From a68a8ff5ae104564a410f5628919b75d8d381c84 Mon Sep 17 00:00:00 2001 From: dgflash Date: Fri, 2 Sep 2022 10:16:11 +0800 Subject: [PATCH] =?UTF-8?q?=E6=95=B4=E7=90=86=E6=A0=B8=E5=BF=83=E6=A8=A1?= =?UTF-8?q?=E5=9D=97API=E6=96=87=E6=A1=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 2 +- assets/core/Oops.ts | 6 +- assets/core/common/audio/AudioEffect.ts | 12 +- assets/core/common/audio/AudioMusic.ts | 8 +- assets/core/common/event/EventMessage.ts | 11 +- assets/core/common/loader/ResLoader.ts | 4 + assets/core/common/log/Logger.ts | 2 +- assets/core/common/manager/TimerManager.ts | 14 +- assets/core/game/GameCollision.ts | 8 +- assets/core/gui/layer/DelegateComponent.ts | 10 +- assets/core/gui/layer/LayerNotify.ts | 8 +- assets/core/gui/layer/LayerUI.ts | 4 +- assets/core/utils/JsonUtil.ts | 10 +- assets/core/utils/StringUtil.ts | 12 + assets/core/utils/ViewUtil.ts | 12 +- assets/libs/gui/language/LanguagePack.ts | 14 +- assets/libs/gui/language/LanguageSprite.ts | 6 +- assets/module/config/Config.ts | 7 +- assets/module/config/GameQueryConfig.ts | 6 +- docs/.nojekyll | 1 + docs/assets/highlight.css | 99 + docs/assets/main.js | 54 + docs/assets/search.js | 1 + docs/assets/style.css | 1225 +++++++ docs/assets/widgets.png | Bin 0 -> 480 bytes docs/assets/widgets@2x.png | Bin 0 -> 855 bytes docs/classes/ArrayUtil.html | 229 ++ docs/classes/AudioEffect.html | 1600 +++++++++ docs/classes/AudioManager.html | 1478 ++++++++ docs/classes/AudioMusic.html | 1639 +++++++++ docs/classes/CameraUtil.html | 99 + docs/classes/DelegateComponent.html | 1247 +++++++ docs/classes/EncryptUtil.html | 146 + docs/classes/EventDispatcher.html | 170 + docs/classes/GUI.html | 1241 +++++++ docs/classes/GameCollision.html | 1350 +++++++ docs/classes/GameComponent.html | 1340 +++++++ docs/classes/GameManager.html | 123 + docs/classes/GroupItem.html | 130 + docs/classes/ImageUtil.html | 177 + docs/classes/JsonUtil.html | 137 + docs/classes/LayerDialog.html | 3741 ++++++++++++++++++++ docs/classes/LayerItem.html | 130 + docs/classes/LayerManager.html | 427 +++ docs/classes/LayerNotify.html | 3721 +++++++++++++++++++ docs/classes/LayerPopUp.html | 3729 +++++++++++++++++++ docs/classes/LayerUI.html | 3710 +++++++++++++++++++ docs/classes/LayerUtil.html | 167 + docs/classes/Logger.html | 455 +++ docs/classes/MathUtil.html | 233 ++ docs/classes/MessageEventData.html | 161 + docs/classes/MessageManager.html | 199 ++ docs/classes/Notify.html | 1218 +++++++ docs/classes/ObjectUtil.html | 132 + docs/classes/PhysicsUtil.html | 122 + docs/classes/PlatformUtil.html | 121 + docs/classes/RandomManager.html | 249 ++ docs/classes/RegexUtil.html | 94 + docs/classes/Root.html | 1221 +++++++ docs/classes/RotateUtil.html | 166 + docs/classes/StorageManager.html | 276 ++ docs/classes/StringUtil.html | 263 ++ docs/classes/Timer.html | 180 + docs/classes/TimerManager.html | 462 +++ docs/classes/UIMap.html | 168 + docs/classes/Vec3Util.html | 617 ++++ docs/classes/ViewParams.html | 129 + docs/classes/ViewUtil.html | 265 ++ docs/classes/oops.html | 174 + docs/enums/CollisionType.html | 85 + docs/enums/EventMessage.html | 85 + docs/enums/LayerType.html | 121 + docs/index.html | 120 + docs/interfaces/PopViewParams.html | 170 + docs/interfaces/UICallbacks.html | 142 + docs/interfaces/UIConfig.html | 89 + docs/modules.html | 166 + docs/types/AssetType.html | 105 + docs/types/CompleteCallback.html | 105 + docs/types/IRemoteOptions.html | 99 + docs/types/ProgressCallback.html | 99 + docs/variables/resLoader.html | 103 + docs/variables/version.html | 101 + temp/declarations/cc.d.ts | 2 +- temp/declarations/jsb.d.ts | 2 +- 85 files changed, 36697 insertions(+), 69 deletions(-) create mode 100644 docs/.nojekyll create mode 100644 docs/assets/highlight.css create mode 100644 docs/assets/main.js create mode 100644 docs/assets/search.js create mode 100644 docs/assets/style.css create mode 100644 docs/assets/widgets.png create mode 100644 docs/assets/widgets@2x.png create mode 100644 docs/classes/ArrayUtil.html create mode 100644 docs/classes/AudioEffect.html create mode 100644 docs/classes/AudioManager.html create mode 100644 docs/classes/AudioMusic.html create mode 100644 docs/classes/CameraUtil.html create mode 100644 docs/classes/DelegateComponent.html create mode 100644 docs/classes/EncryptUtil.html create mode 100644 docs/classes/EventDispatcher.html create mode 100644 docs/classes/GUI.html create mode 100644 docs/classes/GameCollision.html create mode 100644 docs/classes/GameComponent.html create mode 100644 docs/classes/GameManager.html create mode 100644 docs/classes/GroupItem.html create mode 100644 docs/classes/ImageUtil.html create mode 100644 docs/classes/JsonUtil.html create mode 100644 docs/classes/LayerDialog.html create mode 100644 docs/classes/LayerItem.html create mode 100644 docs/classes/LayerManager.html create mode 100644 docs/classes/LayerNotify.html create mode 100644 docs/classes/LayerPopUp.html create mode 100644 docs/classes/LayerUI.html create mode 100644 docs/classes/LayerUtil.html create mode 100644 docs/classes/Logger.html create mode 100644 docs/classes/MathUtil.html create mode 100644 docs/classes/MessageEventData.html create mode 100644 docs/classes/MessageManager.html create mode 100644 docs/classes/Notify.html create mode 100644 docs/classes/ObjectUtil.html create mode 100644 docs/classes/PhysicsUtil.html create mode 100644 docs/classes/PlatformUtil.html create mode 100644 docs/classes/RandomManager.html create mode 100644 docs/classes/RegexUtil.html create mode 100644 docs/classes/Root.html create mode 100644 docs/classes/RotateUtil.html create mode 100644 docs/classes/StorageManager.html create mode 100644 docs/classes/StringUtil.html create mode 100644 docs/classes/Timer.html create mode 100644 docs/classes/TimerManager.html create mode 100644 docs/classes/UIMap.html create mode 100644 docs/classes/Vec3Util.html create mode 100644 docs/classes/ViewParams.html create mode 100644 docs/classes/ViewUtil.html create mode 100644 docs/classes/oops.html create mode 100644 docs/enums/CollisionType.html create mode 100644 docs/enums/EventMessage.html create mode 100644 docs/enums/LayerType.html create mode 100644 docs/index.html create mode 100644 docs/interfaces/PopViewParams.html create mode 100644 docs/interfaces/UICallbacks.html create mode 100644 docs/interfaces/UIConfig.html create mode 100644 docs/modules.html create mode 100644 docs/types/AssetType.html create mode 100644 docs/types/CompleteCallback.html create mode 100644 docs/types/IRemoteOptions.html create mode 100644 docs/types/ProgressCallback.html create mode 100644 docs/variables/resLoader.html create mode 100644 docs/variables/version.html diff --git a/.gitignore b/.gitignore index dcfd181..75906eb 100644 --- a/.gitignore +++ b/.gitignore @@ -2,8 +2,8 @@ #/////////////////////////// # Cocos Creator 3D Project #/////////////////////////// -docs/ node_modules/ +temp/ #////////////////////////// # NPM #////////////////////////// diff --git a/assets/core/Oops.ts b/assets/core/Oops.ts index b66df52..c3dc1e4 100644 --- a/assets/core/Oops.ts +++ b/assets/core/Oops.ts @@ -2,13 +2,14 @@ * @Author: dgflash * @Date: 2022-02-11 09:32:47 * @LastEditors: dgflash - * @LastEditTime: 2022-08-17 13:59:54 + * @LastEditTime: 2022-09-02 10:01:26 */ import { ECSRootSystem } from "../libs/ecs/ECSSystem"; import { LanguageManager } from "../libs/gui/language/Language"; import { HttpRequest } from "../libs/network/HttpRequest"; import { AudioManager } from "./common/audio/AudioManager"; import { MessageManager } from "./common/event/MessageManager"; +import ResLoader from "./common/loader/ResLoader"; import { Logger } from "./common/log/Logger"; import { TimerManager } from "./common/manager/TimerManager"; import { StorageManager } from "./common/storage/StorageManager"; @@ -18,6 +19,7 @@ import { LayerManager } from "./gui/layer/LayerManager"; /** 框架版本 */ export var version: string = "1.1.0"; +/** OopsFramework */ export class oops { /** ----------核心模块---------- */ @@ -35,6 +37,8 @@ export class oops { static gui: LayerManager; /** 三维游戏世界管理 */ static game: GameManager; + /** 资源管理 */ + static res = new ResLoader(); /** ----------可选模块---------- */ diff --git a/assets/core/common/audio/AudioEffect.ts b/assets/core/common/audio/AudioEffect.ts index 309b1d4..5c44315 100644 --- a/assets/core/common/audio/AudioEffect.ts +++ b/assets/core/common/audio/AudioEffect.ts @@ -1,5 +1,11 @@ +/* + * @Author: dgflash + * @Date: 2022-09-01 18:00:28 + * @LastEditors: dgflash + * @LastEditTime: 2022-09-02 10:02:22 + */ import { AudioClip, AudioSource, error, _decorator } from 'cc'; -import { resLoader } from '../loader/ResLoader'; +import { oops } from '../../Oops'; const { ccclass, menu } = _decorator; /** @@ -12,7 +18,7 @@ export class AudioEffect extends AudioSource { private effects: Map = new Map(); public load(url: string, callback?: Function) { - resLoader.load(url, AudioClip, (err: Error | null, data: AudioClip) => { + oops.res.load(url, AudioClip, (err: Error | null, data: AudioClip) => { if (err) { error(err); } @@ -25,7 +31,7 @@ export class AudioEffect extends AudioSource { release() { for (let key in this.effects) { - resLoader.release(key); + oops.res.release(key); } this.effects.clear(); } diff --git a/assets/core/common/audio/AudioMusic.ts b/assets/core/common/audio/AudioMusic.ts index 6fa79f1..e64dd95 100644 --- a/assets/core/common/audio/AudioMusic.ts +++ b/assets/core/common/audio/AudioMusic.ts @@ -5,7 +5,7 @@ * @LastEditTime: 2022-07-14 15:35:38 */ import { AudioClip, AudioSource, error, _decorator } from 'cc'; -import { resLoader } from '../loader/ResLoader'; +import { oops } from '../../Oops'; const { ccclass, menu } = _decorator; /** 背景音乐 */ @@ -37,7 +37,7 @@ export class AudioMusic extends AudioSource { * @param callback 加载完成回调 */ public load(url: string, callback?: Function) { - resLoader.load(url, AudioClip, (err: Error | null, data: AudioClip) => { + oops.res.load(url, AudioClip, (err: Error | null, data: AudioClip) => { if (err) { error(err); } @@ -45,7 +45,7 @@ export class AudioMusic extends AudioSource { if (this.playing) { this._isPlay = false; this.stop(); - resLoader.release(this._url); + oops.res.release(this._url); } this.enabled = true; @@ -74,7 +74,7 @@ export class AudioMusic extends AudioSource { release() { if (this._url) { - resLoader.release(this._url); + oops.res.release(this._url); this._url = null!; } } diff --git a/assets/core/common/event/EventMessage.ts b/assets/core/common/event/EventMessage.ts index a382edc..d23bfa1 100644 --- a/assets/core/common/event/EventMessage.ts +++ b/assets/core/common/event/EventMessage.ts @@ -2,14 +2,15 @@ * @Author: dgflash * @Date: 2021-07-03 16:13:17 * @LastEditors: dgflash - * @LastEditTime: 2022-07-21 19:24:17 + * @LastEditTime: 2022-09-02 09:41:12 */ -/** ---------- 全局消息事件 ---------- */ + +/** 框架内部全局事件 */ export enum EventMessage { - /** 中途退出游戏后,再进入游戏 */ + /** 游戏从后台进入 */ GAME_ENTER = "EventMessage.GAME_ENTER", - /** 中途退出游戏 */ + /** 游戏切到后台 */ GAME_EXIT = "EventMessage.GAME_EXIT", - /** 游戏尺寸修改事件 */ + /** 游戏画笔尺寸变化事件 */ GAME_RESIZE = "EventMessage.GAME_RESIZE" } diff --git a/assets/core/common/loader/ResLoader.ts b/assets/core/common/loader/ResLoader.ts index 70a0911..7c028ed 100644 --- a/assets/core/common/loader/ResLoader.ts +++ b/assets/core/common/loader/ResLoader.ts @@ -240,4 +240,8 @@ export default class ResLoader { } } +/** + * 资源管理模块 + * @deprecated 下个版本废弃,请使用 oops.res + */ export var resLoader = new ResLoader(); \ No newline at end of file diff --git a/assets/core/common/log/Logger.ts b/assets/core/common/log/Logger.ts index 36fc9ec..340fdfd 100644 --- a/assets/core/common/log/Logger.ts +++ b/assets/core/common/log/Logger.ts @@ -1,6 +1,6 @@ import { log } from "cc"; -export enum LogType { +enum LogType { /** 网络层日志 */ Net = 1, /** 数据结构层日志 */ diff --git a/assets/core/common/manager/TimerManager.ts b/assets/core/common/manager/TimerManager.ts index 0a6fe63..dd45c5e 100644 --- a/assets/core/common/manager/TimerManager.ts +++ b/assets/core/common/manager/TimerManager.ts @@ -1,17 +1,7 @@ import { Component } from "cc"; +import { StringUtil } from "../../utils/StringUtil"; import { EventDispatcher } from "../event/EventDispatcher"; -export const guid = function () { - let guid: string = ""; - for (let i = 1; i <= 32; i++) { - let n = Math.floor(Math.random() * 16.0).toString(16); - guid += n; - if ((i == 8) || (i == 12) || (i == 16) || (i == 20)) - guid += "-"; - } - return guid; -} - export class TimerManager extends EventDispatcher { private static times: any = {}; private schedules: any = {}; @@ -157,7 +147,7 @@ export class TimerManager extends EventDispatcher { /** 在指定对象上注册一个倒计时的回调管理器 */ public register(object: any, field: string, onSecond: Function, onComplete: Function) { let data: any = {}; - data.id = guid(); + data.id = StringUtil.guid(); data.object = object; // 管理对象 data.field = field; // 时间字段 data.onSecond = onSecond; // 每秒事件 diff --git a/assets/core/game/GameCollision.ts b/assets/core/game/GameCollision.ts index 51b5a7b..4ce3957 100644 --- a/assets/core/game/GameCollision.ts +++ b/assets/core/game/GameCollision.ts @@ -2,7 +2,7 @@ * @Author: dgflash * @Date: 2022-03-29 17:08:08 * @LastEditors: dgflash - * @LastEditTime: 2022-07-21 17:18:09 + * @LastEditTime: 2022-09-02 09:45:41 */ import { ccenum, Collider, Component, ICollisionEvent, ITriggerEvent, _decorator } from "cc"; @@ -10,11 +10,11 @@ const { ccclass, property } = _decorator; /** 碰撞物体类型 */ export enum CollisionType { - /** 角色 */ + /** 角色类 */ Role, - /** 弹道*/ + /** 飞弹类体*/ Ballistic, - /** 墙 */ + /** 墙体类 */ Wall } ccenum(CollisionType); diff --git a/assets/core/gui/layer/DelegateComponent.ts b/assets/core/gui/layer/DelegateComponent.ts index 00831f7..a687576 100644 --- a/assets/core/gui/layer/DelegateComponent.ts +++ b/assets/core/gui/layer/DelegateComponent.ts @@ -1,5 +1,11 @@ +/* + * @Author: dgflash + * @Date: 2022-09-01 18:00:28 + * @LastEditors: dgflash + * @LastEditTime: 2022-09-02 10:03:09 + */ import { Component, Node, _decorator } from "cc"; -import { resLoader } from "../../common/loader/ResLoader"; +import { oops } from "../../Oops"; import { ViewParams } from "./Defines"; const { ccclass } = _decorator; @@ -53,7 +59,7 @@ export class DelegateComponent extends Component { this.node.destroy(); // 释放界面相关资源 - resLoader.release(viewParams.prefabPath); + oops.res.release(viewParams.prefabPath); } else { this.node.removeFromParent(); diff --git a/assets/core/gui/layer/LayerNotify.ts b/assets/core/gui/layer/LayerNotify.ts index f9c5496..4ee5b4e 100644 --- a/assets/core/gui/layer/LayerNotify.ts +++ b/assets/core/gui/layer/LayerNotify.ts @@ -2,14 +2,14 @@ * @Author: dgflash * @Date: 2022-08-15 10:06:47 * @LastEditors: dgflash - * @LastEditTime: 2022-08-25 10:04:19 + * @LastEditTime: 2022-09-02 10:03:22 */ import { error, instantiate, Node, Prefab } from "cc"; -import { resLoader } from "../../common/loader/ResLoader"; +import { oops } from "../../Oops"; +import { Notify } from "../prompt/Notify"; import { ViewParams } from "./Defines"; import { DelegateComponent } from "./DelegateComponent"; import { LayerUI } from "./LayerUI"; -import { Notify } from "../prompt/Notify"; const ToastPrefabPath: string = 'common/prefab/notify'; @@ -37,7 +37,7 @@ export class LayerNotify extends LayerUI { protected load(viewParams: ViewParams) { // 获取预制件资源 - resLoader.load(viewParams.prefabPath, (err: Error | null, res: Prefab) => { + oops.res.load(viewParams.prefabPath, (err: Error | null, res: Prefab) => { if (err) { error(err); } diff --git a/assets/core/gui/layer/LayerUI.ts b/assets/core/gui/layer/LayerUI.ts index bf0be2b..b9b7820 100644 --- a/assets/core/gui/layer/LayerUI.ts +++ b/assets/core/gui/layer/LayerUI.ts @@ -11,7 +11,7 @@ * clear : 清除所有Node节点,队列当中未创建的任务也会被清除。 */ import { error, instantiate, isValid, Node, Prefab, warn, Widget } from "cc"; -import { resLoader } from "../../common/loader/ResLoader"; +import { oops } from "../../Oops"; import { UICallbacks, ViewParams } from "./Defines"; import { DelegateComponent } from "./DelegateComponent"; import { UIConfig } from "./LayerManager"; @@ -88,7 +88,7 @@ export class LayerUI extends Node { else { // 获取预制件资源 bundle = bundle || "resources"; - resLoader.load(bundle, viewParams.prefabPath, (err: Error | null, res: Prefab) => { + oops.res.load(bundle, viewParams.prefabPath, (err: Error | null, res: Prefab) => { if (err) { error(err); } diff --git a/assets/core/utils/JsonUtil.ts b/assets/core/utils/JsonUtil.ts index c5efc0a..7abc8e2 100644 --- a/assets/core/utils/JsonUtil.ts +++ b/assets/core/utils/JsonUtil.ts @@ -2,11 +2,11 @@ * @Author: dgflash * @Date: 2021-08-18 17:00:59 * @LastEditors: dgflash - * @LastEditTime: 2022-06-14 19:22:26 + * @LastEditTime: 2022-09-02 10:03:56 */ import { error, JsonAsset } from "cc"; -import { resLoader } from "../common/loader/ResLoader"; +import { oops } from "../Oops"; /** 资源路径 */ var path: string = "config/game/"; @@ -26,7 +26,7 @@ export class JsonUtil { callback(data.get(name)); else { var url = path + name; - resLoader.load(url, JsonAsset, (err: Error | null, content: JsonAsset) => { + oops.res.load(url, JsonAsset, (err: Error | null, content: JsonAsset) => { if (err) { error(err.message); } @@ -43,7 +43,7 @@ export class JsonUtil { } else { var url = path + name; - resLoader.load(url, JsonAsset, (err: Error | null, content: JsonAsset) => { + oops.res.load(url, JsonAsset, (err: Error | null, content: JsonAsset) => { if (err) { error(err.message); } @@ -57,6 +57,6 @@ export class JsonUtil { static release(name: string) { var url = path + name; data.delete(name); - resLoader.release(url); + oops.res.release(url); } } \ No newline at end of file diff --git a/assets/core/utils/StringUtil.ts b/assets/core/utils/StringUtil.ts index 98a3010..8305ab8 100644 --- a/assets/core/utils/StringUtil.ts +++ b/assets/core/utils/StringUtil.ts @@ -1,5 +1,17 @@ /** 字符串工具 */ export class StringUtil { + /** 获取一个唯一标识的字符串 */ + static guid() { + let guid: string = ""; + for (let i = 1; i <= 32; i++) { + let n = Math.floor(Math.random() * 16.0).toString(16); + guid += n; + if ((i == 8) || (i == 12) || (i == 16) || (i == 20)) + guid += "-"; + } + return guid; + } + /** 123456789 = 123,456,789 */ public static numberTotPermil(num: number): string { return num.toLocaleString(); diff --git a/assets/core/utils/ViewUtil.ts b/assets/core/utils/ViewUtil.ts index 526ed45..238c9e9 100644 --- a/assets/core/utils/ViewUtil.ts +++ b/assets/core/utils/ViewUtil.ts @@ -2,10 +2,10 @@ * @Author: dgflash * @Date: 2021-08-16 09:34:56 * @LastEditors: dgflash - * @LastEditTime: 2022-08-12 16:49:41 + * @LastEditTime: 2022-09-02 10:04:13 */ import { Animation, AnimationClip, EventTouch, instantiate, Node, Prefab, Size, UITransform, v3, Vec3 } from "cc"; -import { resLoader } from "../common/loader/ResLoader"; +import { oops } from "../Oops"; /** 显示对象工具 */ export class ViewUtil { @@ -75,7 +75,7 @@ export class ViewUtil { /** 创建预制节点 */ public static createPrefabNode(name: string): Node { - var p: Prefab = resLoader.get(name, Prefab)!; + var p: Prefab = oops.res.get(name, Prefab)!; var n = instantiate(p); return n; } @@ -83,7 +83,7 @@ export class ViewUtil { /** 加载预制并创建预制节点 */ public static createPrefabNodeAsync(path: string): Promise { return new Promise(async (resolve, reject) => { - resLoader.load(path, Prefab, (err: Error | null, content: Prefab) => { + oops.res.load(path, Prefab, (err: Error | null, content: Prefab) => { if (err) { console.error(`名为【${path}】的资源加载失败`); return; @@ -97,7 +97,7 @@ export class ViewUtil { /** 加载预制节点 */ public static loadPrefabNode(path: string, callback: Function) { - resLoader.load(path, Prefab, (err: Error | null, content: Prefab) => { + oops.res.load(path, Prefab, (err: Error | null, content: Prefab) => { if (err) { console.error(`名为【${path}】的资源加载失败`); return; @@ -119,7 +119,7 @@ export class ViewUtil { anim = node.addComponent(Animation); } - var clip = resLoader.get(name, AnimationClip) as AnimationClip; + var clip = oops.res.get(name, AnimationClip) as AnimationClip; if (!clip) { return; } diff --git a/assets/libs/gui/language/LanguagePack.ts b/assets/libs/gui/language/LanguagePack.ts index eff9b35..b5373f3 100644 --- a/assets/libs/gui/language/LanguagePack.ts +++ b/assets/libs/gui/language/LanguagePack.ts @@ -2,11 +2,11 @@ * @Author: dgflash * @Date: 2021-07-03 16:13:17 * @LastEditors: dgflash - * @LastEditTime: 2022-07-21 16:08:59 + * @LastEditTime: 2022-09-02 10:04:35 */ import { director, error, JsonAsset, warn } from "cc"; -import { resLoader } from "../../../core/common/loader/ResLoader"; import { Logger } from "../../../core/common/log/Logger"; +import { oops } from "../../../core/Oops"; import { LanguageData } from "./LanguageData"; import { LanguageLabel } from "./LanguageLabel"; import { LanguageSprite } from "./LanguageSprite"; @@ -35,7 +35,7 @@ export class LanguagePack { * @param lang */ public updateLanguage(lang: string) { - let lanjson: any = resLoader.get(`${this._langjsonPath}/${lang}`, JsonAsset); + let lanjson: any = oops.res.get(`${this._langjsonPath}/${lang}`, JsonAsset); if (lanjson && lanjson.json) { LanguageData.data = lanjson.json; let rootNodes = director.getScene()!.children; @@ -65,14 +65,14 @@ export class LanguagePack { public loadLanguageAssets(lang: string, callback: Function) { let lang_texture_path = `${this._langTexturePath}/${lang}`; let lang_json_path = `${this._langjsonPath}/${lang}`; - resLoader.loadDir(lang_texture_path, (err: any) => { + oops.res.loadDir(lang_texture_path, (err: any) => { if (err) { error(err); callback(err); return; } Logger.logConfig(lang_texture_path, "下载语言包 textures 资源"); - resLoader.load(lang_json_path, JsonAsset, (err: Error | null) => { + oops.res.load(lang_json_path, JsonAsset, (err: Error | null) => { if (err) { error(err); callback(err); @@ -89,11 +89,11 @@ export class LanguagePack { */ public releaseLanguageAssets(lang: string) { let langpath = `${this._langTexturePath}/${lang}`; - resLoader.releaseDir(langpath); + oops.res.releaseDir(langpath); Logger.logView(langpath, "释放语言图片资源"); let langjsonpath = `${this._langjsonPath}/${lang}`; - resLoader.release(langjsonpath); + oops.res.release(langjsonpath); Logger.logView(langjsonpath, "释放语言文字资源"); } } \ No newline at end of file diff --git a/assets/libs/gui/language/LanguageSprite.ts b/assets/libs/gui/language/LanguageSprite.ts index 24eec47..bd3b547 100644 --- a/assets/libs/gui/language/LanguageSprite.ts +++ b/assets/libs/gui/language/LanguageSprite.ts @@ -2,11 +2,11 @@ * @Author: dgflash * @Date: 2021-11-24 15:51:01 * @LastEditors: dgflash - * @LastEditTime: 2022-08-03 15:24:51 + * @LastEditTime: 2022-09-02 10:04:57 */ import { CCString, Component, Size, Sprite, SpriteFrame, UITransform, _decorator } from "cc"; import { EDITOR } from "cc/env"; -import { resLoader } from "../../../core/common/loader/ResLoader"; +import { oops } from "../../../core/Oops"; import { LanguageData } from "./LanguageData"; const { ccclass, property, menu } = _decorator; @@ -44,7 +44,7 @@ export class LanguageSprite extends Component { private updateSprite() { // 获取语言标记 let path = `language/texture/${LanguageData.current}/${this.dataID}/spriteFrame`; - let res: SpriteFrame | null = resLoader.get(path, SpriteFrame); + let res: SpriteFrame | null = oops.res.get(path, SpriteFrame); if (!res) { console.error("[LanguageSprite] 资源不存在 " + path); } diff --git a/assets/module/config/Config.ts b/assets/module/config/Config.ts index 1bf239b..05283bb 100644 --- a/assets/module/config/Config.ts +++ b/assets/module/config/Config.ts @@ -2,11 +2,10 @@ * @Author: dgflash * @Date: 2021-07-03 16:13:17 * @LastEditors: dgflash - * @LastEditTime: 2022-09-01 18:43:43 + * @LastEditTime: 2022-09-02 10:05:13 */ import { game, JsonAsset } from "cc"; -import { resLoader } from "../../core/common/loader/ResLoader"; import { oops } from "../../core/Oops"; import { BuildTimeConstants } from "./BuildTimeConstants"; import { GameConfig } from "./GameConfig"; @@ -25,8 +24,8 @@ export class Config { public init(callback: Function) { let config_name = "config/config"; - resLoader.load(config_name, JsonAsset, () => { - var config = resLoader.get(config_name); + oops.res.load(config_name, JsonAsset, () => { + var config = oops.res.get(config_name); this.btc = new BuildTimeConstants(); this.query = new GameQueryConfig(); this.game = new GameConfig(config); diff --git a/assets/module/config/GameQueryConfig.ts b/assets/module/config/GameQueryConfig.ts index 00fafc7..57424d5 100644 --- a/assets/module/config/GameQueryConfig.ts +++ b/assets/module/config/GameQueryConfig.ts @@ -2,11 +2,11 @@ * @Author: dgflash * @Date: 2022-04-14 17:08:01 * @LastEditors: dgflash - * @LastEditTime: 2022-08-05 10:47:51 + * @LastEditTime: 2022-09-02 10:00:44 */ import { sys } from "cc"; -import { guid } from "../../core/common/manager/TimerManager"; import { oops } from "../../core/Oops"; +import { StringUtil } from "../../core/utils/StringUtil"; /** * 获取和处理浏览器地址栏参数 @@ -43,7 +43,7 @@ export class GameQueryConfig { this._data = this.parseUrl(); if (!this._data["username"]) { - this._data["username"] = guid(); + this._data["username"] = StringUtil.guid(); } oops.log.logConfig(this._data, "查询参数"); diff --git a/docs/.nojekyll b/docs/.nojekyll new file mode 100644 index 0000000..e2ac661 --- /dev/null +++ b/docs/.nojekyll @@ -0,0 +1 @@ +TypeDoc added this file to prevent GitHub Pages from using Jekyll. You can turn off this behavior by setting the `githubPages` option to false. \ No newline at end of file diff --git a/docs/assets/highlight.css b/docs/assets/highlight.css new file mode 100644 index 0000000..6460384 --- /dev/null +++ b/docs/assets/highlight.css @@ -0,0 +1,99 @@ +:root { + --light-hl-0: #001080; + --dark-hl-0: #9CDCFE; + --light-hl-1: #000000; + --dark-hl-1: #D4D4D4; + --light-hl-2: #267F99; + --dark-hl-2: #4EC9B0; + --light-hl-3: #AF00DB; + --dark-hl-3: #C586C0; + --light-hl-4: #A31515; + --dark-hl-4: #CE9178; + --light-hl-5: #795E26; + --dark-hl-5: #DCDCAA; + --light-hl-6: #0000FF; + --dark-hl-6: #569CD6; + --light-hl-7: #098658; + --dark-hl-7: #B5CEA8; + --light-hl-8: #0070C1; + --dark-hl-8: #4FC1FF; + --light-hl-9: #008000; + --dark-hl-9: #6A9955; + --light-hl-10: #000000; + --dark-hl-10: #C8C8C8; + --light-code-background: #FFFFFF; + --dark-code-background: #1E1E1E; +} + +@media (prefers-color-scheme: light) { :root { + --hl-0: var(--light-hl-0); + --hl-1: var(--light-hl-1); + --hl-2: var(--light-hl-2); + --hl-3: var(--light-hl-3); + --hl-4: var(--light-hl-4); + --hl-5: var(--light-hl-5); + --hl-6: var(--light-hl-6); + --hl-7: var(--light-hl-7); + --hl-8: var(--light-hl-8); + --hl-9: var(--light-hl-9); + --hl-10: var(--light-hl-10); + --code-background: var(--light-code-background); +} } + +@media (prefers-color-scheme: dark) { :root { + --hl-0: var(--dark-hl-0); + --hl-1: var(--dark-hl-1); + --hl-2: var(--dark-hl-2); + --hl-3: var(--dark-hl-3); + --hl-4: var(--dark-hl-4); + --hl-5: var(--dark-hl-5); + --hl-6: var(--dark-hl-6); + --hl-7: var(--dark-hl-7); + --hl-8: var(--dark-hl-8); + --hl-9: var(--dark-hl-9); + --hl-10: var(--dark-hl-10); + --code-background: var(--dark-code-background); +} } + +:root[data-theme='light'] { + --hl-0: var(--light-hl-0); + --hl-1: var(--light-hl-1); + --hl-2: var(--light-hl-2); + --hl-3: var(--light-hl-3); + --hl-4: var(--light-hl-4); + --hl-5: var(--light-hl-5); + --hl-6: var(--light-hl-6); + --hl-7: var(--light-hl-7); + --hl-8: var(--light-hl-8); + --hl-9: var(--light-hl-9); + --hl-10: var(--light-hl-10); + --code-background: var(--light-code-background); +} + +:root[data-theme='dark'] { + --hl-0: var(--dark-hl-0); + --hl-1: var(--dark-hl-1); + --hl-2: var(--dark-hl-2); + --hl-3: var(--dark-hl-3); + --hl-4: var(--dark-hl-4); + --hl-5: var(--dark-hl-5); + --hl-6: var(--dark-hl-6); + --hl-7: var(--dark-hl-7); + --hl-8: var(--dark-hl-8); + --hl-9: var(--dark-hl-9); + --hl-10: var(--dark-hl-10); + --code-background: var(--dark-code-background); +} + +.hl-0 { color: var(--hl-0); } +.hl-1 { color: var(--hl-1); } +.hl-2 { color: var(--hl-2); } +.hl-3 { color: var(--hl-3); } +.hl-4 { color: var(--hl-4); } +.hl-5 { color: var(--hl-5); } +.hl-6 { color: var(--hl-6); } +.hl-7 { color: var(--hl-7); } +.hl-8 { color: var(--hl-8); } +.hl-9 { color: var(--hl-9); } +.hl-10 { color: var(--hl-10); } +pre, code { background: var(--code-background); } diff --git a/docs/assets/main.js b/docs/assets/main.js new file mode 100644 index 0000000..abd0485 --- /dev/null +++ b/docs/assets/main.js @@ -0,0 +1,54 @@ +"use strict"; +"use strict";(()=>{var Qe=Object.create;var ae=Object.defineProperty;var Pe=Object.getOwnPropertyDescriptor;var Ce=Object.getOwnPropertyNames;var Oe=Object.getPrototypeOf,Re=Object.prototype.hasOwnProperty;var _e=(t,e)=>()=>(e||t((e={exports:{}}).exports,e),e.exports);var Me=(t,e,n,r)=>{if(e&&typeof e=="object"||typeof e=="function")for(let i of Ce(e))!Re.call(t,i)&&i!==n&&ae(t,i,{get:()=>e[i],enumerable:!(r=Pe(e,i))||r.enumerable});return t};var De=(t,e,n)=>(n=t!=null?Qe(Oe(t)):{},Me(e||!t||!t.__esModule?ae(n,"default",{value:t,enumerable:!0}):n,t));var de=_e((ce,he)=>{(function(){var t=function(e){var n=new t.Builder;return n.pipeline.add(t.trimmer,t.stopWordFilter,t.stemmer),n.searchPipeline.add(t.stemmer),e.call(n,n),n.build()};t.version="2.3.9";t.utils={},t.utils.warn=function(e){return function(n){e.console&&console.warn&&console.warn(n)}}(this),t.utils.asString=function(e){return e==null?"":e.toString()},t.utils.clone=function(e){if(e==null)return e;for(var n=Object.create(null),r=Object.keys(e),i=0;i0){var h=t.utils.clone(n)||{};h.position=[a,l],h.index=s.length,s.push(new t.Token(r.slice(a,o),h))}a=o+1}}return s},t.tokenizer.separator=/[\s\-]+/;t.Pipeline=function(){this._stack=[]},t.Pipeline.registeredFunctions=Object.create(null),t.Pipeline.registerFunction=function(e,n){n in this.registeredFunctions&&t.utils.warn("Overwriting existing registered function: "+n),e.label=n,t.Pipeline.registeredFunctions[e.label]=e},t.Pipeline.warnIfFunctionNotRegistered=function(e){var n=e.label&&e.label in this.registeredFunctions;n||t.utils.warn(`Function is not registered with pipeline. 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var(--dark-color-background-secondary); + --dark-color-accent: #9096a2; + --dark-color-text: #f5f5f5; + --dark-color-text-aside: #dddddd; + --dark-color-link: #00aff4; + --dark-color-ts: #ff6492; + --dark-color-ts-interface: #6cff87; + --dark-color-ts-enum: #f4d93e; + --dark-color-ts-class: #61b0ff; + --dark-color-ts-function: #9772ff; + --dark-color-ts-namespace: #e14dff; + --dark-color-ts-private: #e2e2e2; + --dark-color-ts-variable: #4d68ff; + --dark-external-icon: url("data:image/svg+xml;utf8,"); + --dark-color-scheme: dark; +} + +@media (prefers-color-scheme: light) { + :root { + --color-background: var(--light-color-background); + --color-background-secondary: var(--light-color-background-secondary); + --color-icon-background: var(--light-color-icon-background); + --color-accent: var(--light-color-accent); + --color-text: var(--light-color-text); + --color-text-aside: var(--light-color-text-aside); + --color-link: var(--light-color-link); + --color-ts: var(--light-color-ts); + --color-ts-interface: var(--light-color-ts-interface); + --color-ts-enum: var(--light-color-ts-enum); + --color-ts-class: var(--light-color-ts-class); + --color-ts-function: var(--light-color-ts-function); + --color-ts-namespace: var(--light-color-ts-namespace); + --color-ts-private: var(--light-color-ts-private); + --color-ts-variable: var(--light-color-ts-variable); + --external-icon: var(--light-external-icon); + --color-scheme: var(--light-color-scheme); + } +} + +@media (prefers-color-scheme: dark) { + :root { + --color-background: var(--dark-color-background); + --color-background-secondary: var(--dark-color-background-secondary); + --color-icon-background: var(--dark-color-icon-background); + --color-accent: var(--dark-color-accent); + --color-text: var(--dark-color-text); + --color-text-aside: var(--dark-color-text-aside); + --color-link: var(--dark-color-link); + --color-ts: var(--dark-color-ts); + --color-ts-interface: var(--dark-color-ts-interface); + --color-ts-enum: var(--dark-color-ts-enum); + --color-ts-class: var(--dark-color-ts-class); + --color-ts-function: var(--dark-color-ts-function); + --color-ts-namespace: var(--dark-color-ts-namespace); + --color-ts-private: var(--dark-color-ts-private); + --color-ts-variable: var(--dark-color-ts-variable); + --external-icon: var(--dark-external-icon); + --color-scheme: var(--dark-color-scheme); + } +} + +html { + color-scheme: var(--color-scheme); +} + +body { + margin: 0; +} + +:root[data-theme="light"] { + --color-background: var(--light-color-background); + --color-background-secondary: var(--light-color-background-secondary); + --color-icon-background: var(--light-color-icon-background); + --color-accent: var(--light-color-accent); + --color-text: var(--light-color-text); + --color-text-aside: var(--light-color-text-aside); + --color-link: var(--light-color-link); + --color-ts: var(--light-color-ts); + --color-ts-interface: var(--light-color-ts-interface); + --color-ts-enum: var(--light-color-ts-enum); + --color-ts-class: var(--light-color-ts-class); + --color-ts-function: var(--light-color-ts-function); + --color-ts-namespace: var(--light-color-ts-namespace); + --color-ts-private: var(--light-color-ts-private); + --color-ts-variable: var(--light-color-ts-variable); + --external-icon: var(--light-external-icon); + --color-scheme: var(--light-color-scheme); +} + +:root[data-theme="dark"] { + --color-background: var(--dark-color-background); + --color-background-secondary: var(--dark-color-background-secondary); + --color-icon-background: var(--dark-color-icon-background); + --color-accent: var(--dark-color-accent); + --color-text: var(--dark-color-text); + --color-text-aside: var(--dark-color-text-aside); + --color-link: var(--dark-color-link); + --color-ts: var(--dark-color-ts); + --color-ts-interface: var(--dark-color-ts-interface); + --color-ts-enum: var(--dark-color-ts-enum); + --color-ts-class: var(--dark-color-ts-class); + --color-ts-function: var(--dark-color-ts-function); + --color-ts-namespace: var(--dark-color-ts-namespace); + --color-ts-private: var(--dark-color-ts-private); + --color-ts-variable: var(--dark-color-ts-variable); + --external-icon: var(--dark-external-icon); + --color-scheme: var(--dark-color-scheme); +} + +h1, +h2, +h3, +h4, +h5, +h6 { + line-height: 1.2; +} + +h1 { + font-size: 1.875rem; + margin: 0.67rem 0; +} + +h2 { + font-size: 1.5rem; + margin: 0.83rem 0; +} + +h3 { + font-size: 1.25rem; + margin: 1rem 0; +} + +h4 { + font-size: 1.05rem; + margin: 1.33rem 0; +} + +h5 { + font-size: 1rem; + margin: 1.5rem 0; +} + +h6 { + font-size: 0.875rem; + margin: 2.33rem 0; +} + +.uppercase { + text-transform: uppercase; +} + +pre { + white-space: pre; + white-space: pre-wrap; + word-wrap: break-word; +} + +dl, +menu, +ol, +ul { + margin: 1em 0; +} + +dd { + margin: 0 0 0 40px; +} + +.container { + max-width: 1600px; + padding: 0 2rem; +} + +@media (min-width: 640px) { + .container { + padding: 0 4rem; + } +} +@media (min-width: 1200px) { + .container { + padding: 0 8rem; + } +} +@media (min-width: 1600px) { + .container { + padding: 0 12rem; + } +} + +/* Footer */ +.tsd-generator { + border-top: 1px solid var(--color-accent); + padding-top: 1rem; + padding-bottom: 1rem; + max-height: 3.5rem; +} + +.tsd-generator > p { + margin-top: 0; + margin-bottom: 0; + padding: 0 1rem; +} + +.container-main { + display: flex; + justify-content: space-between; + position: relative; + margin: 0 auto; +} + +.col-4, +.col-8 { + box-sizing: border-box; + float: left; + padding: 2rem 1rem; +} + +.col-4 { + flex: 0 0 25%; +} +.col-8 { + flex: 1 0; + flex-wrap: wrap; + padding-left: 0; +} + +@keyframes fade-in { + from { + opacity: 0; + } + to { + opacity: 1; + } +} +@keyframes fade-out { + from { + opacity: 1; + visibility: visible; + } + to { + opacity: 0; + } +} +@keyframes fade-in-delayed { + 0% { + opacity: 0; + } + 33% { + opacity: 