOptions<TState>> {
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public get gameHost(): GameHost<TState> {
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const gameHost = this.initData.gameHost as GameHost<TState>;
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if (!gameHost) {
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throw new Error(
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`GameHostScene (${this.scene.key}): gameHost 未提供。` +
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"确保在 PhaserScene 组件的 data 属性中传入 gameHost。",
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);
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}
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return gameHost;
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}
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public get state(): TState {
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return this.gameHost?.state.value;
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}
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public get state(): TState {
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return this.gameHost?.state.value;
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}
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addInterruption(promise: Promise<void>){
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this.gameHost?.addInterruption(promise);
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}
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addInterruption(promise: Promise<void>) {
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this.gameHost?.addInterruption(promise);
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}
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addTweenInterruption(tween: Phaser.Tweens.Tween){
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this.addInterruption(new Promise(
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resolve => tween.once('complete', resolve)
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));
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}
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addTweenInterruption(tween: Phaser.Tweens.Tween) {
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this.addInterruption(
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new Promise((resolve) => tween.once("complete", resolve)),
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);
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}
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}
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@ -1,87 +1,90 @@
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import Phaser from 'phaser';
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import { effect, type ReadonlySignal } from '@preact/signals-core';
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import { DisposableBag, type IDisposable } from '../utils';
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import { effect, type ReadonlySignal } from "@preact/signals-core";
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import { Scene } from "phaser";
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import { DisposableBag, type IDisposable } from "../utils";
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import type Phaser from "phaser";
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type CleanupFn = void | (() => void);
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// 前向声明,避免循环导入
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export interface SceneController {
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launch(sceneKey: string): Promise<void>;
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restart(): Promise<void>;
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currentScene: ReadonlySignal<string | null>;
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isTransitioning: ReadonlySignal<boolean>;
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launch(sceneKey: string): Promise<void>;
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restart(): Promise<void>;
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currentScene: ReadonlySignal<string | null>;
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isTransitioning: ReadonlySignal<boolean>;
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}
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export interface ReactiveScenePhaserData {
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phaserGame: ReadonlySignal<{ game: Phaser.Game }>;
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sceneController: SceneController;
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phaserGame: ReadonlySignal<{ game: Phaser.Game }>;
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sceneController: SceneController;
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}
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export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}> {
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key?: string;
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export interface ReactiveSceneOptions {
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key?: string;
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}
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/**
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* 通用的响应式 Scene 基类