0; + } + 100% { + opacity: 1; + } +} +@keyframes fade-out-delayed { + 0% { + opacity: 1; + visibility: visible; + } + 66% { + opacity: 0; + } + 100% { + opacity: 0; + } +} +@keyframes shift-to-left { + from { + transform: translate(0, 0); + } + to { + transform: translate(-25%, 0); + } +} +@keyframes unshift-to-left { + from { + transform: translate(-25%, 0); + } + to { + transform: translate(0, 0); + } +} +@keyframes pop-in-from-right { + from { + transform: translate(100%, 0); + } + to { + transform: translate(0, 0); + } +} +@keyframes pop-out-to-right { + from { + transform: translate(0, 0); + visibility: visible; + } + to { + transform: translate(100%, 0); + } +} +body { + background: var(--color-background); + font-family: "Segoe UI", sans-serif; + font-size: 16px; + color: var(--color-text); +} + +a { + color: var(--color-link); + text-decoration: none; +} +a:hover { + text-decoration: underline; +} +a.external[target="_blank"] { + background-image: var(--external-icon); + background-position: top 3px right; + background-repeat: no-repeat; + 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position: fixed !important; + overflow-y: auto; + -webkit-overflow-scrolling: touch; + z-index: 1024; + top: 0 !important; + bottom: 0 !important; + left: auto !important; + right: 0 !important; + padding: 1.5rem 1.5rem 0 0; + max-width: 25rem; + visibility: hidden; + background-color: var(--color-background); + transform: translate(100%, 0); + } + html .col-menu > *:last-child { + padding-bottom: 20px; + } + html .overlay { + content: ""; + display: block; + position: fixed; + z-index: 1023; + top: 0; + left: 0; + right: 0; + bottom: 0; + background-color: rgba(0, 0, 0, 0.75); + visibility: hidden; + } + + .to-has-menu .overlay { + animation: fade-in 0.4s; + } + + .to-has-menu :is(header, footer, .col-content) { + animation: shift-to-left 0.4s; + } + + .to-has-menu .col-menu { + animation: pop-in-from-right 0.4s; + } + + .from-has-menu .overlay { + animation: fade-out 0.4s; + } + + .from-has-menu :is(header, footer, .col-content) { + animation: unshift-to-left 0.4s; + } + + .from-has-menu .col-menu { + animation: pop-out-to-right 0.4s; + } + + .has-menu body { + overflow: hidden; + } + .has-menu .overlay { + visibility: visible; + } + .has-menu :is(header, footer, .col-content) { + transform: translate(-25%, 0); + } + .has-menu .col-menu { + visibility: visible; + transform: translate(0, 0); + display: grid; + align-items: center; + grid-template-rows: auto 1fr; + grid-gap: 1.5rem; + max-height: 100vh; + padding: 1rem 2rem; + } + .has-menu .tsd-navigation { + max-height: 100%; + } +} + +.tsd-breadcrumb { + margin: 0; + padding: 0; + color: var(--color-text-aside); +} +.tsd-breadcrumb a { + color: var(--color-text-aside); + text-decoration: none; +} +.tsd-breadcrumb a:hover { + text-decoration: underline; +} +.tsd-breadcrumb li { + display: inline; +} +.tsd-breadcrumb li:after { + content: " / "; +} + +.tsd-comment-tags { + display: flex; + flex-direction: column; +} +dl.tsd-comment-tag-group { + display: flex; + align-items: center; + overflow: hidden; + margin: 0.5em 0; +} +dl.tsd-comment-tag-group dt { + display: flex; + margin-right: 0.5em; + font-size: 0.875em; + font-weight: normal; +} +dl.tsd-comment-tag-group dd { + margin: 0; +} +code.tsd-tag { + padding: 0.25em 0.4em; + border: 0.1em solid var(--color-accent); + margin-right: 0.25em; + font-size: 70%; +} +h1 code.tsd-tag:first-of-type { + margin-left: 0.25em; +} + +dl.tsd-comment-tag-group dd:before, +dl.tsd-comment-tag-group dd:after { + content: " "; +} +dl.tsd-comment-tag-group dd pre, +dl.tsd-comment-tag-group dd:after { + clear: both; +} +dl.tsd-comment-tag-group p { + margin: 0; +} + +.tsd-panel.tsd-comment .lead { + font-size: 1.1em; + line-height: 1.333em; + margin-bottom: 2em; +} +.tsd-panel.tsd-comment .lead:last-child { + margin-bottom: 0; +} + +.tsd-filter-visibility h4 { + font-size: 1rem; + padding-top: 0.75rem; + padding-bottom: 0.5rem; + margin: 0; +} +.tsd-filter-item:not(:last-child) { + margin-bottom: 0.5rem; +} +.tsd-filter-input { + display: flex; + width: fit-content; + width: -moz-fit-content; + align-items: center; + user-select: none; + -webkit-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + cursor: pointer; +} +.tsd-filter-input input[type="checkbox"] { + cursor: pointer; + position: absolute; + width: 1.5em; + height: 1.5em; + opacity: 0; +} +.tsd-filter-input input[type="checkbox"]:disabled { + pointer-events: none; +} +.tsd-filter-input svg { + cursor: pointer; + width: 1.5em; + height: 1.5em; + margin-right: 0.5em; + border-radius: 0.33em; + /* Leaving this at full opacity breaks event listeners on Firefox. + Don't remove unless you know what you're doing. */ + opacity: 0.99; +} +.tsd-filter-input input[type="checkbox"]:focus + svg { + transform: scale(0.95); +} +.tsd-filter-input input[type="checkbox"]:focus:not(:focus-visible) + svg { + transform: scale(1); +} +.tsd-checkbox-background { + fill: var(--color-accent); +} +input[type="checkbox"]:checked ~ svg .tsd-checkbox-checkmark { + stroke: var(--color-text); +} +.tsd-filter-input input:disabled ~ svg > .tsd-checkbox-background { + fill: var(--color-background); + stroke: var(--color-accent); + stroke-width: 0.25rem; +} +.tsd-filter-input input:disabled ~ svg > .tsd-checkbox-checkmark { + stroke: var(--color-accent); +} + +.tsd-theme-toggle { + padding-top: 0.75rem; +} +.tsd-theme-toggle > h4 { + display: inline; + vertical-align: middle; + margin-right: 0.75rem; +} + +.tsd-hierarchy { + list-style: square; + margin: 0; +} +.tsd-hierarchy .target { + font-weight: bold; +} + +.tsd-panel-group.tsd-index-group { + margin-bottom: 0; +} +.tsd-index-panel .tsd-index-list { + list-style: none; + line-height: 1.333em; + margin: 0; + padding: 0.25rem 0 0 0; + overflow: hidden; + display: grid; + grid-template-columns: repeat(3, 1fr); + column-gap: 1rem; + grid-template-rows: auto; +} +@media (max-width: 1024px) { + .tsd-index-panel .tsd-index-list { + grid-template-columns: repeat(2, 1fr); + } +} +@media (max-width: 768px) { + .tsd-index-panel .tsd-index-list { + grid-template-columns: repeat(1, 1fr); + } +} +.tsd-index-panel .tsd-index-list li { + -webkit-page-break-inside: avoid; + -moz-page-break-inside: avoid; + -ms-page-break-inside: avoid; + -o-page-break-inside: avoid; + page-break-inside: avoid; +} +.tsd-index-panel a, +.tsd-index-panel a.tsd-parent-kind-module { + color: var(--color-ts); +} +.tsd-index-panel a.tsd-parent-kind-interface { + color: var(--color-ts-interface); +} +.tsd-index-panel a.tsd-parent-kind-enum { + color: var(--color-ts-enum); +} +.tsd-index-panel a.tsd-parent-kind-class { + color: var(--color-ts-class); +} +.tsd-index-panel a.tsd-kind-module { + color: var(--color-ts-namespace); +} +.tsd-index-panel a.tsd-kind-interface { + color: var(--color-ts-interface); +} +.tsd-index-panel a.tsd-kind-enum { + color: var(--color-ts-enum); +} +.tsd-index-panel a.tsd-kind-class { + color: var(--color-ts-class); +} +.tsd-index-panel a.tsd-kind-function { + color: var(--color-ts-function); +} +.tsd-index-panel a.tsd-kind-namespace { + color: var(--color-ts-namespace); +} +.tsd-index-panel a.tsd-kind-variable { + color: var(--color-ts-variable); +} +.tsd-index-panel a.tsd-is-private { + color: var(--color-ts-private); +} + +.tsd-flag { + display: inline-block; + padding: 0.25em 0.4em; + border-radius: 4px; + color: var(--color-comment-tag-text); + background-color: var(--color-comment-tag); + text-indent: 0; + font-size: 75%; + line-height: 1; + font-weight: normal; +} + +.tsd-anchor { + position: absolute; + top: -100px; +} + +.tsd-member { + position: relative; +} +.tsd-member .tsd-anchor + h3 { + display: flex; + align-items: center; + margin-top: 0; + margin-bottom: 0; + border-bottom: none; +} +.tsd-member [data-tsd-kind] { + color: var(--color-ts); +} +.tsd-member [data-tsd-kind="Interface"] { + color: var(--color-ts-interface); +} +.tsd-member [data-tsd-kind="Enum"] { + color: var(--color-ts-enum); +} +.tsd-member [data-tsd-kind="Class"] { + color: var(--color-ts-class); +} +.tsd-member [data-tsd-kind="Private"] { + color: var(--color-ts-private); +} + +.tsd-navigation a { + display: block; + margin: 0.4rem 0; + border-left: 2px solid transparent; + color: var(--color-text); + text-decoration: none; + transition: border-left-color 0.1s; +} +.tsd-navigation a:hover { + text-decoration: underline; +} +.tsd-navigation ul { + margin: 0; + padding: 0; + list-style: none; +} +.tsd-navigation li { + padding: 0; +} + +.tsd-navigation.primary .tsd-accordion-details > ul { + margin-top: 0.75rem; +} +.tsd-navigation.primary a { + padding: 0.75rem 0.5rem; + margin: 0; +} +.tsd-navigation.primary ul li a { + margin-left: 0.5rem; +} +.tsd-navigation.primary ul li li a { + margin-left: 1.5rem; +} +.tsd-navigation.primary ul li li li a { + margin-left: 2.5rem; +} +.tsd-navigation.primary ul li li li li a { + margin-left: 3.5rem; +} +.tsd-navigation.primary ul li li li li li a { + margin-left: 4.5rem; +} +.tsd-navigation.primary ul li li li li li li a { + margin-left: 5.5rem; +} +.tsd-navigation.primary li.current > a { + border-left: 0.15rem var(--color-text) solid; +} +.tsd-navigation.primary li.selected > a { + font-weight: bold; + border-left: 0.2rem var(--color-text) solid; +} +.tsd-navigation.primary ul li a:hover { + border-left: 0.2rem var(--color-text-aside) solid; +} +.tsd-navigation.primary li.globals + li > span, +.tsd-navigation.primary li.globals + li > a { + padding-top: 20px; +} + +.tsd-navigation.secondary.tsd-navigation--toolbar-hide { + max-height: calc(100vh - 1rem); + top: 0.5rem; +} +.tsd-navigation.secondary > ul { + display: inline; + padding-right: 0.5rem; + transition: opacity 0.2s; +} +.tsd-navigation.secondary ul li a { + padding-left: 0; +} +.tsd-navigation.secondary ul li li a { + padding-left: 1.1rem; +} +.tsd-navigation.secondary ul li li li a { + padding-left: 2.2rem; +} +.tsd-navigation.secondary ul li li li li a { + padding-left: 3.3rem; +} +.tsd-navigation.secondary ul li li li li li a { + padding-left: 4.4rem; +} +.tsd-navigation.secondary ul li li li li li li a { + padding-left: 5.5rem; +} + +a.tsd-index-link { + margin: 0.25rem 0; + font-size: 1rem; + line-height: 1.25rem; + display: inline-flex; + align-items: center; +} +.tsd-accordion-summary > h1, +.tsd-accordion-summary > h2, +.tsd-accordion-summary > h3, +.tsd-accordion-summary > h4, +.tsd-accordion-summary > h5 { + display: inline-flex; + align-items: center; + vertical-align: middle; + margin-bottom: 0; + user-select: none; + -moz-user-select: none; + -webkit-user-select: none; + -ms-user-select: none; +} +.tsd-accordion-summary { + display: block; + cursor: pointer; +} +.tsd-accordion-summary > * { + margin-top: 0; + margin-bottom: 0; + padding-top: 0; + padding-bottom: 0; +} +.tsd-accordion-summary::-webkit-details-marker { + display: none; +} +.tsd-index-accordion .tsd-accordion-summary svg { + margin-right: 0.25rem; +} +.tsd-index-content > :not(:first-child) { + margin-top: 0.75rem; +} +.tsd-index-heading { + margin-top: 1.5rem; + margin-bottom: 0.75rem; +} + +.tsd-kind-icon { + margin-right: 0.5rem; + width: 1.25rem; + height: 1.25rem; + min-width: 1.25rem; + min-height: 1.25rem; +} +.tsd-kind-icon path { + transform-origin: center; + transform: scale(1.1); +} +.tsd-signature > .tsd-kind-icon { + margin-right: 0.8rem; +} + +@media (min-width: 1024px) { + .col-content { + margin: 2rem auto; + } + + .menu-sticky-wrap { + position: sticky; + height: calc(100vh - 2rem); + top: 4rem; + right: 0; + padding: 0 1.5rem; + padding-top: 1rem; + margin-top: 3rem; + transition: 0.3s ease-in-out; + transition-property: top, padding-top, padding, height; + overflow-y: auto; + } + .col-menu { + border-left: 1px solid var(--color-accent); + } + .col-menu--hide { + top: 1rem; + } + .col-menu .tsd-navigation:not(:last-child) { + padding-bottom: 1.75rem; + } +} + +.tsd-panel { + margin-bottom: 2.5rem; +} +.tsd-panel.tsd-member { + margin-bottom: 4rem; +} +.tsd-panel:empty { + display: none; +} +.tsd-panel > h1, +.tsd-panel > h2, +.tsd-panel > h3 { + margin: 1.5rem -1.5rem 0.75rem -1.5rem; + padding: 0 1.5rem 0.75rem 1.5rem; +} +.tsd-panel > h1.tsd-before-signature, +.tsd-panel > h2.tsd-before-signature, +.tsd-panel > h3.tsd-before-signature { + margin-bottom: 0; + border-bottom: none; +} + +.tsd-panel-group { + margin: 4rem 0; +} +.tsd-panel-group.tsd-index-group { + margin: 2rem 0; +} +.tsd-panel-group.tsd-index-group details { + margin: 2rem 0; +} + +#tsd-search { + transition: background-color 0.2s; +} +#tsd-search .title { + position: relative; + z-index: 2; +} +#tsd-search .field { + position: absolute; + left: 0; + top: 0; + right: 2.5rem; + height: 100%; +} +#tsd-search .field input { + box-sizing: border-box; + position: relative; + top: -50px; + z-index: 1; + width: 100%; + padding: 0 10px; + opacity: 0; + outline: 0; + border: 0; + background: transparent; + color: var(--color-text); +} +#tsd-search .field label { + position: absolute; + overflow: hidden; + right: -40px; +} +#tsd-search .field input, +#tsd-search .title { + transition: opacity 0.2s; +} +#tsd-search .results { + position: absolute; + visibility: hidden; + top: 40px; + width: 100%; + margin: 0; + padding: 0; + list-style: none; + box-shadow: 0 0 4px rgba(0, 0, 0, 0.25); +} +#tsd-search .results li { + padding: 0 10px; + background-color: var(--color-background); +} +#tsd-search .results li:nth-child(even) { + background-color: var(--color-background-secondary); +} +#tsd-search .results li.state { + display: none; +} +#tsd-search .results li.current, +#tsd-search .results li:hover { + background-color: var(--color-accent); +} +#tsd-search .results a { + display: block; +} +#tsd-search .results a:before { + top: 10px; +} +#tsd-search .results span.parent { + color: var(--color-text-aside); + font-weight: normal; +} +#tsd-search.has-focus { + background-color: var(--color-accent); +} +#tsd-search.has-focus .field input { + top: 0; + opacity: 1; +} +#tsd-search.has-focus .title { + z-index: 0; + opacity: 0; +} +#tsd-search.has-focus .results { + visibility: visible; +} +#tsd-search.loading .results li.state.loading { + display: block; +} +#tsd-search.failure .results li.state.failure { + display: block; +} + +.tsd-signature { + margin: 0 0 1rem 0; + padding: 1rem 0.5rem; + border: 1px solid var(--color-accent); + font-family: Menlo, Monaco, Consolas, "Courier New", monospace; + font-size: 14px; + overflow-x: auto; +} + +.tsd-signature-symbol { + color: var(--color-text-aside); + font-weight: normal; +} + +.tsd-signature-type { + font-style: italic; + font-weight: normal; +} + +.tsd-signatures { + padding: 0; + margin: 0 0 1em 0; + list-style-type: none; +} +.tsd-signatures .tsd-signature { + margin: 0; + border-color: var(--color-accent); + border-width: 1px 0; + transition: background-color 0.1s; +} +.tsd-description .tsd-signatures .tsd-signature { + border-width: 1px; +} + +ul.tsd-parameter-list, +ul.tsd-type-parameter-list { + list-style: square; + margin: 0; + padding-left: 20px; +} +ul.tsd-parameter-list > li.tsd-parameter-signature, +ul.tsd-type-parameter-list > li.tsd-parameter-signature { + list-style: none; + margin-left: -20px; +} +ul.tsd-parameter-list h5, +ul.tsd-type-parameter-list h5 { + font-size: 16px; + margin: 1em 0 0.5em 0; +} +.tsd-sources { + margin-top: 1rem; + font-size: 0.875em; +} +.tsd-sources a { + color: var(--color-text-aside); + text-decoration: underline; +} +.tsd-sources ul { + list-style: none; + padding: 0; +} + +.tsd-page-toolbar { + position: fixed; + z-index: 1; + top: 0; + left: 0; + width: 100%; + color: var(--color-text); + background: var(--color-background-secondary); + border-bottom: 1px var(--color-accent) solid; + transition: transform 0.3s ease-in-out; + margin: 0 auto; +} +.tsd-page-toolbar a { + color: var(--color-text); + text-decoration: none; +} +.tsd-page-toolbar a.title { + font-weight: bold; +} +.tsd-page-toolbar a.title:hover { + text-decoration: underline; +} +.tsd-page-toolbar .tsd-toolbar-contents { + display: flex; + justify-content: space-between; + height: 2.5rem; +} +.tsd-page-toolbar .table-cell { + position: relative; + white-space: nowrap; + line-height: 40px; +} +.tsd-page-toolbar .table-cell:first-child { + width: 100%; +} + +.tsd-page-toolbar--hide { + transform: translateY(-100%); +} + +.tsd-widget { + display: inline-block; + overflow: hidden; + opacity: 0.8; + height: 40px; + transition: opacity 0.1s, background-color 0.2s; + vertical-align: bottom; + cursor: pointer; +} +.tsd-widget:hover { + opacity: 0.9; +} +.tsd-widget.active { + opacity: 1; + background-color: var(--color-accent); +} +.tsd-widget.no-caption { + width: 40px; +} +.tsd-widget.no-caption:before { + margin: 0; +} + +.tsd-widget.options, +.tsd-widget.menu { + display: none; +} +@media (max-width: 1024px) { + .tsd-widget.options, + .tsd-widget.menu { + display: inline-block; + } +} +input[type="checkbox"] + .tsd-widget:before { + background-position: -120px 0; +} +input[type="checkbox"]:checked + .tsd-widget:before { + background-position: -160px 0; +} + +img { + max-width: 100%; +} + +.tsd-anchor-icon { + display: inline-flex; + align-items: center; + margin-left: 0.5rem; + vertical-align: middle; + color: var(--color-text); +} + +.tsd-anchor-icon svg { + width: 1em; + height: 1em; + visibility: hidden; +} + +.tsd-anchor-link:hover > .tsd-anchor-icon svg { + visibility: visible; +} + +.deprecated { + text-decoration: line-through; +} + +* { + scrollbar-width: thin; + scrollbar-color: var(--color-accent) var(--color-icon-background); +} + +*::-webkit-scrollbar { + width: 0.75rem; +} + +*::-webkit-scrollbar-track { + background: var(--color-icon-background); +} + +*::-webkit-scrollbar-thumb { + background-color: var(--color-accent); + border-radius: 999rem; + border: 0.25rem solid var(--color-icon-background); +} diff --git a/docs/assets/widgets.png b/docs/assets/widgets.png new file mode 100644 index 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+
+ +
+
+
+
+ +

Class ArrayUtil

+
+

数组工具

+
+
+

Hierarchy

+
    +
  • ArrayUtil
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    合并数组

    +
    +
    +

    Parameters

    +
      +
    • +
      array1: any[]
      +

      目标数组1

      +
    • +
    • +
      array2: any[]
      +

      目标数组2

      +
    +

    Returns any[]

+
+ +
    + +
  • +

    混淆数组

    +
    +
    +

    Parameters

    +
      +
    • +
      array: []
      +

      目标数组

      +
    +

    Returns any[]

+
+ +
    + +
  • +

    复制二维数组

    +
    +
    +

    Parameters

    +
      +
    • +
      array: any[][]
      +

      目标数组

      +
    +

    Returns any[][]

+
+ +
    + +
  • +

    Fisher-Yates Shuffle 随机置乱算法

    +
    +
    +

    Parameters

    +
      +
    • +
      array: any[]
      +

      目标数组

      +
    +

    Returns any[]

+
+ +
    + +
  • +

    数组扁平化

    +
    +
    +

    Parameters

    +
      +
    • +
      array: any[]
      +

      目标数组

      +
    +

    Returns any[]

+
+ +
    + +
  • +

    获取随机数组成员

    +
    +
    +

    Parameters

    +
      +
    • +
      array: any[]
      +

      目标数组

      +
    +

    Returns any

+
+ +
    + +
  • +

    去重

    +
    +
    +

    Parameters

    +
      +
    • +
      arr: any[]
    +

    Returns any[]

+
+ +
    + +
  • +

    删除数组中指定项

    +
    +
    +

    Parameters

    +
      +
    • +
      array: any[]
    • +
    • +
      item: any
    +

    Returns void

+
+
+

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+
\ No newline at end of file diff --git a/docs/classes/AudioEffect.html b/docs/classes/AudioEffect.html new file mode 100644 index 0000000..0d6e6a6 --- /dev/null +++ b/docs/classes/AudioEffect.html @@ -0,0 +1,1600 @@ +AudioEffect | oops-framework
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+ +

Class AudioEffect

+
+

游戏音效

+
+
+

Hierarchy

+
    +
  • AudioSource +
    +

    Hierarchy

    +
      +
    • AudioEffect
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns AudioEffect

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_clip: null | AudioClip
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_loop: boolean
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_playOnAwake: boolean
+
+ +
_player: null | _pal_audio__AudioPlayer
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
_volume: number
+
+ +
effects: Map<string, AudioClip> = ...
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
AudioState: typeof _pal_audio_type__AudioState
+
+ +
EventHandler: typeof EventHandler
+
+ +
EventType: typeof _cocos_audio_audio_source__AudioSourceEventType
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get clip(): null | AudioClip
  • +
  • +

    Returns null | AudioClip

  • +
  • set clip(val: null | AudioClip): void
  • +
  • +
    +

    En

    The default AudioClip to be played for this audio source.

    + +

    Zh

    设定要播放的音频。

    +
    +
    +

    Parameters

    +
      +
    • +
      val: null | AudioClip
    +

    Returns void

+
+ +
    +
  • get currentTime(): number
  • +
  • +
    +

    En

    Get the current playback time, in seconds.

    + +

    Zh

    以秒为单位获取当前播放时间。

    +
    +

    Returns number

  • +
  • set currentTime(num: number): void
  • +
  • +
    +

    En

    Set current playback time, in seconds.

    + +

    Zh

    以秒为单位设置当前播放时间。

    +
    +
    +

    Parameters

    +
      +
    • +
      num: number
      +

      playback time to jump to.

      +
    +

    Returns void

+
+ +
    +
  • get duration(): number
  • +
  • +
    +

    En

    Get the audio duration, in seconds.

    + +

    Zh

    获取以秒为单位的音频总时长。

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get loop(): boolean
  • +
  • +

    Returns boolean

  • +
  • set loop(val: boolean): void
  • +
  • +
    +

    En

    Is looping enabled for this audio source?

    + +

    Zh

    是否循环播放音频?

    +
    +
    +

    Parameters

    +
      +
    • +
      val: boolean
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get playOnAwake(): boolean
  • +
  • +

    Returns boolean

  • +
  • set playOnAwake(val: boolean): void
  • +
  • +
    +

    En

    Is the autoplay enabled?
    +Note that for most platform autoplay will only start
    +after a user gesture is received, according to the latest autoplay policy:
    +https://www.chromium.org/audio-video/autoplay

    + +

    Zh

    是否启用自动播放。
    +请注意,根据最新的自动播放策略,现在对大多数平台,自动播放只会在第一次收到用户输入后生效。
    +参考:https://www.chromium.org/audio-video/autoplay

    +
    +
    +

    Parameters

    +
      +
    • +
      val: boolean
    +

    Returns void

+
+ +
    +
  • get playing(): boolean
  • +
  • +
    +

    En

    Is the audio currently playing?

    + +

    Zh

    当前音频是否正在播放?

    +
    +

    Returns boolean

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get state(): _pal_audio_type__AudioState
  • +
  • +
    +

    En

    Get current audio state.

    + +

    Zh

    获取当前音频状态。

    +
    +

    Returns _pal_audio_type__AudioState

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+ +
    +
  • get volume(): number
  • +
  • +

    Returns number

  • +
  • set volume(val: number): void
  • +
  • +
    +

    En

    The volume of this audio source (0.0 to 1.0).
    +Note: Volume control may be ineffective on some platforms.

    + +

    Zh

    音频的音量(大小范围为 0.0 到 1.0)。
    +请注意,在某些平台上,音量控制可能不起效。

    +
    +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get maxAudioChannel(): number
  • +
  • +

    Returns number

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get PCM data from specified channel. +Currently it is only available in Native platform and Web Audio (including Web and ByteDance platforms).

    + +

    Zh

    通过指定的通道获取音频的 PCM data。 +目前仅在原生平台和 Web Audio(包括 Web 和 字节平台)中可用。

    + +

    Returns

    A Promise to get the PCM data after audio is loaded.

    + +

    Example

    audioSource.getPCMData(0).then(dataView => {
    if (!dataView) return;
    for (let i = 0; i < dataView.length; ++i) {
    console.log('data: ' + dataView.getData(i));
    }
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      channelIndex: number
      +

      The channel index. 0 is left channel, 1 is right channel.

      +
    +

    Returns Promise<undefined | AudioPCMDataView>

+
+ +
    + +
  • +
    +

    En

    Get the sample rate of audio. +Currently it is only available in Native platform and Web Audio (including Web and ByteDance platforms).

    + +

    Zh

    获取音频的采样率。 +目前仅在原生平台和 Web Audio(包括 Web 和 字节平台)中可用。

    + +

    Returns

    A Promise to get the sample rate after audio is loaded.

    +
    +

    Returns Promise<number>

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      url: string
    • +
    • +
      Optional callback: Function
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause the clip.

    + +

    Zh

    暂停播放。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Play the clip.
    +Restart if already playing.
    +Resume if paused.

    +

    NOTE: On Web platforms, the Auto Play Policy bans auto playing audios at the first time, because the user gesture is required. +there are 2 ways to play audios at the first time:

    +
      +
    • play audios in the callback of TOUCH_END or MOUSE_UP event
    • +
    • play audios straightly, the engine will auto play audios at the next user gesture.
    • +
    + +

    Zh

    开始播放。
    +如果音频处于正在播放状态,将会重新开始播放音频。
    +如果音频处于暂停状态,则会继续播放音频。

    +

    注意:在 Web 平台,Auto Play Policy 禁止首次自动播放音频,因为需要发生用户交互之后才能播放音频。 +有两种方式实现音频首次自动播放:

    +
      +
    • 在 TOUCH_END 或者 MOUSE_UP 的事件回调里播放音频。
    • +
    • 直接播放音频,引擎会在下一次发生用户交互时自动播放。
    • +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Plays an AudioClip, and scales volume by volumeScale. The result volume is audioSource.volume * volumeScale.

    + +

    Zh

    以指定音量倍数播放一个音频一次。最终播放的音量为 audioSource.volume * volumeScale

    +
    +
    +

    Parameters

    +
      +
    • +
      clip: AudioClip
      +

      The audio clip to be played.

      +
    • +
    • +
      Optional volumeScale: number
      +

      volume scaling factor wrt. current value.

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Stop the clip.

    + +

    Zh

    停止播放。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/AudioManager.html b/docs/classes/AudioManager.html new file mode 100644 index 0000000..4a89e56 --- /dev/null +++ b/docs/classes/AudioManager.html @@ -0,0 +1,1478 @@ +AudioManager | oops-framework
+
+ +
+
+
+
+ +

Class AudioManager

+
+

音频管理

+
+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • AudioManager
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns AudioManager

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
_switch_effect: boolean = true
+
+ +
_switch_music: boolean = true
+
+ +
_volume_effect: number = 1
+
+ +
_volume_music: number = 1
+
+ +
effect: AudioEffect
+
+ +
local_data: any = {}
+
+ +
music: AudioMusic
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
EventHandler: typeof EventHandler
+
+ +
_instance: AudioManager
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get progressMusic(): number
  • +
  • +

    获取音乐播放进度

    +
    +

    Returns number

  • +
  • set progressMusic(value: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get switchEffect(): boolean
  • +
  • +

    音效开关

    +
    +

    Returns boolean

  • +
  • set switchEffect(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get switchMusic(): boolean
  • +
  • +

    音乐开关

    +
    +

    Returns boolean

  • +
  • set switchMusic(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+ +
    +
  • get volumeEffect(): number
  • +
  • +

    音效音量

    +
    +

    Returns number

  • +
  • set volumeEffect(value: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    +

    Returns void

+
+ +
    +
  • get volumeMusic(): number
  • +
  • +

    背景音乐音量

    +
    +

    Returns number

  • +
  • set volumeMusic(value: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    +

    Returns void

+
+ +
+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    本地加载音乐音效的音量、开关配置数据并设置到游戏中

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component will be destroyed.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被销毁时调用
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    When attaching to an active node or its node first activated.
    +onLoad is always called before any start functions, this allows you to order initialization of scripts.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当附加到一个激活的节点上或者其节点第一次激活时候调用。onLoad 总是会在任何 start 方法调用前执行,这能用于安排脚本的初始化顺序。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +

    暂停当前音乐与音效的播放

    +
    +

    Returns void

+
+ +
    + +
  • +

    播放音效

    +
    +
    +

    Parameters

    +
      +
    • +
      url: string
      +

      资源地址

      +
    +

    Returns void

+
+ +
    + +
  • +

    播放背景音乐

    +
    +
    +

    Parameters

    +
      +
    • +
      url: string
      +

      资源地址

      +
    • +
    • +
      Optional callback: Function
      +

      音乐播放完成事件

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +

    恢复当前暂停的音乐与音效播放

    +
    +

    Returns void

+
+ +
    + +
  • +

    保存音乐音效的音量、开关配置数据到本地

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +

    音乐播放完成回调

    +
    +
    +

    Parameters

    +
      +
    • +
      callback: null | Function = null
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    停止当前音乐与音效的播放

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/AudioMusic.html b/docs/classes/AudioMusic.html new file mode 100644 index 0000000..8815d47 --- /dev/null +++ b/docs/classes/AudioMusic.html @@ -0,0 +1,1639 @@ +AudioMusic | oops-framework
+
+ +
+
+
+
+ +

Class AudioMusic

+
+

背景音乐

+
+
+

Hierarchy

+
    +
  • AudioSource +
    +

    Hierarchy

    +
      +
    • AudioMusic
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns AudioMusic

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_clip: null | AudioClip
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_isPlay: boolean = false
+
+ +
_loop: boolean
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_playOnAwake: boolean
+
+ +
_player: null | _pal_audio__AudioPlayer
+
+ +
_progress: number = 0
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
_url: string = ...
+
+ +
_volume: number
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
onComplete: null | Function = null
+
+ +
AudioState: typeof _pal_audio_type__AudioState
+
+ +
EventHandler: typeof EventHandler
+
+ +
EventType: typeof _cocos_audio_audio_source__AudioSourceEventType
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get clip(): null | AudioClip
  • +
  • +

    Returns null | AudioClip

  • +
  • set clip(val: null | AudioClip): void
  • +
  • +
    +

    En

    The default AudioClip to be played for this audio source.

    + +

    Zh

    设定要播放的音频。

    +
    +
    +

    Parameters

    +
      +
    • +
      val: null | AudioClip
    +

    Returns void

+
+ +
    +
  • get currentTime(): number
  • +
  • +
    +

    En

    Get the current playback time, in seconds.

    + +

    Zh

    以秒为单位获取当前播放时间。

    +
    +

    Returns number

  • +
  • set currentTime(num: number): void
  • +
  • +
    +

    En

    Set current playback time, in seconds.

    + +

    Zh

    以秒为单位设置当前播放时间。

    +
    +
    +

    Parameters

    +
      +
    • +
      num: number
      +

      playback time to jump to.

      +
    +

    Returns void

+
+ +
    +
  • get duration(): number
  • +
  • +
    +

    En

    Get the audio duration, in seconds.

    + +

    Zh

    获取以秒为单位的音频总时长。

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get loop(): boolean
  • +
  • +

    Returns boolean

  • +
  • set loop(val: boolean): void
  • +
  • +
    +

    En

    Is looping enabled for this audio source?

    + +

    Zh

    是否循环播放音频?

    +
    +
    +

    Parameters

    +
      +
    • +
      val: boolean
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get playOnAwake(): boolean
  • +
  • +

    Returns boolean

  • +
  • set playOnAwake(val: boolean): void
  • +
  • +
    +

    En

    Is the autoplay enabled?
    +Note that for most platform autoplay will only start
    +after a user gesture is received, according to the latest autoplay policy:
    +https://www.chromium.org/audio-video/autoplay

    + +

    Zh

    是否启用自动播放。
    +请注意,根据最新的自动播放策略,现在对大多数平台,自动播放只会在第一次收到用户输入后生效。
    +参考:https://www.chromium.org/audio-video/autoplay

    +
    +
    +

    Parameters

    +
      +
    • +
      val: boolean
    +

    Returns void

+
+ +
    +
  • get playing(): boolean
  • +
  • +
    +

    En

    Is the audio currently playing?

    + +

    Zh

    当前音频是否正在播放?

    +
    +

    Returns boolean

+
+ +
    +
  • get progress(): number
  • +
  • +

    设置音乐当前播放进度

    +
    +

    Returns number

  • +
  • set progress(value: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get state(): _pal_audio_type__AudioState
  • +
  • +
    +

    En

    Get current audio state.

    + +

    Zh

    获取当前音频状态。

    +
    +

    Returns _pal_audio_type__AudioState

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+ +
    +
  • get volume(): number
  • +
  • +

    Returns number

  • +
  • set volume(val: number): void
  • +
  • +
    +

    En

    The volume of this audio source (0.0 to 1.0).
    +Note: Volume control may be ineffective on some platforms.

    + +

    Zh

    音频的音量(大小范围为 0.0 到 1.0)。
    +请注意,在某些平台上,音量控制可能不起效。

    +
    +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get maxAudioChannel(): number
  • +
  • +

    Returns number

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get PCM data from specified channel. +Currently it is only available in Native platform and Web Audio (including Web and ByteDance platforms).

    + +

    Zh

    通过指定的通道获取音频的 PCM data。 +目前仅在原生平台和 Web Audio(包括 Web 和 字节平台)中可用。

    + +

    Returns

    A Promise to get the PCM data after audio is loaded.

    + +

    Example

    audioSource.getPCMData(0).then(dataView => {
    if (!dataView) return;
    for (let i = 0; i < dataView.length; ++i) {
    console.log('data: ' + dataView.getData(i));
    }
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      channelIndex: number
      +

      The channel index. 0 is left channel, 1 is right channel.

      +
    +

    Returns Promise<undefined | AudioPCMDataView>

+
+ +
    + +
  • +
    +

    En

    Get the sample rate of audio. +Currently it is only available in Native platform and Web Audio (including Web and ByteDance platforms).

    + +

    Zh

    获取音频的采样率。 +目前仅在原生平台和 Web Audio(包括 Web 和 字节平台)中可用。

    + +

    Returns

    A Promise to get the sample rate after audio is loaded.

    +
    +

    Returns Promise<number>

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    加载音乐并播放

    +
    +
    +

    Parameters

    +
      +
    • +
      url: string
      +

      音乐资源地址

      +
    • +
    • +
      Optional callback: Function
      +

      加载完成回调

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause the clip.

    + +

    Zh

    暂停播放。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Play the clip.
    +Restart if already playing.
    +Resume if paused.

    +

    NOTE: On Web platforms, the Auto Play Policy bans auto playing audios at the first time, because the user gesture is required. +there are 2 ways to play audios at the first time:

    +
      +
    • play audios in the callback of TOUCH_END or MOUSE_UP event
    • +
    • play audios straightly, the engine will auto play audios at the next user gesture.
    • +
    + +

    Zh

    开始播放。
    +如果音频处于正在播放状态,将会重新开始播放音频。
    +如果音频处于暂停状态,则会继续播放音频。

    +

    注意:在 Web 平台,Auto Play Policy 禁止首次自动播放音频,因为需要发生用户交互之后才能播放音频。 +有两种方式实现音频首次自动播放:

    +
      +
    • 在 TOUCH_END 或者 MOUSE_UP 的事件回调里播放音频。
    • +
    • 直接播放音频,引擎会在下一次发生用户交互时自动播放。
    • +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Plays an AudioClip, and scales volume by volumeScale. The result volume is audioSource.volume * volumeScale.

    + +

    Zh

    以指定音量倍数播放一个音频一次。最终播放的音量为 audioSource.volume * volumeScale

    +
    +
    +

    Parameters

    +
      +
    • +
      clip: AudioClip
      +

      The audio clip to be played.

      +
    • +
    • +
      Optional volumeScale: number
      +

      volume scaling factor wrt. current value.

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Stop the clip.