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* @typeparam TData - 通过 init(data) 接收的数据类型(必须包含 phaserGame 和 sceneController)
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*/
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export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
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extends Phaser.Scene
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implements IDisposable
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export abstract class ReactiveScene<TData = object>
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extends Scene
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implements IDisposable
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{
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protected disposables = new DisposableBag();
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private _initData?: TData & ReactiveScenePhaserData;
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protected disposables = new DisposableBag();
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private _initData?: TData & ReactiveScenePhaserData;
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/**
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* 获取通过 init() 注入的数据
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* 在 create() 阶段保证可用
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*/
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public get initData(): TData & ReactiveScenePhaserData {
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if (!this._initData) {
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throw new Error(
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`ReactiveScene (${this.scene.key}): initData 尚未初始化。` +
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`确保场景通过 PhaserScene 组件注册,并在 create() 阶段访问。`
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);
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}
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return this._initData;
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/**
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* 获取通过 init() 注入的数据
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* 在 create() 阶段保证可用
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*/
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public get initData(): TData & ReactiveScenePhaserData {
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if (!this._initData) {
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throw new Error(
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`ReactiveScene (${this.scene.key}): initData 尚未初始化。` +
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"确保场景通过 PhaserScene 组件注册,并在 create() 阶段访问。",
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);
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}
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return this._initData;
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}
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/**
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* 获取 Phaser game 实例的响应式信号
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*/
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public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
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return this.initData.phaserGame;
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}
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/**
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* 获取 Phaser game 实例的响应式信号
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*/
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public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
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return this.initData.phaserGame;
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}
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/**
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* 获取场景控制器
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*/
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public get sceneController(): SceneController {
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return this.initData.sceneController;
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}
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/**
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* 获取场景控制器
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*/
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public get sceneController(): SceneController {
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return this.initData.sceneController;
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}
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constructor(key?: string) {
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super(key);
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}
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constructor(key?: string) {
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super(key);
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}
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init(data: TData & ReactiveScenePhaserData): void {
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this._initData = data;
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}
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init(data: TData & ReactiveScenePhaserData): void {
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this._initData = data;