    + +

    Zh

    停止播放。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      dt: number
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/CameraUtil.html b/docs/classes/CameraUtil.html new file mode 100644 index 0000000..766b291 --- /dev/null +++ b/docs/classes/CameraUtil.html @@ -0,0 +1,99 @@ +CameraUtil | oops-framework
+
+ +
+
+
+
+ +

Class CameraUtil

+
+

摄像机工具

+
+
+

Hierarchy

+
    +
  • CameraUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    当前世界坐标是否在摄像机显示范围内

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      camera: Camera
      +

      摄像机

      +
    • +
    • +
      worldPos: Vec3
      +

      坐标

      +
    +

    Returns boolean

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/DelegateComponent.html b/docs/classes/DelegateComponent.html new file mode 100644 index 0000000..ba2efa0 --- /dev/null +++ b/docs/classes/DelegateComponent.html @@ -0,0 +1,1247 @@ +DelegateComponent | oops-framework
+
+ +
+
+
+
+ +

Class DelegateComponent

+
+

窗口事件触发组件

+
+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • DelegateComponent
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns DelegateComponent

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
viewParams: null | ViewParams = null
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      node: Node
    • +
    • +
      funName: string
    • +
    • +
      params: any
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    When attaching to an active node or its node first activated.
    +onLoad is always called before any start functions, this allows you to order initialization of scripts.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当附加到一个激活的节点上或者其节点第一次激活时候调用。onLoad 总是会在任何 start 方法调用前执行,这能用于安排脚本的初始化顺序。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +

    删除节点,该方法只能调用一次,将会触发onBeforeRemoved回调

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    窗口组件中触发移除事件与释放窗口对象

    +
    +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/EncryptUtil.html b/docs/classes/EncryptUtil.html new file mode 100644 index 0000000..c11d6eb --- /dev/null +++ b/docs/classes/EncryptUtil.html @@ -0,0 +1,146 @@ +EncryptUtil | oops-framework
+
+ +
+
+
+
+ +

Class EncryptUtil

+
+

Crypto加密

+
+
+

Hierarchy

+
    +
  • EncryptUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    AES 解密

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      str: string
      +

      解密字符串

      +
    • +
    • +
      key: string
      +

      aes加密的key

      +
    • +
    • +
      iv: string
      +

      aes加密的iv

      +
    +

    Returns string

+
+ +
    + +
  • +

    AES 加密

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      msg: string
      +

      加密信息

      +
    • +
    • +
      key: string
      +

      aes加密的key

      +
    • +
    • +
      iv: string
      +

      aes加密的iv

      +
    +

    Returns string

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      utf8Str: string
    +

    Returns string

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/EventDispatcher.html b/docs/classes/EventDispatcher.html new file mode 100644 index 0000000..841ab54 --- /dev/null +++ b/docs/classes/EventDispatcher.html @@ -0,0 +1,170 @@ +EventDispatcher | oops-framework
+
+ +
+
+
+
+ +

Class EventDispatcher

+
+

Hierarchy

+
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
_msg: null | MessageEventData = null
+
+

Methods

+
+ +
    + +
  • +

    销毁事件对象

    +
    +

    Returns void

+
+ +
    + +
  • +

    触发全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      arg: any = null
    +

    Returns void

+
+ +
    + +
  • +

    移除全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    +

    Returns void

+
+ +
    + +
  • +

    注册全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: ((event: string, args: any) => void)
      +
        +
      • +
          +
        • (event: string, args: any): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            event: string
          • +
          • +
            args: any
          +

          Returns void

    • +
    • +
      thisObj: any
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/GUI.html b/docs/classes/GUI.html new file mode 100644 index 0000000..0d29dc9 --- /dev/null +++ b/docs/classes/GUI.html @@ -0,0 +1,1241 @@ +GUI | oops-framework
+
+ +
+
+
+
+ +

Class GUI

+
+

引擎对外接口

+
+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • GUI
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns GUI

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
camera: Camera
+

游戏二维摄像机

+
+
+ +
landscapeDrz: Size = ...
+

横屏设计尺寸

+
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
portrait: boolean
+

是否为竖屏显示

+
+
+ +
portraitDrz: Size = ...
+

竖屏设计尺寸

+
+
+ +
transform: UITransform
+

界面层矩形信息组件

+
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +

    初始化引擎

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component will be destroyed.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被销毁时调用
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/GameCollision.html b/docs/classes/GameCollision.html new file mode 100644 index 0000000..678334e --- /dev/null +++ b/docs/classes/GameCollision.html @@ -0,0 +1,1350 @@ +GameCollision | oops-framework
+
+ +
+
+
+
+ +

Class GameCollision

+
+

碰撞器与触发器

+
+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • GameCollision
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns GameCollision

+
+

Properties

+
+ +
Event_CollisionEnter: any = "onCollisionEnter"
+
+ +
Event_CollisionExit: any = "onCollisionExit"
+
+ +
Event_CollisionStay: any = "onCollisionStay"
+
+ +
Event_TriggerEnter: any = "onTriggerEnter"
+
+ +
Event_TriggerExit: any = "onTriggerExit"
+
+ +
Event_TriggerStay: any = "onTriggerStay"
+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
collider: Collider = ...
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
type: CollisionType = CollisionType.Ballistic
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ICollisionEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ICollisionEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ICollisionEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ICollisionEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component will be destroyed.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被销毁时调用
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ITriggerEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ITriggerEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ITriggerEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: ITriggerEvent
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/GameComponent.html b/docs/classes/GameComponent.html new file mode 100644 index 0000000..59c395d --- /dev/null +++ b/docs/classes/GameComponent.html @@ -0,0 +1,1340 @@ +GameComponent | oops-framework
+
+ +
+
+
+
+ +

Class GameComponent

+
+

游戏显示对象组件模板

+
+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • GameComponent
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns GameComponent

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_eventDispatcher: null | EventDispatcher = null
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_isBindMessageActive: boolean = false
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
dynamicsAssets: Asset[] = []
+

自动释放资源

+
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
nodes: Map<string, Node> = ...
+

摊平的节点集合(不能重名)

+
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    添加自动释放的资源

    +
    +
    +

    Parameters

    +
      +
    • +
      asset: Asset
    +

    Returns void

+
+ +
    + +
  • +

    添加自动释放的资源数组

    +
    +
    +

    Parameters

    +
      +
    • +
      assets: Asset[]
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    绑定node active属性,即只有active为true才会响应事件

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    触发全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      arg: null = null
    +

    Returns void

+
+ +
    + +
  • +

    通过节点名获取预制上的节点,整个预制不能有重名节点

    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns undefined | Node

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    移除全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    +

    Returns void

+
+ +
    + +
  • +

    注册全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: Function
    • +
    • +
      thisObj: any
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    解绑node active属性,无论node是否可见都会响应事件

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/GameManager.html b/docs/classes/GameManager.html new file mode 100644 index 0000000..217d886 --- /dev/null +++ b/docs/classes/GameManager.html @@ -0,0 +1,123 @@ +GameManager | oops-framework
+
+ +
+
+
+
+ +

Class GameManager

+
+

游戏世界管理

+
+
+

Hierarchy

+
    +
  • GameManager
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      root: Node
    +

    Returns GameManager

+
+

Properties

+
+ +
root: Node
+

界面根节点

+
+
+

Methods

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    设置游戏动画速度(不支持 Native 模式)

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: number
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/GroupItem.html b/docs/classes/GroupItem.html new file mode 100644 index 0000000..97d5bb8 --- /dev/null +++ b/docs/classes/GroupItem.html @@ -0,0 +1,130 @@ +GroupItem | oops-framework
+
+ +
+
+
+
+ +

Class GroupItem

+
+

Hierarchy

+
    +
  • GroupItem
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    • +
    • +
      name: string
    +

    Returns GroupItem

+
+

Properties

+
+ +
_name: string
+
+ +
_value: number
+
+

Accessors

+
+ +
    +
  • get mask(): number
  • +
  • +

    Returns number

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

+
+ +
    +
  • get value(): number
  • +
  • +

    Returns number

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/ImageUtil.html b/docs/classes/ImageUtil.html new file mode 100644 index 0000000..e5a330c --- /dev/null +++ b/docs/classes/ImageUtil.html @@ -0,0 +1,177 @@ +ImageUtil | oops-framework
+
+ +
+
+
+
+ +

Class ImageUtil

+
+

图像工具

+
+
+

Hierarchy

+
    +
  • ImageUtil
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    将 Base64 字符转为二进制数据(有问题)

    +
    +
    +

    Parameters

    +
      +
    • +
      base64: string
      +

      Base64 字符

      +
    +

    Returns Blob

+
+ +
    + +
  • +

    将 Base64 字符转为 cc.Texture2D 资源(有问题)

    +
    +
    +

    Parameters

    +
      +
    • +
      base64: string
      +

      Base64 字符

      +
    +

    Returns Texture2D

+
+ +
    + +
  • +

    获取纹理中指定像素的颜色,原点为左上角,从像素 (1, 1) 开始。

    + +

    Example

    // 获取纹理左上角第一个像素的颜色
    const color = ImageUtil.getPixelColor(texture, 1, 1);
    // cc.color(50, 100, 123, 255); +
    +
    +
    +

    Parameters

    +
      +
    • +
      texture: Texture2D
      +

      纹理

      +
    • +
    • +
      x: number
      +

      x 坐标

      +
    • +
    • +
      y: number
      +

      y 坐标

      +
    +

    Returns Color

+
+ +
    + +
  • +

    将图像转为 Base64 字符(仅 png、jpg 或 jpeg 格式资源)(有问题)

    +
    +
    +

    Parameters

    +
      +
    • +
      url: string
      +

      图像地址

      +
    • +
    • +
      Optional callback: ((dataURL: string) => void)
      +

      完成回调

      +
      +
        +
      • +
          +
        • (dataURL: string): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            dataURL: string
          +

          Returns void

    +

    Returns Promise<string>

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/JsonUtil.html b/docs/classes/JsonUtil.html new file mode 100644 index 0000000..0dd6bc7 --- /dev/null +++ b/docs/classes/JsonUtil.html @@ -0,0 +1,137 @@ +JsonUtil | oops-framework
+
+ +
+
+
+
+ +

Class JsonUtil

+
+

JSON数据表工具

+
+
+

Hierarchy

+
    +
  • JsonUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns any

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      name: string
    • +
    • +
      callback: Function
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns Promise<unknown>

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerDialog.html b/docs/classes/LayerDialog.html new file mode 100644 index 0000000..9153da7 --- /dev/null +++ b/docs/classes/LayerDialog.html @@ -0,0 +1,3741 @@ +LayerDialog | oops-framework
+
+ +
+
+
+
+ +

Class LayerDialog

+
+

Hierarchy

+
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
_active: boolean
+
+ +
_activeInHierarchy: boolean
+
+ +
_children: LayerDialog[]
+
+ +
_components: Component[]
+
+ +
_euler: Vec3
+
+ +
_eulerDirty: boolean
+
+ +
_eventMask: number
+
+ +
_eventProcessor: any
+
+ +
_flagChangeVersion: number
+
+ +
_hasChangedFlags: number
+
+ +
_id: string
+
+ +
_layer: number
+
+ +
_lpos: Vec3
+
+ +
_lrot: Quat
+
+ +
_lscale: Vec3
+
+ +
_mat: Mat4
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_originalSceneId: string
+
+

En

record scene's id when set this node as persist node

+ +

Zh

当设置节点为常驻节点时记录场景的 id

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_parent: null | LayerDialog
+
+ +
_pos: Vec3
+
+ +
_prefab: null | PrefabInfo
+
+ +
_rot: Quat
+
+ +
_scale: Vec3
+
+ +
_scene: Scene
+
+ +
_siblingIndex: number
+
+ +
_static: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_uiProps: _cocos_core_scene_graph_node_ui_properties__NodeUIProperties
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
black: BlockInputEvents
+
+ +
current: ViewParams
+
+ +
queue: ViewParams[] = []
+
+ +
ui_cache: Map<string, ViewParams> = ...
+

被移除的界面缓存数据

+
+
+ +
ui_nodes: Map<string, ViewParams> = ...
+

界面节点集合

+
+
+ +
EventType: typeof NodeEventType
+
+

En

Event types emitted by Node

+ +

Zh

节点可能发出的事件类型

+
+
+ +
NodeSpace: typeof NodeSpace
+
+

En

Coordinates space

+ +

Zh

空间变换操作的坐标系

+
+
+ +
TransformBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts, can be used to determine which part changed in NodeEventType.TRANSFORM_CHANGED event

+ +

Zh

节点变换更新的具体部分,可用于判断 NodeEventType.TRANSFORM_CHANGED 事件的具体类型

+
+
+ +
TransformDirtyBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts

+ +

Zh

节点变换更新的具体部分

+ +

Deprecated

please use Node.TransformBit

+
+
+ +
_stackId: number
+
+ +
_stacks: (null | BaseNode)[][]
+

for walk

+
+
+ +
idGenerator: IDGenerator
+
+ +
reserveContentsForAllSyncablePrefabTag: symbol
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+

Accessors

+
+ +
    +
  • get _persistNode(): boolean
  • +
  • +
    +

    En

    If true, the node is an persist node which won't be destroyed during scene transition. +If false, the node will be destroyed automatically when loading a new scene. Default is false.

    + +

    Zh

    如果为true,则该节点是一个常驻节点,不会在场景转换期间被销毁。 +如果为false,节点将在加载新场景时自动销毁。默认为 false。

    + +

    Default

    false

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns boolean

  • +
  • set _persistNode(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get active(): boolean
  • +
  • +
    +

    En

    The local active state of this node. +Note that a Node may be inactive because a parent is not active, even if this returns true. +Use activeInHierarchy +if you want to check if the Node is actually treated as active in the scene.

    + +

    Zh

    当前节点的自身激活状态。 +值得注意的是,一个节点的父节点如果不被激活,那么即使它自身设为激活,它仍然无法激活。 +如果你想检查节点在场景中实际的激活状态可以使用 activeInHierarchy

    + +

    Default

    true

    +
    +

    Returns boolean

  • +
  • set active(isActive: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      isActive: boolean
    +

    Returns void

+
+ +
    +
  • get activeInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this node is active in the scene.

    + +

    Zh

    表示此节点是否在场景中激活。

    +
    +

    Returns boolean

+
+ +
    +
  • get angle(): number
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles, but limited on z axis

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示,但是限定在 z 轴上。

    +
    +

    Returns number

  • +
  • set angle(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get children(): Node[]
  • +
  • +
    +

    En

    All children nodes.

    + +

    Zh

    节点的所有子节点。

    + +

    Read Only

    +

    Returns Node[]

+
+ +
    +
  • get components(): readonly Component[]
  • +
  • +
    +

    En

    Gets all components attached to this node.

    + +

    Zh

    获取附加到此节点的所有组件。

    +
    +

    Returns readonly Component[]

+
+ +
    +
  • get eulerAngles(): Readonly<Vec3>
  • +
  • +

    Returns Readonly<Vec3>

  • +
  • set eulerAngles(val: Readonly<Vec3>): void
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get eventProcessor(): any
  • +
  • +
    +

    En

    The event processor of the current node, it provides EventTarget ability.

    + +

    Zh

    当前节点的事件处理器,提供 EventTarget 能力。

    + +

    Deprecated

    since v3.4.0

    +
    +

    Returns any

+
+ +
    +
  • get forward(): Vec3
  • +
  • +
    +

    En

    The vector representing forward direction in local coordinate system, it's the minus z direction by default

    + +

    Zh

    当前节点面向的前方方向,默认前方为 -z 方向

    +
    +

    Returns Vec3

  • +
  • set forward(dir: Vec3): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      dir: Vec3
    +

    Returns void

+
+ +
    +
  • get hasChangedFlags(): number
  • +
  • +
    +

    En

    Whether the node's transformation have changed during the current frame.

    + +

    Zh

    这个节点的空间变换信息在当前帧内是否有变过?

    +
    +

    Returns number

  • +
  • set hasChangedFlags(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get layer(): number
  • +
  • +

    Returns number

  • +
  • set layer(l: number): void
  • +
  • +
    +

    En

    Layer of the current Node, it affects raycast, physics etc, refer to Layers

    + +

    Zh

    节点所属层,主要影响射线检测、物理碰撞等,参考 Layers

    +
    +
    +

    Parameters

    +
      +
    • +
      l: number
    +

    Returns void

+
+ +
    +
  • set matrix(val: Readonly<Mat4>): void
  • +
  • +
    +

    En

    Local transformation matrix

    + +

    Zh

    本地坐标系变换矩阵

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Mat4>
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +
    +

    En

    Name of node.

    + +

    Zh

    该节点名称。

    +
    +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get parent(): null | this
  • +
  • +
    +

    En

    The parent node

    + +

    Zh

    父节点

    +
    +

    Returns null | this

  • +
  • set parent(value: null | this): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: null | this
    +

    Returns void

+
+ +
    +
  • get position(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in local coordinate system

    + +

    Zh

    本地坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set position(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get right(): Vec3
  • +
  • +
    +

    En

    Return the right direction vector of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝右的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get rotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by a quaternion

    + +

    Zh

    本地坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set rotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get scale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in local coordinate system

    + +

    Zh

    本地坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set scale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get scene(): Scene
  • +
  • +
    +

    En

    Which scene this node belongs to.

    + +

    Zh

    此节点属于哪个场景。

    +
    +

    Returns Scene

+
+ +
    +
  • get up(): Vec3
  • +
  • +
    +

    En

    Return the up direction vertor of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝上的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor, will be stripped after building project.

    + +

    Zh

    主要用于编辑器的 uuid,在编辑器下可用于持久化存储,在项目构建之后将变成自增的 id。

    + +

    Read Only

    +

    Returns string

+
+ +
    +
  • get worldMatrix(): Readonly<Mat4>
  • +
  • +
    +

    En

    World transformation matrix

    + +

    Zh

    世界坐标系变换矩阵

    +
    +

    Returns Readonly<Mat4>

+
+ +
    +
  • get worldPosition(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in world coordinate system

    + +

    Zh

    世界坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldPosition(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get worldRotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in world coordinate system, represented by a quaternion

    + +

    Zh

    世界坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set worldRotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get worldScale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in world coordinate system

    + +

    Zh

    世界坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldScale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+

Methods

+
+ +
    + +
  • Internal +
    +

    Parameters

    +
      +
    • +
      serializationOutput: SerializationOutput
    • +
    • +
      context: SerializationContext
    +

    Returns void

+
+ +
+
+ +
    + +
  • +
    +

    En

    Ensures that this node has already had the specified component(s). If not, this method throws.

    + +

    Zh

    检查节点已经包含对应的组件,如果没有,则抛出异常

    + +

    Throws

    If one or more component of same type have been existed in this node.

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      constructor: _types_globals__Constructor<T>
      +

      Constructor of the component.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      cloned: any
    • +
    • +
      isSyncedNode: any
    +

    Returns any

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      dontSyncChildPrefab: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      active: boolean
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      oldParent: null | LayerDialog
    • +
    • +
      keepWorldTransform: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      siblingIndex: number
    +

    Returns void

+
+ +
    + +
  • +

    Do remove component, only used internally.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      component: Component
    +

    Returns void

+
+ +
    + +
  • +

    Set _scene field of this node. +The derived Scene overrides this method to behavior differently.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    添加一个预制件节点到PopUp层容器中,该方法将返回一个唯一uuid来标识该操作节点

    +
    +
    +

    Parameters

    +
      +
    • +
      config: UIConfig
    • +
    • +
      Optional params: any
      +

      传给组件onAdded、onRemoved方法的参数。

      +
    • +
    • +
      Optional callbacks: UICallbacks
      +

      弹出界面的设置定义,详情见PopViewParams

      +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Add a child to the current node.

    + +

    Zh

    添加一个子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be added

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the classConstructor does not specify a cc-class constructor extending the Component.

    + +

    Example

    var sprite = node.addComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of the component to add

      +
    +

    Returns T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the className does not specify a cc-class constructor extending the Component.

    + +

    Example

    var test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the component to add

      +
    +

    Returns Component

+
+ +
    + +
  • +
    +

    En

    Properties configuration function. +All properties in attrs will be set to the node, +when the setter of the node is available, +the property will be set via setter function.

    + +

    Zh

    属性配置函数。在 attrs 的所有属性将被设置为节点属性。

    + +

    Example

    var attrs = { name: 'New Name', active: false };
    node.attr(attrs); +
    +
    +
    +

    Parameters

    +
      +
    • +
      attrs: unknown
      +

      Properties to be set to node

      +
    +

    Returns void

+
+ +
    + +
  • +

    清除所有节点,队列当中的也删除

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    创建节点界面,可覆盖重写

    +
    +
    +

    Parameters

    +
    +

    Returns Node

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Destroy all children from the node, and release all their own references to other objects. +Actual destruct operation will delayed until before rendering.

    + +

    Zh

    销毁所有子节点,并释放所有它们对其它对象的引用。 +实际销毁操作会延迟到当前帧渲染前执行。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Dispatches an event into the event flow. +The event target is the EventTarget object upon which the dispatchEvent() method is called.

    + +

    Zh

    分发事件到事件流中。

    +
    +
    +

    Parameters

    +
      +
    • +
      event: Event
      +

      The Event object that is dispatched into the event flow

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Trigger an event directly with the event name and necessary arguments.

    + +

    Zh

    通过事件名发送自定义事件

    + +

    Example

    eventTarget.emit('fire', event);
    eventTarget.emit('fire', message, emitter); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      event type

      +
    • +
    • +
      Optional arg0: any
    • +
    • +
      Optional arg1: any
      +

      First argument in callback

      +
    • +
    • +
      Optional arg2: any
      +

      Second argument in callback

      +
    • +
    • +
      Optional arg3: any
      +

      Third argument in callback

      +
    • +
    • +
      Optional arg4: any
      +

      Fourth argument in callback

      +
    +

    Returns void

+
+ +
    + +
  • +

    获取当前层包含指定正则匹配的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathReg: RegExp
      +

      匹配预制件路径的正则表达式对象

      +
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据预制件路径获取当前显示的该预制件的所有Node节点数组。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据uuid获取节点,如果节点不存在或者还在队列中,则返回null

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same name.