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}
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create(): void {
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this.events.on('shutdown', this.dispose, this);
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}
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create(): void {
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this.events.on("shutdown", this.dispose, this);
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}
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dispose(): void {
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this.disposables.dispose();
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}
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dispose(): void {
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this.disposables.dispose();
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}
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public addDisposable(disposable: IDisposable): void {
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this.disposables.add(disposable);
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}
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public addDisposable(disposable: IDisposable): void {
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this.disposables.add(disposable);
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}
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/** 注册响应式监听(场景关闭时自动清理) */
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public addEffect(fn: () => CleanupFn): void {
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this.disposables.add(effect(fn));
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}
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/** 注册响应式监听(场景关闭时自动清理) */
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public addEffect(fn: () => CleanupFn): void {
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this.disposables.add(effect(fn));
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}
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}
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@ -1,8 +1,12 @@
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export { ReactiveScene } from './ReactiveScene';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController } from './ReactiveScene';
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export { ReactiveScene } from "./ReactiveScene";
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export type {
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ReactiveSceneOptions,
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ReactiveScenePhaserData,
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SceneController,
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} from "./ReactiveScene";
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export { FadeScene, FADE_SCENE_KEY } from './FadeScene';
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export type { FadeSceneData } from './FadeScene';
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export { FadeScene, FADE_SCENE_KEY } from "./FadeScene";
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export type { FadeSceneData } from "./FadeScene";
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export { GameHostScene } from './GameHostScene';
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export type { GameHostSceneOptions } from './GameHostScene';
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export { GameHostScene } from "./GameHostScene";
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export type { GameHostSceneOptions } from "./GameHostScene";
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|
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@ -1,11 +1,11 @@
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export interface GameUIOptions {
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container: HTMLElement;
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root: any;
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root: HTMLElement;
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}
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export class GameUI {
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private container: HTMLElement;
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private root: any;
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private root: HTMLElement;
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constructor(options: GameUIOptions) {
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this.container = options.container;
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|
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@ -13,13 +13,13 @@ export class GameUI {
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}
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mount(): void {
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import('preact').then(({ render }) => {
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import("preact").then(({ render }) => {
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render(this.root, this.container);
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});
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}
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|
||||
unmount(): void {
|
||||
import('preact').then(({ render }) => {
|
||||
import("preact").then(({ render }) => {
|
||||
render(null, this.container);
|
||||
});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,219 +1,243 @@
|
|||
import Phaser from 'phaser';
|
||||
import { signal, useSignal, useSignalEffect } from '@preact/signals';
|
||||
import { createContext, h } from 'preact';
|
||||
import Phaser, { AUTO } from 'phaser';
|
||||
import { createContext } from 'preact';
|
||||
import { useContext, useEffect, useRef } from 'preact/hooks';
|
||||
import { ReadonlySignal } from "@preact/signals-core";
|
||||
|
||||
import {
|
||||
FadeScene as FadeSceneClass,
|
||||
FADE_SCENE_KEY,
|
||||
} from '../scenes/FadeScene';
|
||||
|
||||
import type { ReactiveScene } from '../scenes';
|
||||
import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
|
||||
import type { ReadonlySignal } from '@preact/signals-core';
|
||||
|
||||
export interface SceneController {
|
||||
/** 启动场景(带淡入淡出过渡) */
|
||||
launch(sceneKey: string): Promise<void>;
|
||||
/** 重新启动当前场景(带淡入淡出过渡) */
|
||||
restart(): Promise<void>;
|
||||
/** 当前活跃场景 key */
|
||||
currentScene: ReadonlySignal<string | null>;
|
||||
/** 是否正在过渡 */
|
||||
isTransitioning: ReadonlySignal<boolean>;
|
||||
/** 启动场景(带淡入淡出过渡) */
|
||||
launch(sceneKey: string): Promise<void>;
|
||||
/** 重新启动当前场景(带淡入淡出过渡) */
|
||||
restart(): Promise<void>;
|
||||
/** 当前活跃场景 key */
|
||||
currentScene: ReadonlySignal<string | null>;
|
||||
/** 是否正在过渡 */
|
||||
isTransitioning: ReadonlySignal<boolean>;
|
||||
}
|
||||
|
||||
export interface PhaserGameContext {
|
||||
game: Phaser.Game;
|
||||
sceneController: SceneController;
|
||||
game: Phaser.Game;
|
||||
sceneController: SceneController;
|
||||
}
|
||||
|
||||
export const phaserContext = createContext<ReadonlySignal<PhaserGameContext> | null>(null);
|
||||
export const phaserContext =
|
||||
createContext<ReadonlySignal<PhaserGameContext> | null>(null);
|
||||
|
||||
export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = {
|
||||
type: Phaser.AUTO,
|
||||
width: 560,
|
||||
height: 560,
|
||||
parent: 'phaser-container',
|
||||
backgroundColor: '#f9fafb',
|
||||
scene: [],
|
||||
type: AUTO,
|
||||
width: 560,
|
||||
height: 560,
|
||||
parent: 'phaser-container',
|
||||
backgroundColor: '#f9fafb',
|
||||
scene: [],
|
||||
};
|
||||
|
||||
export interface PhaserGameProps {
|
||||
config?: Partial<Phaser.Types.Core.GameConfig>;
|
||||
/** 初始启动的场景 key */
|
||||
initialScene?: string;
|
||||
children?: any;
|
||||
config?: Partial<Phaser.Types.Core.GameConfig>;
|
||||
/** 初始启动的场景 key */
|
||||
initialScene?: string;
|
||||
children?: preact.ComponentChildren;
|
||||
}
|
||||
|
||||
export function PhaserGame(props: PhaserGameProps) {
|
||||
const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! });
|
||||
const initialSceneLaunched = useRef(false);
|
||||
const gameSignal = useSignal<PhaserGameContext>({
|
||||
game: undefined!,
|
||||
sceneController: undefined!,
|
||||
});
|
||||
const initialSceneLaunched = useRef(false);
|
||||
|
||||
useSignalEffect(() => {
|
||||
const config: Phaser.Types.Core.GameConfig = {
|
||||
...defaultPhaserConfig,
|
||||
...props.config,
|
||||
};
|
||||
const phaserGame = new Phaser.Game(config);
|
||||
useSignalEffect(() => {
|
||||
const config: Phaser.Types.Core.GameConfig = {
|
||||
...defaultPhaserConfig,
|
||||
...props.config,
|
||||
};
|
||||
const phaserGame = new Phaser.Game(config);
|
||||
|
||||
// 添加 FadeScene 并启动它来初始化 overlay
|
||||
const fadeScene = new FadeSceneClass();
|
||||
phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, true); // 改为 true 以触发 create
|
||||
// 添加 FadeScene 并启动它来初始化 overlay
|
||||
const fadeScene = new FadeSceneClass();
|
||||
phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, true); // 改为 true 以触发 create
|
||||
|
||||
// 创建 SceneController
|
||||
const currentScene = signal<string | null>(null);
|
||||
const isTransitioning = signal(false);
|
||||
// 创建 SceneController
|
||||
const currentScene = signal<string | null>(null);
|
||||
const isTransitioning = signal(false);
|
||||
|
||||
const sceneController: SceneController = {
|
||||
async launch(sceneKey: string) {
|
||||
if (isTransitioning.value) {
|
||||
console.warn('SceneController: 正在进行场景切换');
|
||||
return;
|
||||
}
|
||||
|
||||
// 等待场景注册完成(最多等待 100ms)
|
||||
let retries = 0;
|
||||
while (!phaserGame.scene.getScene(sceneKey) && retries < 10) {
|
||||
await new Promise(resolve => setTimeout(resolve, 10));
|
||||
retries++;
|
||||
}
|
||||
|
||||
// 验证场景是否已注册
|
||||
if (!phaserGame.scene.getScene(sceneKey)) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
|
||||
return;
|
||||
}
|
||||
|
||||
isTransitioning.value = true;
|
||||
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
|
||||
|
||||
// 淡出到黑色
|
||||
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
|
||||
await fade.fadeOut(300);
|
||||
|
||||
// 停止当前场景
|
||||
if (currentScene.value) {
|
||||
phaserGame.scene.stop(currentScene.value);
|
||||
}
|
||||
|
||||
// 确保场景已注册后再启动
|
||||
// (场景应该已经在 PhaserScene 组件中注册)
|
||||
if (!phaserGame.scene.getScene(sceneKey)) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 在切换时仍未注册`);
|
||||
isTransitioning.value = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// 启动新场景
|
||||
phaserGame.scene.start(sceneKey);
|
||||
currentScene.value = sceneKey;
|
||||
|
||||
// 淡入
|
||||
await fade.fadeIn(300);
|
||||
isTransitioning.value = false;
|
||||
},
|
||||
async restart() {
|
||||
if (isTransitioning.value) {
|
||||
console.warn('SceneController: 正在进行场景切换');
|
||||
return;
|
||||
}
|
||||
|
||||
if (!currentScene.value) {
|
||||