    + +

    Zh

    通过名称获取节点的子节点。

    + +

    Returns

    a CCNode object whose name equals to the input parameter

    + +

    Example

    var child = node.getChildByName("Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      A name to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the given path.

    + +

    Zh

    通过路径获取节点的子节点。

    + +

    Returns

    a Node object whose path equals to the input parameter

    + +

    Example

    var child = node.getChildByPath("subNode/Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
      +

      A path to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same uuid.

    + +

    Zh

    通过 uuid 获取节点的子节点。

    + +

    Returns

    a Node whose uuid equals to the input parameter

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
      +

      The uuid to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test class.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var sprite = node.getComponentInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var sprites = node.getComponentsInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get parent of the node.

    + +

    Zh

    获取该节点的父节点。

    +
    +

    Returns null | LayerDialog

+
+ +
    + +
  • +
    +

    En

    Get the complete path of the current node in the hierarchy.

    + +

    Zh

    获得当前节点在 hierarchy 中的完整路径。

    +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get position in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in local coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取本地旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get the sibling index of the current node in its parent's children array.

    + +

    Zh

    获取当前节点在父节点的 children 数组中的位置。

    +
    +

    Returns number

+
+ +
    + +
  • +

    构造一个唯一标识UUID

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix

    + +

    Zh

    获取世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get position in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and scale

    + +

    Zh

    获取只包含旋转和缩放的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and translation

    + +

    Zh

    获取只包含旋转和位移的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in world coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标系下的旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +

    判断当前层是否包含 uuid或预制件路径对应的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathOrUUID: string
      +

      预制件路径或者UUID

      +
    +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Checks whether the EventTarget object has any callback registered for a specific type of event.

    + +

    Zh

    检查事件目标对象是否有为特定类型的事件注册的回调。

    + +

    Returns

    True if a callback of the specified type is registered; false otherwise.

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      The type of event.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback function of the event listener, if absent all event listeners for the given type will be removed

      +
    • +
    • +
      Optional target: unknown
      +

      The callback callee of the event listener

      +
    +

    Returns any

+
+ +
    + +
  • +
    +

    En

    Inserts a child to the node at a specified index.

    + +

    Zh

    插入子节点到指定位置

    + +

    Example

    node.insertChild(child, 2);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be inserted

      +
    • +
    • +
      siblingIndex: number
      +

      the sibling index to place the child in

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Invalidate the world transform information +for this node and all its children recursively

    + +

    Zh

    递归标记节点世界变换为 dirty

    +
    +
    +

    Parameters

    +
      +
    • +
      dirtyBit: TransformBit
      +

      The dirty bits to setup to children, can be composed with multiple dirty bits

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Inversely transform a point from world coordinate system to local coordinate system.

    + +

    Zh

    逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。

    +
    +
    +

    Parameters

    +
      +
    • +
      out: Vec3
      +

      The result point in local coordinate system will be stored in this vector

      +
    • +
    • +
      p: Vec3
      +

      A position in world coordinate system

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Is this node a child of the given node?

    + +

    Zh

    是否是指定节点的子节点?

    + +

    Returns

    True if this node is a child, deep child or identical to the given node.

    +
    +
    +

    Parameters

    +
    +

    Returns boolean

+
+ +
    + +
  • +

    加载界面资源

    +
    +
    +

    Parameters

    +
      +
    • +
      viewParams: ViewParams
      +

      显示参数

      +
    • +
    • +
      Optional bundle: string
      +

      远程资源包名,如果为空就是默认本地资源包

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the orientation of the node to face the target position, the node is facing minus z direction by default

    + +

    Zh

    设置当前节点旋转为面向目标位置,默认前方为 -z 方向

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Readonly<Vec3>
      +

      Target position

      +
    • +
    • +
      Optional up: Readonly<Vec3>
      +

      Up direction

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes the callback previously registered with the same type, callback, target and or useCapture. +This method is merely an alias to removeEventListener.

    + +

    Zh

    删除之前与同类型,回调,目标或 useCapture 注册的回调。

    + +

    Example

    this.node.off(NodeEventType.TOUCH_START, this.memberFunction, this);
    node.off(NodeEventType.TOUCH_START, callback, this.node); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type being removed.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback to remove.

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, if it's not given, only callback without target will be removed

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register a callback of a specific event type on Node. +Use this method to register touch or mouse event permit propagation based on scene graph, +These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:

    +
      +
    1. Capturing phase: dispatch in capture targets, e.g. parents in node tree, from root to the real target
    2. +
    3. At target phase: dispatch to the listeners of the real target
    4. +
    5. Bubbling phase: dispatch in bubble targets, e.g. parents in node tree, from the real target to root +In any moment of the dispatching process, it can be stopped via event.stopPropagation() or event.stopPropagationImmediate(). +You can also register custom event and use emit to trigger custom event on Node. +For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node. +You can also pass event callback parameters with emit by passing parameters after type.
    6. +
    + +

    Zh

    在节点上注册指定类型的回调函数,也可以设置 target 用于绑定响应函数的 this 对象。 +鼠标或触摸事件会被系统调用 dispatchEvent 方法触发,触发的过程包含三个阶段:

    +
      +
    1. 捕获阶段:派发事件给捕获目标,比如,节点树中注册了捕获阶段的父节点,从根节点开始派发直到目标节点。
    2. +
    3. 目标阶段:派发给目标节点的监听器。
    4. +
    5. 冒泡阶段:派发事件给冒泡目标,比如,节点树中注册了冒泡阶段的父节点,从目标节点开始派发直到根节点。 +同时您可以将事件派发到父节点或者通过调用 stopPropagation 拦截它。 +你也可以注册自定义事件到节点上,并通过 emit 方法触发此类事件,对于这类事件,不会发生捕获冒泡阶段,只会直接派发给注册在该节点上的监听器 +你可以通过在 emit 方法调用时在 type 之后传递额外的参数作为事件回调的参数列表
    6. +
    + +

    Returns

      +
    • Just returns the incoming callback so you can save the anonymous function easier.
    • +
    + +

    Example

    this.node.on(NodeEventType.TOUCH_START, this.memberFunction, this);  // if "this" is component and the "memberFunction" declared in CCClass.
    node.on(NodeEventType.TOUCH_START, callback, this);
    node.on(NodeEventType.TOUCH_MOVE, callback, this);
    node.on(NodeEventType.TOUCH_END, callback, this); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.
      See Node.EventType.POSITION_CHANGED for all builtin events.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register an callback of a specific event type on the Node, +the callback will remove itself after the first time it is triggered.

    + +

    Zh

    注册节点的特定事件类型回调,回调会在第一时间被触发后删除自身。

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. + The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause all system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will pause the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    暂停所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将暂停本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether pause system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +

    根据预制件路径删除,预制件如在队列中也会被删除,如果该预制件存在多个也会一起删除。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes all children from the container.

    + +

    Zh

    移除节点所有的子节点。

    +
    +

    Returns void

+
+ +
    + +
  • +

    根据uuid删除节点,如果节点还在队列中也会被删除 +注意。删除节点请直接调用 this.node.destroy()gui.delete(node);

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a child from the container.

    + +

    Zh

    移除节点中指定的子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node | LayerDialog
      +

      The child node which will be removed.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    node.removeComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the component to remove

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
    node.removeComponent(sprite);
    }
    node.removeComponent('Sprite'); +
    +
    +
    +

    Parameters

    +
      +
    • +
      classNameOrInstance: string | Component
      +

      The class name of the component to remove or the component instance to be removed

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Remove itself from its parent node. +If the node have no parent, then nothing happens.

    + +

    Zh

    从父节点中删除该节点。 +如果这个节点是一个孤立节点,那么什么都不会发生。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Resume all paused system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will resume the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    恢复所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将恢复本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether resume system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a rotation on the node

    + +

    Zh

    旋转节点

    +
    +
    +

    Parameters

    +
      +
    • +
      rot: Quat
      +

      The increment on rotation

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set parent of the node.

    + +

    Zh

    设置该节点的父节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      value: null | LayerDialog
      +

      Parent node

      +
    • +
    • +
      Optional keepWorldTransform: boolean
      +

      Whether keep node's current world transform unchanged after this operation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Readonly<Vec3>
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      Optional z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set local transformation with rotation, position and scale separately.

    + +

    Zh

    一次性设置所有局部变换(平移、旋转、缩放)信息

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional rot: Vec3 | Quat
      +

      The rotation

      +
    • +
    • +
      Optional pos: Vec3
      +

      The position

      +
    • +
    • +
      Optional scale: Vec3
      +

      The scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Readonly<Quat>
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a vector representing euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Vec3
      +

      Rotation in vector

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      Optional zOpt: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Readonly<Vec3>
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      Optional z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the sibling index of the current node in its parent's children array.

    + +

    Zh

    设置当前节点在父节点的 children 数组中的位置。

    +
    +
    +

    Parameters

    +
      +
    • +
      index: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Vec3
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Quat
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with euler angles

    + +

    Zh

    用欧拉角设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      z: number
      +

      Z axis rotation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Vec3
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +

    层节点数量

    +
    +

    Returns number

+
+ +
    + +
  • +
    +

    En

    Removes all callbacks previously registered with the same target.

    + +

    Zh

    移除目标上的所有注册事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      target: unknown
      +

      The target to be searched for all related callbacks

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a translation on the node

    + +

    Zh

    移动节点

    +
    +
    +

    Parameters

    +
      +
    • +
      trans: Vec3
      +

      The increment on position

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update the world transform information if outdated

    + +

    Zh

    更新节点的世界变换信息

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Walk though the sub children tree of the current node. +Each node, including the current node, in the sub tree will be visited two times, +before all children and after all children. +This function call is not recursive, it's based on stack. +Please don't walk any other node inside the walk process.

    + +

    Zh

    遍历该节点的子树里的所有节点并按规则执行回调函数。 +对子树中的所有节点,包含当前节点,会执行两次回调,preFunc 会在访问它的子节点之前调用,postFunc 会在访问所有子节点之后调用。 +这个函数的实现不是基于递归的,而是基于栈展开递归的方式。 +请不要在 walk 过程中对任何其他的节点嵌套执行 walk。

    + +

    Example

    node.walk(function (target) {
    console.log('Walked through node ' + target.name + ' for the first time');
    }, function (target) {
    console.log('Walked through node ' + target.name + ' after walked all children in its sub tree');
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      preFunc: ((target: LayerDialog) => void)
      +

      The callback to process node when reach the node for the first time

      +
      +
    • +
    • +
      Optional postFunc: ((target: LayerDialog) => void)
      +

      The callback to process node when re-visit the node after walked all children in its sub tree

      +
      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: any
    • +
    • +
      components: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    • +
    • +
      components: Component[]
    +

    Returns void

+
+ +
    + +
  • Internal +

    Call _updateScene of specified node.

    +
    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
      +

      The node.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    clear node array

    + +

    Zh

    清除节点数组

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Determine whether the given object is a normal Node. Will return false if Scene given.

    + +

    Zh

    指定对象是否是普通的节点?如果传入 Scene 会返回 false。

    +
    +
    +

    Parameters

    +
      +
    • +
      obj: unknown
    +

    Returns obj is Node

+
+ +
    + +
  • +
    +

    En

    clear all node dirty state.

    + +

    Zh

    清除所有节点的脏标记。

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerItem.html b/docs/classes/LayerItem.html new file mode 100644 index 0000000..5d195cb --- /dev/null +++ b/docs/classes/LayerItem.html @@ -0,0 +1,130 @@ +LayerItem | oops-framework
+
+ +
+
+
+
+ +

Class LayerItem

+
+

Hierarchy

+
    +
  • LayerItem
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    • +
    • +
      name: string
    +

    Returns LayerItem

+
+

Properties

+
+ +
_name: string
+
+ +
_value: number
+
+

Accessors

+
+ +
    +
  • get mask(): number
  • +
  • +

    Returns number

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

+
+ +
    +
  • get value(): number
  • +
  • +

    Returns number

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerManager.html b/docs/classes/LayerManager.html new file mode 100644 index 0000000..5bc56f4 --- /dev/null +++ b/docs/classes/LayerManager.html @@ -0,0 +1,427 @@ +LayerManager | oops-framework
+
+ +
+
+
+
+ +

Class LayerManager

+
+

Hierarchy

+
    +
  • LayerManager
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      root: Node
    +

    Returns LayerManager

+
+

Properties

+
+ +
camera: Camera
+

界面摄像机

+
+
+ +
configs: { [key: number]: UIConfig } = {}
+

UI配置

+
+
+

Type declaration

+
+
+ +
dialog: LayerDialog
+

只能弹出一个的弹窗

+
+
+ +
game: Node
+

游戏界面特效层

+
+
+ +
guide: Node
+

新手引导层

+
+
+ +
notify: LayerNotify
+

消息提示控制器,请使用show方法来显示

+
+
+ +
popup: LayerPopUp
+

弹窗层

+
+
+ +
root: Node
+

界面根节点

+
+
+ +
system: LayerDialog
+

游戏系统提示弹窗

+
+
+ + +

界面层

+
+
+ +
uiMap: UIMap
+

界面地图

+
+
+

Accessors

+
+ +
    +
  • get portrait(): boolean
  • +
  • +

    是否为竖屏显示

    +
    +

    Returns boolean

+
+

Methods

+
+ +
    + +
  • +

    清除所有窗口

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean = false
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns Node

+
+ +
    + +
  • +

    缓存中是否存在指定标识的窗口

    +
    +
    +

    Parameters

    +
      +
    • +
      uiId: number
    +

    Returns undefined | boolean

+
+ +
    + +
  • +

    初始化所有UI的配置对象

    +
    +
    +

    Parameters

    +
      +
    • +
      configs: { [key: number]: UIConfig }
      +

      配置对象

      +
      +
    +

    Returns void

+
+ +
    + +
  • +

    同步打开一个窗口

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      uiId: number
      +

      窗口唯一编号

      +
    • +
    • +
      uiArgs: any = null
      +

      窗口参数

      +
    • +
    • +
      Optional callbacks: UICallbacks
      +

      回调对象

      +
    +

    Returns void

+
+ +
    + +
  • +

    异步打开一个窗口

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      uiId: number
      +

      窗口唯一编号

      +
    • +
    • +
      uiArgs: any = null
      +

      窗口参数

      +
    +

    Returns Promise<null | Node>

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      uiId: number
    • +
    • +
      isDestroy: boolean = true
    +

    Returns void

+
+ +
    + +
  • +

    删除一个通过this框架添加进来的节点

    +
    +
    +

    Parameters

    +
      +
    • +
      node: Node
    • +
    • +
      isDestroy: boolean = false
    +

    Returns void

+
+ +
    + +
  • +

    设置界面配置

    +
    +
    +

    Parameters

    +
      +
    • +
      uiId: number
      +

      要设置的界面id

      +
    • +
    • +
      config: UIConfig
      +

      要设置的配置

      +
    +

    Returns void

+
+ +
    + +
  • +

    设置界面地图配置

    +
    +
    +

    Parameters

    +
      +
    • +
      data: any
    +

    Returns void

+
+ +
    + +
  • +

    渐隐飘过提示

    +
    +
    +

    Parameters

    +
      +
    • +
      content: string
      +

      文本表示

      +
    • +
    • +
      useI18n: boolean = false
      +

      是否使用多语言

      +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerNotify.html b/docs/classes/LayerNotify.html new file mode 100644 index 0000000..ed35d1a --- /dev/null +++ b/docs/classes/LayerNotify.html @@ -0,0 +1,3721 @@ +LayerNotify | oops-framework
+
+ +
+
+
+
+ +

Class LayerNotify

+
+

Hierarchy

+
    +
  • LayerUI +
    +

    Hierarchy

    +
      +
    • LayerNotify
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
    + +
  • +

    UI基础层,允许添加多个预制件节点

    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      该层名

      +
    +

    Returns LayerNotify

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
_active: boolean
+
+ +
_activeInHierarchy: boolean
+
+ +
_children: LayerNotify[]
+
+ +
_components: Component[]
+
+ +
_euler: Vec3
+
+ +
_eulerDirty: boolean
+
+ +
_eventMask: number
+
+ +
_eventProcessor: any
+
+ +
_flagChangeVersion: number
+
+ +
_hasChangedFlags: number
+
+ +
_id: string
+
+ +
_layer: number
+
+ +
_lpos: Vec3
+
+ +
_lrot: Quat
+
+ +
_lscale: Vec3
+
+ +
_mat: Mat4
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_originalSceneId: string
+
+

En

record scene's id when set this node as persist node

+ +

Zh

当设置节点为常驻节点时记录场景的 id

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_parent: null | LayerNotify
+
+ +
_pos: Vec3
+
+ +
_prefab: null | PrefabInfo
+
+ +
_rot: Quat
+
+ +
_scale: Vec3
+
+ +
_scene: Scene
+
+ +
_siblingIndex: number
+
+ +
_static: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_uiProps: _cocos_core_scene_graph_node_ui_properties__NodeUIProperties
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
ui_cache: Map<string, ViewParams> = ...
+

被移除的界面缓存数据

+
+
+ +
ui_nodes: Map<string, ViewParams> = ...
+

界面节点集合

+
+
+ +
EventType: typeof NodeEventType
+
+

En

Event types emitted by Node

+ +

Zh

节点可能发出的事件类型

+
+
+ +
NodeSpace: typeof NodeSpace
+
+

En

Coordinates space

+ +

Zh

空间变换操作的坐标系

+
+
+ +
TransformBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts, can be used to determine which part changed in NodeEventType.TRANSFORM_CHANGED event

+ +

Zh

节点变换更新的具体部分,可用于判断 NodeEventType.TRANSFORM_CHANGED 事件的具体类型

+
+
+ +
TransformDirtyBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts

+ +

Zh

节点变换更新的具体部分

+ +

Deprecated

please use Node.TransformBit

+
+
+ +
_stackId: number
+
+ +
_stacks: (null | BaseNode)[][]
+

for walk

+
+
+ +
idGenerator: IDGenerator
+
+ +
reserveContentsForAllSyncablePrefabTag: symbol
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+

Accessors

+
+ +
    +
  • get _persistNode(): boolean
  • +
  • +
    +

    En

    If true, the node is an persist node which won't be destroyed during scene transition. +If false, the node will be destroyed automatically when loading a new scene. Default is false.

    + +

    Zh

    如果为true,则该节点是一个常驻节点,不会在场景转换期间被销毁。 +如果为false,节点将在加载新场景时自动销毁。默认为 false。

    + +

    Default

    false

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns boolean

  • +
  • set _persistNode(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get active(): boolean
  • +
  • +
    +

    En

    The local active state of this node. +Note that a Node may be inactive because a parent is not active, even if this returns true. +Use activeInHierarchy +if you want to check if the Node is actually treated as active in the scene.

    + +

    Zh

    当前节点的自身激活状态。 +值得注意的是,一个节点的父节点如果不被激活,那么即使它自身设为激活,它仍然无法激活。 +如果你想检查节点在场景中实际的激活状态可以使用 activeInHierarchy

    + +

    Default

    true

    +
    +

    Returns boolean

  • +
  • set active(isActive: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      isActive: boolean
    +

    Returns void

+
+ +
    +
  • get activeInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this node is active in the scene.

    + +

    Zh

    表示此节点是否在场景中激活。

    +
    +

    Returns boolean

+
+ +
    +
  • get angle(): number
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles, but limited on z axis

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示,但是限定在 z 轴上。

    +
    +

    Returns number

  • +
  • set angle(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get children(): Node[]
  • +
  • +
    +

    En

    All children nodes.

    + +

    Zh

    节点的所有子节点。

    + +

    Read Only

    +

    Returns Node[]

+
+ +
    +
  • get components(): readonly Component[]
  • +
  • +
    +

    En

    Gets all components attached to this node.

    + +

    Zh

    获取附加到此节点的所有组件。

    +
    +

    Returns readonly Component[]

+
+ +
    +
  • get eulerAngles(): Readonly<Vec3>
  • +
  • +

    Returns Readonly<Vec3>

  • +
  • set eulerAngles(val: Readonly<Vec3>): void
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get eventProcessor(): any
  • +
  • +
    +

    En

    The event processor of the current node, it provides EventTarget ability.

    + +

    Zh

    当前节点的事件处理器,提供 EventTarget 能力。

    + +

    Deprecated

    since v3.4.0

    +
    +

    Returns any

+
+ +
    +
  • get forward(): Vec3
  • +
  • +
    +

    En

    The vector representing forward direction in local coordinate system, it's the minus z direction by default

    + +

    Zh

    当前节点面向的前方方向,默认前方为 -z 方向

    +
    +

    Returns Vec3

  • +
  • set forward(dir: Vec3): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      dir: Vec3
    +

    Returns void

+
+ +
    +
  • get hasChangedFlags(): number
  • +
  • +
    +

    En

    Whether the node's transformation have changed during the current frame.