console.warn('SceneController: 没有当前场景,无法 restart');
|
||||
return;
|
||||
}
|
||||
|
||||
const sceneKey = currentScene.value;
|
||||
const scene = phaserGame.scene.getScene(sceneKey);
|
||||
|
||||
if (!scene) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 不存在`);
|
||||
return;
|
||||
}
|
||||
|
||||
isTransitioning.value = true;
|
||||
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
|
||||
|
||||
// 淡出到黑色
|
||||
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
|
||||
await fade.fadeOut(300);
|
||||
|
||||
// 重启当前场景
|
||||
scene.scene.restart();
|
||||
|
||||
// 淡入
|
||||
await fade.fadeIn(300);
|
||||
isTransitioning.value = false;
|
||||
},
|
||||
currentScene,
|
||||
isTransitioning,
|
||||
};
|
||||
|
||||
gameSignal.value = { game: phaserGame, sceneController };
|
||||
|
||||
return () => {
|
||||
gameSignal.value = { game: undefined!, sceneController: undefined! };
|
||||
initialSceneLaunched.current = false;
|
||||
phaserGame.destroy(true);
|
||||
};
|
||||
});
|
||||
|
||||
// 启动初始场景(仅一次)
|
||||
useEffect(() => {
|
||||
const ctx = gameSignal.value;
|
||||
if (!initialSceneLaunched.current && props.initialScene && ctx?.sceneController) {
|
||||
initialSceneLaunched.current = true;
|
||||
// 使用 microtask 确保所有子组件的场景注册已完成
|
||||
Promise.resolve().then(() => {
|
||||
ctx.sceneController.launch(props.initialScene!);
|
||||
});
|
||||
}
|
||||
}, [gameSignal.value, props.initialScene]);
|
||||
|
||||
return (
|
||||
<div id="phaser-container" className="w-full h-full">
|
||||
<phaserContext.Provider value={gameSignal}>
|
||||
{props.children}
|
||||
</phaserContext.Provider>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
|
||||
sceneKey: string;
|
||||
scene: ReactiveScene<TData>;
|
||||
data?: TData;
|
||||
children?: any;
|
||||
}
|
||||
|
||||
export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
|
||||
|
||||
export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
|
||||
const phaserGameSignal = useContext(phaserContext);
|
||||
const sceneSignal = useSignal<ReactiveScene<TData>>();
|
||||
const registered = useRef(false);
|
||||
|
||||
useSignalEffect(() => {
|
||||
if (!phaserGameSignal) return;
|
||||
const ctx = phaserGameSignal.value;
|
||||
if (!ctx?.game) return;
|
||||
|
||||
const game = ctx.game;
|
||||
|
||||
// 注册场景到 Phaser(但不启动)
|
||||
if (!game.scene.getScene(props.sceneKey)) {
|
||||
const initData = {
|
||||
...props.data,
|
||||
phaserGame: phaserGameSignal,
|
||||
sceneController: ctx.sceneController,
|
||||
};
|
||||
game.scene.add(props.sceneKey, props.scene, false, initData);
|
||||
const sceneController: SceneController = {
|
||||
async launch(sceneKey: string) {
|
||||
if (isTransitioning.value) {
|
||||
console.warn('SceneController: 正在进行场景切换');
|
||||
return;
|
||||
}
|
||||
|
||||
sceneSignal.value = props.scene;
|
||||
registered.current = true;
|
||||
// 等待场景注册完成(最多等待 100ms)
|
||||
let retries = 0;
|
||||
while (!phaserGame.scene.getScene(sceneKey) && retries < 10) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||
retries++;
|
||||
}
|
||||
|
||||
return () => {
|
||||
sceneSignal.value = undefined;
|
||||
registered.current = false;
|
||||
// 不在这里移除场景,让 SceneController 管理生命周期
|
||||
};
|
||||
});
|
||||
// 验证场景是否已注册
|
||||
if (!phaserGame.scene.getScene(sceneKey)) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
|
||||
return;
|
||||
}
|
||||
|
||||
return <phaserSceneContext.Provider value={sceneSignal as ReadonlySignal<ReactiveScene>}>{props.children}</phaserSceneContext.Provider>;
|
||||
isTransitioning.value = true;
|
||||
const fade = phaserGame.scene.getScene(
|
||||
FADE_SCENE_KEY,
|
||||
) as FadeSceneClass;
|
||||
|
||||
// 淡出到黑色
|
||||
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
|
||||
await fade.fadeOut(300);
|
||||
|
||||
// 停止当前场景
|
||||
if (currentScene.value) {
|
||||
phaserGame.scene.stop(currentScene.value);
|
||||
}
|
||||
|
||||
// 确保场景已注册后再启动
|
||||
// (场景应该已经在 PhaserScene 组件中注册)
|
||||
if (!phaserGame.scene.getScene(sceneKey)) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 在切换时仍未注册`);
|
||||
isTransitioning.value = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// 启动新场景
|
||||
phaserGame.scene.start(sceneKey);
|
||||
currentScene.value = sceneKey;
|
||||
|
||||
// 淡入
|
||||
await fade.fadeIn(300);
|
||||
isTransitioning.value = false;
|
||||
},
|
||||
async restart() {
|
||||
if (isTransitioning.value) {
|
||||
console.warn('SceneController: 正在进行场景切换');
|
||||
return;
|
||||
}
|
||||
|
||||
if (!currentScene.value) {
|
||||
console.warn('SceneController: 没有当前场景,无法 restart');
|
||||
return;
|
||||
}
|
||||
|
||||
const sceneKey = currentScene.value;
|
||||
const scene = phaserGame.scene.getScene(sceneKey);
|
||||
|
||||
if (!scene) {
|
||||
console.error(`SceneController: 场景 "${sceneKey}" 不存在`);
|
||||
return;
|
||||
}
|
||||
|
||||
isTransitioning.value = true;
|
||||
const fade = phaserGame.scene.getScene(
|
||||
FADE_SCENE_KEY,
|
||||
) as FadeSceneClass;
|
||||
|
||||
// 淡出到黑色
|
||||
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
|
||||
await fade.fadeOut(300);
|
||||
|
||||
// 重启当前场景
|
||||
scene.scene.restart();
|
||||
|
||||
// 淡入
|
||||
await fade.fadeIn(300);
|
||||
isTransitioning.value = false;
|
||||
},
|
||||
currentScene,
|
||||
isTransitioning,
|
||||
};
|
||||
|
||||
gameSignal.value = { game: phaserGame, sceneController };
|
||||
|
||||
return () => {
|
||||
gameSignal.value = { game: undefined!, sceneController: undefined! };
|
||||
initialSceneLaunched.current = false;
|
||||
phaserGame.destroy(true);
|