    + +

    Zh

    这个节点的空间变换信息在当前帧内是否有变过?

    +
    +

    Returns number

  • +
  • set hasChangedFlags(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get layer(): number
  • +
  • +

    Returns number

  • +
  • set layer(l: number): void
  • +
  • +
    +

    En

    Layer of the current Node, it affects raycast, physics etc, refer to Layers

    + +

    Zh

    节点所属层,主要影响射线检测、物理碰撞等,参考 Layers

    +
    +
    +

    Parameters

    +
      +
    • +
      l: number
    +

    Returns void

+
+ +
    +
  • set matrix(val: Readonly<Mat4>): void
  • +
  • +
    +

    En

    Local transformation matrix

    + +

    Zh

    本地坐标系变换矩阵

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Mat4>
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +
    +

    En

    Name of node.

    + +

    Zh

    该节点名称。

    +
    +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get parent(): null | this
  • +
  • +
    +

    En

    The parent node

    + +

    Zh

    父节点

    +
    +

    Returns null | this

  • +
  • set parent(value: null | this): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: null | this
    +

    Returns void

+
+ +
    +
  • get position(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in local coordinate system

    + +

    Zh

    本地坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set position(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get right(): Vec3
  • +
  • +
    +

    En

    Return the right direction vector of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝右的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get rotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by a quaternion

    + +

    Zh

    本地坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set rotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get scale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in local coordinate system

    + +

    Zh

    本地坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set scale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get scene(): Scene
  • +
  • +
    +

    En

    Which scene this node belongs to.

    + +

    Zh

    此节点属于哪个场景。

    +
    +

    Returns Scene

+
+ +
    +
  • get up(): Vec3
  • +
  • +
    +

    En

    Return the up direction vertor of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝上的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor, will be stripped after building project.

    + +

    Zh

    主要用于编辑器的 uuid,在编辑器下可用于持久化存储,在项目构建之后将变成自增的 id。

    + +

    Read Only

    +

    Returns string

+
+ +
    +
  • get worldMatrix(): Readonly<Mat4>
  • +
  • +
    +

    En

    World transformation matrix

    + +

    Zh

    世界坐标系变换矩阵

    +
    +

    Returns Readonly<Mat4>

+
+ +
    +
  • get worldPosition(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in world coordinate system

    + +

    Zh

    世界坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldPosition(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get worldRotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in world coordinate system, represented by a quaternion

    + +

    Zh

    世界坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set worldRotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get worldScale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in world coordinate system

    + +

    Zh

    世界坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldScale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+

Methods

+
+ +
    + +
  • Internal +
    +

    Parameters

    +
      +
    • +
      serializationOutput: SerializationOutput
    • +
    • +
      context: SerializationContext
    +

    Returns void

+
+ +
+
+ +
    + +
  • +
    +

    En

    Ensures that this node has already had the specified component(s). If not, this method throws.

    + +

    Zh

    检查节点已经包含对应的组件,如果没有,则抛出异常

    + +

    Throws

    If one or more component of same type have been existed in this node.

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      constructor: _types_globals__Constructor<T>
      +

      Constructor of the component.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      cloned: any
    • +
    • +
      isSyncedNode: any
    +

    Returns any

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      dontSyncChildPrefab: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      active: boolean
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      oldParent: null | LayerNotify
    • +
    • +
      keepWorldTransform: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      siblingIndex: number
    +

    Returns void

+
+ +
    + +
  • +

    Do remove component, only used internally.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      component: Component
    +

    Returns void

+
+ +
    + +
  • +

    Set _scene field of this node. +The derived Scene overrides this method to behavior differently.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    添加一个预制件节点到层容器中,该方法将返回一个唯一uuid来标识该操作节点

    +
    +
    +

    Parameters

    +
      +
    • +
      config: UIConfig
    • +
    • +
      Optional params: any
      +

      自定义参数

      +
    • +
    • +
      Optional callbacks: UICallbacks
      +

      回调函数对象,可选

      +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Add a child to the current node.

    + +

    Zh

    添加一个子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be added

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the classConstructor does not specify a cc-class constructor extending the Component.

    + +

    Example

    var sprite = node.addComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of the component to add

      +
    +

    Returns T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the className does not specify a cc-class constructor extending the Component.

    + +

    Example

    var test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the component to add

      +
    +

    Returns Component

+
+ +
    + +
  • +
    +

    En

    Properties configuration function. +All properties in attrs will be set to the node, +when the setter of the node is available, +the property will be set via setter function.

    + +

    Zh

    属性配置函数。在 attrs 的所有属性将被设置为节点属性。

    + +

    Example

    var attrs = { name: 'New Name', active: false };
    node.attr(attrs); +
    +
    +
    +

    Parameters

    +
      +
    • +
      attrs: unknown
      +

      Properties to be set to node

      +
    +

    Returns void

+
+ +
    + +
  • +

    清除所有节点,队列当中的也删除

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    创建节点界面,可覆盖重写

    +
    +
    +

    Parameters

    +
    +

    Returns Node

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Destroy all children from the node, and release all their own references to other objects. +Actual destruct operation will delayed until before rendering.

    + +

    Zh

    销毁所有子节点,并释放所有它们对其它对象的引用。 +实际销毁操作会延迟到当前帧渲染前执行。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Dispatches an event into the event flow. +The event target is the EventTarget object upon which the dispatchEvent() method is called.

    + +

    Zh

    分发事件到事件流中。

    +
    +
    +

    Parameters

    +
      +
    • +
      event: Event
      +

      The Event object that is dispatched into the event flow

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Trigger an event directly with the event name and necessary arguments.

    + +

    Zh

    通过事件名发送自定义事件

    + +

    Example

    eventTarget.emit('fire', event);
    eventTarget.emit('fire', message, emitter); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      event type

      +
    • +
    • +
      Optional arg0: any
    • +
    • +
      Optional arg1: any
      +

      First argument in callback

      +
    • +
    • +
      Optional arg2: any
      +

      Second argument in callback

      +
    • +
    • +
      Optional arg3: any
      +

      Third argument in callback

      +
    • +
    • +
      Optional arg4: any
      +

      Fourth argument in callback

      +
    +

    Returns void

+
+ +
    + +
  • +

    获取当前层包含指定正则匹配的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathReg: RegExp
      +

      匹配预制件路径的正则表达式对象

      +
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据预制件路径获取当前显示的该预制件的所有Node节点数组。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据uuid获取节点,如果节点不存在或者还在队列中,则返回null

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same name.

    + +

    Zh

    通过名称获取节点的子节点。

    + +

    Returns

    a CCNode object whose name equals to the input parameter

    + +

    Example

    var child = node.getChildByName("Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      A name to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the given path.

    + +

    Zh

    通过路径获取节点的子节点。

    + +

    Returns

    a Node object whose path equals to the input parameter

    + +

    Example

    var child = node.getChildByPath("subNode/Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
      +

      A path to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same uuid.

    + +

    Zh

    通过 uuid 获取节点的子节点。

    + +

    Returns

    a Node whose uuid equals to the input parameter

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
      +

      The uuid to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test class.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var sprite = node.getComponentInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var sprites = node.getComponentsInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get parent of the node.

    + +

    Zh

    获取该节点的父节点。

    +
    +

    Returns null | LayerNotify

+
+ +
    + +
  • +
    +

    En

    Get the complete path of the current node in the hierarchy.

    + +

    Zh

    获得当前节点在 hierarchy 中的完整路径。

    +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get position in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in local coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取本地旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get the sibling index of the current node in its parent's children array.

    + +

    Zh

    获取当前节点在父节点的 children 数组中的位置。

    +
    +

    Returns number

+
+ +
    + +
  • +

    构造一个唯一标识UUID

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix

    + +

    Zh

    获取世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get position in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and scale

    + +

    Zh

    获取只包含旋转和缩放的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and translation

    + +

    Zh

    获取只包含旋转和位移的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in world coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标系下的旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +

    判断当前层是否包含 uuid或预制件路径对应的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathOrUUID: string
      +

      预制件路径或者UUID

      +
    +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Checks whether the EventTarget object has any callback registered for a specific type of event.

    + +

    Zh

    检查事件目标对象是否有为特定类型的事件注册的回调。

    + +

    Returns

    True if a callback of the specified type is registered; false otherwise.

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      The type of event.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback function of the event listener, if absent all event listeners for the given type will be removed

      +
    • +
    • +
      Optional target: unknown
      +

      The callback callee of the event listener

      +
    +

    Returns any

+
+ +
    + +
  • +
    +

    En

    Inserts a child to the node at a specified index.

    + +

    Zh

    插入子节点到指定位置

    + +

    Example

    node.insertChild(child, 2);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be inserted

      +
    • +
    • +
      siblingIndex: number
      +

      the sibling index to place the child in

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Invalidate the world transform information +for this node and all its children recursively

    + +

    Zh

    递归标记节点世界变换为 dirty

    +
    +
    +

    Parameters

    +
      +
    • +
      dirtyBit: TransformBit
      +

      The dirty bits to setup to children, can be composed with multiple dirty bits

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Inversely transform a point from world coordinate system to local coordinate system.

    + +

    Zh

    逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。

    +
    +
    +

    Parameters

    +
      +
    • +
      out: Vec3
      +

      The result point in local coordinate system will be stored in this vector

      +
    • +
    • +
      p: Vec3
      +

      A position in world coordinate system

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Is this node a child of the given node?

    + +

    Zh

    是否是指定节点的子节点?

    + +

    Returns

    True if this node is a child, deep child or identical to the given node.

    +
    +
    +

    Parameters

    +
    +

    Returns boolean

+
+ +
    + +
  • +

    加载界面资源

    +
    +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the orientation of the node to face the target position, the node is facing minus z direction by default

    + +

    Zh

    设置当前节点旋转为面向目标位置,默认前方为 -z 方向

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Readonly<Vec3>
      +

      Target position

      +
    • +
    • +
      Optional up: Readonly<Vec3>
      +

      Up direction

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes the callback previously registered with the same type, callback, target and or useCapture. +This method is merely an alias to removeEventListener.

    + +

    Zh

    删除之前与同类型,回调,目标或 useCapture 注册的回调。

    + +

    Example

    this.node.off(NodeEventType.TOUCH_START, this.memberFunction, this);
    node.off(NodeEventType.TOUCH_START, callback, this.node); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type being removed.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback to remove.

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, if it's not given, only callback without target will be removed

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register a callback of a specific event type on Node. +Use this method to register touch or mouse event permit propagation based on scene graph, +These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:

    +
      +
    1. Capturing phase: dispatch in capture targets, e.g. parents in node tree, from root to the real target
    2. +
    3. At target phase: dispatch to the listeners of the real target
    4. +
    5. Bubbling phase: dispatch in bubble targets, e.g. parents in node tree, from the real target to root +In any moment of the dispatching process, it can be stopped via event.stopPropagation() or event.stopPropagationImmediate(). +You can also register custom event and use emit to trigger custom event on Node. +For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node. +You can also pass event callback parameters with emit by passing parameters after type.
    6. +
    + +

    Zh

    在节点上注册指定类型的回调函数,也可以设置 target 用于绑定响应函数的 this 对象。 +鼠标或触摸事件会被系统调用 dispatchEvent 方法触发,触发的过程包含三个阶段:

    +
      +
    1. 捕获阶段:派发事件给捕获目标,比如,节点树中注册了捕获阶段的父节点,从根节点开始派发直到目标节点。
    2. +
    3. 目标阶段:派发给目标节点的监听器。
    4. +
    5. 冒泡阶段:派发事件给冒泡目标,比如,节点树中注册了冒泡阶段的父节点,从目标节点开始派发直到根节点。 +同时您可以将事件派发到父节点或者通过调用 stopPropagation 拦截它。 +你也可以注册自定义事件到节点上,并通过 emit 方法触发此类事件,对于这类事件,不会发生捕获冒泡阶段,只会直接派发给注册在该节点上的监听器 +你可以通过在 emit 方法调用时在 type 之后传递额外的参数作为事件回调的参数列表
    6. +
    + +

    Returns

      +
    • Just returns the incoming callback so you can save the anonymous function easier.
    • +
    + +

    Example

    this.node.on(NodeEventType.TOUCH_START, this.memberFunction, this);  // if "this" is component and the "memberFunction" declared in CCClass.
    node.on(NodeEventType.TOUCH_START, callback, this);
    node.on(NodeEventType.TOUCH_MOVE, callback, this);
    node.on(NodeEventType.TOUCH_END, callback, this); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.
      See Node.EventType.POSITION_CHANGED for all builtin events.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register an callback of a specific event type on the Node, +the callback will remove itself after the first time it is triggered.

    + +

    Zh

    注册节点的特定事件类型回调,回调会在第一时间被触发后删除自身。

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. + The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause all system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will pause the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    暂停所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将暂停本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether pause system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +

    根据预制件路径删除,预制件如在队列中也会被删除,如果该预制件存在多个也会一起删除。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes all children from the container.

    + +

    Zh

    移除节点所有的子节点。

    +
    +

    Returns void

+
+ +
    + +
  • +

    根据uuid删除节点,如果节点还在队列中也会被删除 +注意。删除节点请直接调用 this.node.destroy()gui.delete(node);

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a child from the container.

    + +

    Zh

    移除节点中指定的子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node | LayerNotify
      +

      The child node which will be removed.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    node.removeComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the component to remove

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
    node.removeComponent(sprite);
    }
    node.removeComponent('Sprite'); +
    +
    +
    +

    Parameters

    +
      +
    • +
      classNameOrInstance: string | Component
      +

      The class name of the component to remove or the component instance to be removed

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Remove itself from its parent node. +If the node have no parent, then nothing happens.

    + +

    Zh

    从父节点中删除该节点。 +如果这个节点是一个孤立节点,那么什么都不会发生。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Resume all paused system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will resume the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    恢复所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将恢复本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether resume system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a rotation on the node

    + +

    Zh

    旋转节点

    +
    +
    +

    Parameters

    +
      +
    • +
      rot: Quat
      +

      The increment on rotation

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set parent of the node.

    + +

    Zh

    设置该节点的父节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      value: null | LayerNotify
      +

      Parent node

      +
    • +
    • +
      Optional keepWorldTransform: boolean
      +

      Whether keep node's current world transform unchanged after this operation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Readonly<Vec3>
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      Optional z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set local transformation with rotation, position and scale separately.

    + +

    Zh

    一次性设置所有局部变换(平移、旋转、缩放)信息

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional rot: Vec3 | Quat
      +

      The rotation

      +
    • +
    • +
      Optional pos: Vec3
      +

      The position

      +
    • +
    • +
      Optional scale: Vec3
      +

      The scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Readonly<Quat>
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a vector representing euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Vec3
      +

      Rotation in vector

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      Optional zOpt: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Readonly<Vec3>
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      Optional z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the sibling index of the current node in its parent's children array.

    + +

    Zh

    设置当前节点在父节点的 children 数组中的位置。

    +
    +
    +

    Parameters

    +
      +
    • +
      index: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Vec3
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Quat
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with euler angles

    + +

    Zh

    用欧拉角设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      z: number
      +

      Z axis rotation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Vec3
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +

    显示toast

    +
    +
    +

    Parameters

    +
      +
    • +
      content: string
      +

      文本表示

      +
    • +
    • +
      useI18n: boolean
      +

      是否使用多语言

      +
    +

    Returns void

+
+ +
    + +
  • +

    层节点数量

    +
    +

    Returns number

+
+ +
    + +
  • +
    +

    En

    Removes all callbacks previously registered with the same target.

    + +

    Zh

    移除目标上的所有注册事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      target: unknown
      +

      The target to be searched for all related callbacks

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a translation on the node

    + +

    Zh

    移动节点

    +
    +
    +

    Parameters

    +
      +
    • +
      trans: Vec3
      +

      The increment on position

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update the world transform information if outdated

    + +

    Zh

    更新节点的世界变换信息

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Walk though the sub children tree of the current node. +Each node, including the current node, in the sub tree will be visited two times, +before all children and after all children. +This function call is not recursive, it's based on stack. +Please don't walk any other node inside the walk process.

    + +

    Zh

    遍历该节点的子树里的所有节点并按规则执行回调函数。 +对子树中的所有节点,包含当前节点,会执行两次回调,preFunc 会在访问它的子节点之前调用,postFunc 会在访问所有子节点之后调用。 +这个函数的实现不是基于递归的,而是基于栈展开递归的方式。 +请不要在 walk 过程中对任何其他的节点嵌套执行 walk。

    + +

    Example

    node.walk(function (target) {
    console.log('Walked through node ' + target.name + ' for the first time');
    }, function (target) {
    console.log('Walked through node ' + target.name + ' after walked all children in its sub tree');
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      preFunc: ((target: LayerNotify) => void)
      +

      The callback to process node when reach the node for the first time

      +
      +
    • +
    • +
      Optional postFunc: ((target: LayerNotify) => void)
      +

      The callback to process node when re-visit the node after walked all children in its sub tree

      +
      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: any
    • +
    • +
      components: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    • +
    • +
      components: Component[]
    +

    Returns void

+
+ +
    + +
  • Internal +

    Call _updateScene of specified node.

    +
    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
      +

      The node.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    clear node array

    + +

    Zh

    清除节点数组

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Determine whether the given object is a normal Node. Will return false if Scene given.

    + +

    Zh

    指定对象是否是普通的节点?如果传入 Scene 会返回 false。

    +
    +
    +

    Parameters

    +
      +
    • +
      obj: unknown
    +

    Returns obj is Node

+
+ +
    + +
  • +
    +

    En

    clear all node dirty state.

    + +

    Zh

    清除所有节点的脏标记。

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerPopUp.html b/docs/classes/LayerPopUp.html new file mode 100644 index 0000000..41ff853 --- /dev/null +++ b/docs/classes/LayerPopUp.html @@ -0,0 +1,3729 @@ +LayerPopUp | oops-framework
+
+ +
+
+
+
+ +

Class LayerPopUp

+
+

Hierarchy

+
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
_active: boolean
+
+ +
_activeInHierarchy: boolean
+
+ +
_children: LayerPopUp[]
+
+ +
_components: Component[]
+
+ +
_euler: Vec3
+
+ +
_eulerDirty: boolean
+
+ +
_eventMask: number
+
+ +
_eventProcessor: any
+
+ +
_flagChangeVersion: number
+
+ +
_hasChangedFlags: number
+
+ +
_id: string
+
+ +
_layer: number
+
+ +
_lpos: Vec3
+
+ +
_lrot: Quat
+
+ +
_lscale: Vec3
+
+ +
_mat: Mat4
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_originalSceneId: string
+
+

En

record scene's id when set this node as persist node

+ +

Zh

当设置节点为常驻节点时记录场景的 id

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_parent: null | LayerPopUp
+
+ +
_pos: Vec3
+
+ +
_prefab: null | PrefabInfo
+
+ +
_rot: Quat
+
+ +
_scale: Vec3
+
+ +
_scene: Scene
+
+ +
_siblingIndex: number
+
+ +
_static: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_uiProps: _cocos_core_scene_graph_node_ui_properties__NodeUIProperties
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
black: BlockInputEvents
+
+ +
ui_cache: Map<string, ViewParams> = ...
+

被移除的界面缓存数据

+
+
+ +
ui_nodes: Map<string, ViewParams> = ...
+

界面节点集合

+
+
+ +
EventType: typeof NodeEventType
+
+

En

Event types emitted by Node

+ +

Zh

节点可能发出的事件类型

+
+
+ +
NodeSpace: typeof NodeSpace
+
+

En

Coordinates space

+ +

Zh

空间变换操作的坐标系

+
+
+ +
TransformBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts, can be used to determine which part changed in NodeEventType.TRANSFORM_CHANGED event

+ +

Zh

节点变换更新的具体部分,可用于判断 NodeEventType.TRANSFORM_CHANGED 事件的具体类型

+
+
+ +
TransformDirtyBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts

+ +

Zh

节点变换更新的具体部分

+ +

Deprecated

please use Node.TransformBit

+
+
+ +
_stackId: number
+
+ +
_stacks: (null | BaseNode)[][]
+

for walk

+
+
+ +
idGenerator: IDGenerator
+
+ +
reserveContentsForAllSyncablePrefabTag: symbol
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+

Accessors

+
+ +
    +
  • get _persistNode(): boolean
  • +
  • +
    +

    En

    If true, the node is an persist node which won't be destroyed during scene transition. +If false, the node will be destroyed automatically when loading a new scene. Default is false.