||||
};
|
||||
});
|
||||
|
||||
// 启动初始场景(仅一次)
|
||||
useEffect(() => {
|
||||
const ctx = gameSignal.value;
|
||||
if (
|
||||
!initialSceneLaunched.current &&
|
||||
props.initialScene &&
|
||||
ctx?.sceneController
|
||||
) {
|
||||
initialSceneLaunched.current = true;
|
||||
// 使用 microtask 确保所有子组件的场景注册已完成
|
||||
Promise.resolve().then(() => {
|
||||
ctx.sceneController.launch(props.initialScene!);
|
||||
});
|
||||
}
|
||||
}, [gameSignal.value, props.initialScene]);
|
||||
|
||||
return (
|
||||
<div id="phaser-container" className="w-full h-full">
|
||||
<phaserContext.Provider value={gameSignal}>
|
||||
{props.children}
|
||||
</phaserContext.Provider>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export interface PhaserSceneProps<TData = {}> {
|
||||
sceneKey: string;
|
||||
scene: ReactiveScene<TData>;
|
||||
data?: TData;
|
||||
children?: any;
|
||||
}
|
||||
|
||||
export const phaserSceneContext =
|
||||
createContext<ReadonlySignal<ReactiveScene> | null>(null);
|
||||
|
||||
export function PhaserScene<TData = {}>(props: PhaserSceneProps<TData>) {
|
||||
const phaserGameSignal = useContext(phaserContext);
|
||||
const sceneSignal = useSignal<ReactiveScene<TData>>();
|
||||
const registered = useRef(false);
|
||||
|
||||
useSignalEffect(() => {
|
||||
if (!phaserGameSignal) return;
|
||||
const ctx = phaserGameSignal.value;
|
||||
if (!ctx?.game) return;
|
||||
|
||||
const game = ctx.game;
|
||||
|
||||
// 注册场景到 Phaser(但不启动)
|
||||
if (!game.scene.getScene(props.sceneKey)) {
|
||||
const initData = {
|
||||
...props.data,
|
||||
phaserGame: phaserGameSignal,
|
||||
sceneController: ctx.sceneController,
|
||||
};
|
||||
game.scene.add(props.sceneKey, props.scene, false, initData);
|
||||
}
|
||||
|
||||
sceneSignal.value = props.scene;
|
||||
registered.current = true;
|
||||
|
||||
return () => {
|
||||
sceneSignal.value = undefined;
|
||||
registered.current = false;
|
||||
// 不在这里移除场景,让 SceneController 管理生命周期
|
||||
};
|
||||
});
|
||||
|
||||
return (
|
||||
<phaserSceneContext.Provider
|
||||
value={sceneSignal as ReadonlySignal<ReactiveScene>}
|
||||
>
|
||||
{props.children}
|
||||
</phaserSceneContext.Provider>
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
export { GameUI } from './GameUI';
|
||||
export type { GameUIOptions } from './GameUI';
|
||||
export { GameUI } from "./GameUI";
|
||||
export type { GameUIOptions } from "./GameUI";
|
||||
|
||||
export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext, type SceneController } from './PhaserBridge';
|
||||
export type { PhaserGameProps, PhaserSceneProps } from './PhaserBridge';
|
||||
export {
|
||||
PhaserGame,
|
||||
PhaserScene,
|
||||
phaserContext,
|
||||
defaultPhaserConfig,
|
||||
type PhaserGameContext,
|
||||
type SceneController,
|
||||
} from "./PhaserBridge";
|
||||
export type { PhaserGameProps, PhaserSceneProps } from "./PhaserBridge";
|
||||
|
|
|
|||
|
|
@ -1,46 +1,42 @@
|
|||
export interface IDisposable {
|
||||
dispose(): void;
|
||||
dispose(): void;
|
||||
}
|
||||
|
||||
export type DisposableItem = IDisposable | (() => void);
|
||||
|
||||
export class DisposableBag implements IDisposable {
|
||||
private _disposables = new Set<DisposableItem>();
|
||||
private _isDisposed = false;
|
||||
private _disposables = new Set<DisposableItem>();
|
||||
private _isDisposed = false;
|
||||
|
||||
get isDisposed(): boolean {
|
||||
return this._isDisposed;
|
||||
get isDisposed(): boolean {
|
||||
return this._isDisposed;
|
||||
}
|
||||
|
||||
add(item: DisposableItem): void {
|
||||
if (this._isDisposed) {
|
||||
this._execute(item);
|
||||
return;
|
||||
}
|
||||
this._disposables.add(item);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this._isDisposed) return;
|
||||
|
||||
this._isDisposed = true;
|
||||
|
||||
for (const item of this._disposables) {
|
||||
this._execute(item);
|
||||
}
|
||||
|
||||
add(item: DisposableItem): void {
|
||||
if (this._isDisposed) {
|
||||
this._execute(item);
|
||||
return;
|
||||
}
|
||||
this._disposables.add(item);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this._isDisposed) return;
|
||||
|
||||
this._isDisposed = true;
|
||||
|
||||
for (const item of this._disposables) {
|
||||
try {
|
||||
this._execute(item);
|
||||
} catch (error) {
|
||||
console.error('Error during resource disposal:', error);
|
||||
}
|
||||
}
|
||||
|
||||
this._disposables.clear();
|
||||
}
|
||||
|
||||
private _execute(item: DisposableItem): void {
|
||||
if (typeof item === 'function') {
|
||||
item();
|
||||
} else {
|
||||
item.dispose();
|
||||
}
|
||||
this._disposables.clear();
|
||||
}
|
||||
|
||||
private _execute(item: DisposableItem): void {
|
||||
if (typeof item === "function") {
|
||||
item();
|
||||
} else {
|
||||
item.dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { DisposableBag } from "./disposable";
|
||||
import type { DisposableBag } from "./disposable";
|
||||
|
||||
type PointerRecord = {
|
||||
id: number;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,7 @@
|
|||
export { DisposableBag } from './disposable';
|
||||
export type { IDisposable, DisposableItem } from './disposable';
|
||||
export { dragDropEventEffect, DragDropEventType, type DragDropEvent } from './dnd';
|
||||
export { DisposableBag } from "./disposable";
|
||||
export type { IDisposable, DisposableItem } from "./disposable";
|
||||
export {
|
||||
dragDropEventEffect,
|
||||
DragDropEventType,
|
||||
type DragDropEvent,
|
||||
} from "./dnd";
|
||||
|
|
|
|||
Loading…
Reference in New Issue