    + +

    Zh

    如果为true,则该节点是一个常驻节点,不会在场景转换期间被销毁。 +如果为false,节点将在加载新场景时自动销毁。默认为 false。

    + +

    Default

    false

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns boolean

  • +
  • set _persistNode(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get active(): boolean
  • +
  • +
    +

    En

    The local active state of this node. +Note that a Node may be inactive because a parent is not active, even if this returns true. +Use activeInHierarchy +if you want to check if the Node is actually treated as active in the scene.

    + +

    Zh

    当前节点的自身激活状态。 +值得注意的是,一个节点的父节点如果不被激活,那么即使它自身设为激活,它仍然无法激活。 +如果你想检查节点在场景中实际的激活状态可以使用 activeInHierarchy

    + +

    Default

    true

    +
    +

    Returns boolean

  • +
  • set active(isActive: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      isActive: boolean
    +

    Returns void

+
+ +
    +
  • get activeInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this node is active in the scene.

    + +

    Zh

    表示此节点是否在场景中激活。

    +
    +

    Returns boolean

+
+ +
    +
  • get angle(): number
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles, but limited on z axis

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示,但是限定在 z 轴上。

    +
    +

    Returns number

  • +
  • set angle(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get children(): Node[]
  • +
  • +
    +

    En

    All children nodes.

    + +

    Zh

    节点的所有子节点。

    + +

    Read Only

    +

    Returns Node[]

+
+ +
    +
  • get components(): readonly Component[]
  • +
  • +
    +

    En

    Gets all components attached to this node.

    + +

    Zh

    获取附加到此节点的所有组件。

    +
    +

    Returns readonly Component[]

+
+ +
    +
  • get eulerAngles(): Readonly<Vec3>
  • +
  • +

    Returns Readonly<Vec3>

  • +
  • set eulerAngles(val: Readonly<Vec3>): void
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get eventProcessor(): any
  • +
  • +
    +

    En

    The event processor of the current node, it provides EventTarget ability.

    + +

    Zh

    当前节点的事件处理器,提供 EventTarget 能力。

    + +

    Deprecated

    since v3.4.0

    +
    +

    Returns any

+
+ +
    +
  • get forward(): Vec3
  • +
  • +
    +

    En

    The vector representing forward direction in local coordinate system, it's the minus z direction by default

    + +

    Zh

    当前节点面向的前方方向,默认前方为 -z 方向

    +
    +

    Returns Vec3

  • +
  • set forward(dir: Vec3): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      dir: Vec3
    +

    Returns void

+
+ +
    +
  • get hasChangedFlags(): number
  • +
  • +
    +

    En

    Whether the node's transformation have changed during the current frame.

    + +

    Zh

    这个节点的空间变换信息在当前帧内是否有变过?

    +
    +

    Returns number

  • +
  • set hasChangedFlags(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get layer(): number
  • +
  • +

    Returns number

  • +
  • set layer(l: number): void
  • +
  • +
    +

    En

    Layer of the current Node, it affects raycast, physics etc, refer to Layers

    + +

    Zh

    节点所属层,主要影响射线检测、物理碰撞等,参考 Layers

    +
    +
    +

    Parameters

    +
      +
    • +
      l: number
    +

    Returns void

+
+ +
    +
  • set matrix(val: Readonly<Mat4>): void
  • +
  • +
    +

    En

    Local transformation matrix

    + +

    Zh

    本地坐标系变换矩阵

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Mat4>
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +
    +

    En

    Name of node.

    + +

    Zh

    该节点名称。

    +
    +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get parent(): null | this
  • +
  • +
    +

    En

    The parent node

    + +

    Zh

    父节点

    +
    +

    Returns null | this

  • +
  • set parent(value: null | this): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: null | this
    +

    Returns void

+
+ +
    +
  • get position(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in local coordinate system

    + +

    Zh

    本地坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set position(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get right(): Vec3
  • +
  • +
    +

    En

    Return the right direction vector of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝右的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get rotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by a quaternion

    + +

    Zh

    本地坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set rotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get scale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in local coordinate system

    + +

    Zh

    本地坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set scale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get scene(): Scene
  • +
  • +
    +

    En

    Which scene this node belongs to.

    + +

    Zh

    此节点属于哪个场景。

    +
    +

    Returns Scene

+
+ +
    +
  • get up(): Vec3
  • +
  • +
    +

    En

    Return the up direction vertor of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝上的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor, will be stripped after building project.

    + +

    Zh

    主要用于编辑器的 uuid,在编辑器下可用于持久化存储,在项目构建之后将变成自增的 id。

    + +

    Read Only

    +

    Returns string

+
+ +
    +
  • get worldMatrix(): Readonly<Mat4>
  • +
  • +
    +

    En

    World transformation matrix

    + +

    Zh

    世界坐标系变换矩阵

    +
    +

    Returns Readonly<Mat4>

+
+ +
    +
  • get worldPosition(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in world coordinate system

    + +

    Zh

    世界坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldPosition(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get worldRotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in world coordinate system, represented by a quaternion

    + +

    Zh

    世界坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set worldRotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get worldScale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in world coordinate system

    + +

    Zh

    世界坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldScale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+

Methods

+
+ +
    + +
  • Internal +
    +

    Parameters

    +
      +
    • +
      serializationOutput: SerializationOutput
    • +
    • +
      context: SerializationContext
    +

    Returns void

+
+ +
+
+ +
    + +
  • +
    +

    En

    Ensures that this node has already had the specified component(s). If not, this method throws.

    + +

    Zh

    检查节点已经包含对应的组件,如果没有,则抛出异常

    + +

    Throws

    If one or more component of same type have been existed in this node.

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      constructor: _types_globals__Constructor<T>
      +

      Constructor of the component.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      cloned: any
    • +
    • +
      isSyncedNode: any
    +

    Returns any

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      dontSyncChildPrefab: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      active: boolean
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      oldParent: null | LayerPopUp
    • +
    • +
      keepWorldTransform: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      siblingIndex: number
    +

    Returns void

+
+ +
    + +
  • +

    Do remove component, only used internally.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      component: Component
    +

    Returns void

+
+ +
    + +
  • +

    Set _scene field of this node. +The derived Scene overrides this method to behavior differently.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    添加一个预制件节点到PopUp层容器中,该方法将返回一个唯一uuid来标识该操作节点

    +
    +
    +

    Parameters

    +
      +
    • +
      config: UIConfig
    • +
    • +
      params: any
      +

      传给组件onAdded、onRemoved方法的参数。

      +
    • +
    • +
      Optional popParams: PopViewParams
      +

      弹出界面的设置定义,详情见PopViewParams

      +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Add a child to the current node.

    + +

    Zh

    添加一个子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be added

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the classConstructor does not specify a cc-class constructor extending the Component.

    + +

    Example

    var sprite = node.addComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of the component to add

      +
    +

    Returns T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the className does not specify a cc-class constructor extending the Component.

    + +

    Example

    var test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the component to add

      +
    +

    Returns Component

+
+ +
    + +
  • +
    +

    En

    Properties configuration function. +All properties in attrs will be set to the node, +when the setter of the node is available, +the property will be set via setter function.

    + +

    Zh

    属性配置函数。在 attrs 的所有属性将被设置为节点属性。

    + +

    Example

    var attrs = { name: 'New Name', active: false };
    node.attr(attrs); +
    +
    +
    +

    Parameters

    +
      +
    • +
      attrs: unknown
      +

      Properties to be set to node

      +
    +

    Returns void

+
+ +
    + +
  • +

    清除所有节点,队列当中的也删除

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    创建节点界面,可覆盖重写

    +
    +
    +

    Parameters

    +
    +

    Returns Node

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Destroy all children from the node, and release all their own references to other objects. +Actual destruct operation will delayed until before rendering.

    + +

    Zh

    销毁所有子节点,并释放所有它们对其它对象的引用。 +实际销毁操作会延迟到当前帧渲染前执行。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Dispatches an event into the event flow. +The event target is the EventTarget object upon which the dispatchEvent() method is called.

    + +

    Zh

    分发事件到事件流中。

    +
    +
    +

    Parameters

    +
      +
    • +
      event: Event
      +

      The Event object that is dispatched into the event flow

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Trigger an event directly with the event name and necessary arguments.

    + +

    Zh

    通过事件名发送自定义事件

    + +

    Example

    eventTarget.emit('fire', event);
    eventTarget.emit('fire', message, emitter); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      event type

      +
    • +
    • +
      Optional arg0: any
    • +
    • +
      Optional arg1: any
      +

      First argument in callback

      +
    • +
    • +
      Optional arg2: any
      +

      Second argument in callback

      +
    • +
    • +
      Optional arg3: any
      +

      Third argument in callback

      +
    • +
    • +
      Optional arg4: any
      +

      Fourth argument in callback

      +
    +

    Returns void

+
+ +
    + +
  • +

    获取当前层包含指定正则匹配的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathReg: RegExp
      +

      匹配预制件路径的正则表达式对象

      +
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据预制件路径获取当前显示的该预制件的所有Node节点数组。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据uuid获取节点,如果节点不存在或者还在队列中,则返回null

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same name.

    + +

    Zh

    通过名称获取节点的子节点。

    + +

    Returns

    a CCNode object whose name equals to the input parameter

    + +

    Example

    var child = node.getChildByName("Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      A name to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the given path.

    + +

    Zh

    通过路径获取节点的子节点。

    + +

    Returns

    a Node object whose path equals to the input parameter

    + +

    Example

    var child = node.getChildByPath("subNode/Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
      +

      A path to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same uuid.

    + +

    Zh

    通过 uuid 获取节点的子节点。

    + +

    Returns

    a Node whose uuid equals to the input parameter

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
      +

      The uuid to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test class.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var sprite = node.getComponentInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var sprites = node.getComponentsInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get parent of the node.

    + +

    Zh

    获取该节点的父节点。

    +
    +

    Returns null | LayerPopUp

+
+ +
    + +
  • +
    +

    En

    Get the complete path of the current node in the hierarchy.

    + +

    Zh

    获得当前节点在 hierarchy 中的完整路径。

    +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get position in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in local coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取本地旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get the sibling index of the current node in its parent's children array.

    + +

    Zh

    获取当前节点在父节点的 children 数组中的位置。

    +
    +

    Returns number

+
+ +
    + +
  • +

    构造一个唯一标识UUID

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix

    + +

    Zh

    获取世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get position in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and scale

    + +

    Zh

    获取只包含旋转和缩放的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and translation

    + +

    Zh

    获取只包含旋转和位移的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in world coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标系下的旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +

    判断当前层是否包含 uuid或预制件路径对应的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathOrUUID: string
      +

      预制件路径或者UUID

      +
    +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Checks whether the EventTarget object has any callback registered for a specific type of event.

    + +

    Zh

    检查事件目标对象是否有为特定类型的事件注册的回调。

    + +

    Returns

    True if a callback of the specified type is registered; false otherwise.

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      The type of event.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback function of the event listener, if absent all event listeners for the given type will be removed

      +
    • +
    • +
      Optional target: unknown
      +

      The callback callee of the event listener

      +
    +

    Returns any

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Inserts a child to the node at a specified index.

    + +

    Zh

    插入子节点到指定位置

    + +

    Example

    node.insertChild(child, 2);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be inserted

      +
    • +
    • +
      siblingIndex: number
      +

      the sibling index to place the child in

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Invalidate the world transform information +for this node and all its children recursively

    + +

    Zh

    递归标记节点世界变换为 dirty

    +
    +
    +

    Parameters

    +
      +
    • +
      dirtyBit: TransformBit
      +

      The dirty bits to setup to children, can be composed with multiple dirty bits

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Inversely transform a point from world coordinate system to local coordinate system.

    + +

    Zh

    逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。

    +
    +
    +

    Parameters

    +
      +
    • +
      out: Vec3
      +

      The result point in local coordinate system will be stored in this vector

      +
    • +
    • +
      p: Vec3
      +

      A position in world coordinate system

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Is this node a child of the given node?

    + +

    Zh

    是否是指定节点的子节点?

    + +

    Returns

    True if this node is a child, deep child or identical to the given node.

    +
    +
    +

    Parameters

    +
    +

    Returns boolean

+
+ +
    + +
  • +

    加载界面资源

    +
    +
    +

    Parameters

    +
      +
    • +
      viewParams: ViewParams
      +

      显示参数

      +
    • +
    • +
      Optional bundle: string
      +

      远程资源包名,如果为空就是默认本地资源包

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the orientation of the node to face the target position, the node is facing minus z direction by default

    + +

    Zh

    设置当前节点旋转为面向目标位置,默认前方为 -z 方向

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Readonly<Vec3>
      +

      Target position

      +
    • +
    • +
      Optional up: Readonly<Vec3>
      +

      Up direction

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes the callback previously registered with the same type, callback, target and or useCapture. +This method is merely an alias to removeEventListener.

    + +

    Zh

    删除之前与同类型,回调,目标或 useCapture 注册的回调。

    + +

    Example

    this.node.off(NodeEventType.TOUCH_START, this.memberFunction, this);
    node.off(NodeEventType.TOUCH_START, callback, this.node); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type being removed.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback to remove.

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, if it's not given, only callback without target will be removed

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register a callback of a specific event type on Node. +Use this method to register touch or mouse event permit propagation based on scene graph, +These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:

    +
      +
    1. Capturing phase: dispatch in capture targets, e.g. parents in node tree, from root to the real target
    2. +
    3. At target phase: dispatch to the listeners of the real target
    4. +
    5. Bubbling phase: dispatch in bubble targets, e.g. parents in node tree, from the real target to root +In any moment of the dispatching process, it can be stopped via event.stopPropagation() or event.stopPropagationImmediate(). +You can also register custom event and use emit to trigger custom event on Node. +For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node. +You can also pass event callback parameters with emit by passing parameters after type.
    6. +
    + +

    Zh

    在节点上注册指定类型的回调函数,也可以设置 target 用于绑定响应函数的 this 对象。 +鼠标或触摸事件会被系统调用 dispatchEvent 方法触发,触发的过程包含三个阶段:

    +
      +
    1. 捕获阶段:派发事件给捕获目标,比如,节点树中注册了捕获阶段的父节点,从根节点开始派发直到目标节点。
    2. +
    3. 目标阶段:派发给目标节点的监听器。
    4. +
    5. 冒泡阶段:派发事件给冒泡目标,比如,节点树中注册了冒泡阶段的父节点,从目标节点开始派发直到根节点。 +同时您可以将事件派发到父节点或者通过调用 stopPropagation 拦截它。 +你也可以注册自定义事件到节点上,并通过 emit 方法触发此类事件,对于这类事件,不会发生捕获冒泡阶段,只会直接派发给注册在该节点上的监听器 +你可以通过在 emit 方法调用时在 type 之后传递额外的参数作为事件回调的参数列表
    6. +
    + +

    Returns

      +
    • Just returns the incoming callback so you can save the anonymous function easier.
    • +
    + +

    Example

    this.node.on(NodeEventType.TOUCH_START, this.memberFunction, this);  // if "this" is component and the "memberFunction" declared in CCClass.
    node.on(NodeEventType.TOUCH_START, callback, this);
    node.on(NodeEventType.TOUCH_MOVE, callback, this);
    node.on(NodeEventType.TOUCH_END, callback, this); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.
      See Node.EventType.POSITION_CHANGED for all builtin events.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register an callback of a specific event type on the Node, +the callback will remove itself after the first time it is triggered.

    + +

    Zh

    注册节点的特定事件类型回调,回调会在第一时间被触发后删除自身。

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. + The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause all system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will pause the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    暂停所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将暂停本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether pause system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +

    根据预制件路径删除,预制件如在队列中也会被删除,如果该预制件存在多个也会一起删除。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes all children from the container.

    + +

    Zh

    移除节点所有的子节点。

    +
    +

    Returns void

+
+ +
    + +
  • +

    根据uuid删除节点,如果节点还在队列中也会被删除 +注意。删除节点请直接调用 this.node.destroy()gui.delete(node);

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a child from the container.

    + +

    Zh

    移除节点中指定的子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node | LayerPopUp
      +

      The child node which will be removed.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    node.removeComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the component to remove

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
    node.removeComponent(sprite);
    }
    node.removeComponent('Sprite'); +
    +
    +
    +

    Parameters

    +
      +
    • +
      classNameOrInstance: string | Component
      +

      The class name of the component to remove or the component instance to be removed

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Remove itself from its parent node. +If the node have no parent, then nothing happens.

    + +

    Zh

    从父节点中删除该节点。 +如果这个节点是一个孤立节点,那么什么都不会发生。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Resume all paused system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will resume the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    恢复所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将恢复本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether resume system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a rotation on the node

    + +

    Zh

    旋转节点

    +
    +
    +

    Parameters

    +
      +
    • +
      rot: Quat
      +

      The increment on rotation

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set parent of the node.

    + +

    Zh

    设置该节点的父节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      value: null | LayerPopUp
      +

      Parent node

      +
    • +
    • +
      Optional keepWorldTransform: boolean
      +

      Whether keep node's current world transform unchanged after this operation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Readonly<Vec3>
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      Optional z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set local transformation with rotation, position and scale separately.

    + +

    Zh

    一次性设置所有局部变换(平移、旋转、缩放)信息

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional rot: Vec3 | Quat
      +

      The rotation

      +
    • +
    • +
      Optional pos: Vec3
      +

      The position

      +
    • +
    • +
      Optional scale: Vec3
      +

      The scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Readonly<Quat>
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a vector representing euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Vec3
      +

      Rotation in vector

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      Optional zOpt: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Readonly<Vec3>
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      Optional z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the sibling index of the current node in its parent's children array.

    + +

    Zh

    设置当前节点在父节点的 children 数组中的位置。

    +
    +
    +

    Parameters

    +
      +
    • +
      index: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Vec3
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Quat
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with euler angles

    + +

    Zh

    用欧拉角设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      z: number
      +

      Z axis rotation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Vec3
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +

    层节点数量

    +
    +

    Returns number

+
+ +
    + +
  • +
    +

    En

    Removes all callbacks previously registered with the same target.

    + +

    Zh

    移除目标上的所有注册事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      target: unknown
      +

      The target to be searched for all related callbacks

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a translation on the node

    + +

    Zh

    移动节点

    +
    +
    +

    Parameters

    +
      +
    • +
      trans: Vec3
      +

      The increment on position

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update the world transform information if outdated

    + +

    Zh

    更新节点的世界变换信息

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Walk though the sub children tree of the current node. +Each node, including the current node, in the sub tree will be visited two times, +before all children and after all children. +This function call is not recursive, it's based on stack. +Please don't walk any other node inside the walk process.

    + +

    Zh

    遍历该节点的子树里的所有节点并按规则执行回调函数。 +对子树中的所有节点,包含当前节点,会执行两次回调,preFunc 会在访问它的子节点之前调用,postFunc 会在访问所有子节点之后调用。 +这个函数的实现不是基于递归的,而是基于栈展开递归的方式。 +请不要在 walk 过程中对任何其他的节点嵌套执行 walk。

    + +

    Example

    node.walk(function (target) {
    console.log('Walked through node ' + target.name + ' for the first time');
    }, function (target) {
    console.log('Walked through node ' + target.name + ' after walked all children in its sub tree');
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      preFunc: ((target: LayerPopUp) => void)
      +

      The callback to process node when reach the node for the first time

      +
      +
    • +
    • +
      Optional postFunc: ((target: LayerPopUp) => void)
      +

      The callback to process node when re-visit the node after walked all children in its sub tree

      +
      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: any
    • +
    • +
      components: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    • +
    • +
      components: Component[]
    +

    Returns void

+
+ +
    + +
  • Internal +

    Call _updateScene of specified node.

    +
    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
      +

      The node.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    clear node array

    + +

    Zh

    清除节点数组

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Determine whether the given object is a normal Node. Will return false if Scene given.

    + +

    Zh

    指定对象是否是普通的节点?如果传入 Scene 会返回 false。

    +
    +
    +

    Parameters

    +
      +
    • +
      obj: unknown
    +

    Returns obj is Node

+
+ +
    + +
  • +
    +

    En

    clear all node dirty state.

    + +

    Zh

    清除所有节点的脏标记。

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerUI.html b/docs/classes/LayerUI.html new file mode 100644 index 0000000..15bf982 --- /dev/null +++ b/docs/classes/LayerUI.html @@ -0,0 +1,3710 @@ +LayerUI | oops-framework
+
+ +
+
+
+
+ +

Class LayerUI

+
+

Hierarchy

+
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
    + +
  • +

    UI基础层,允许添加多个预制件节点

    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      该层名

      +
    +

    Returns LayerUI

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
_active: boolean
+
+ +
_activeInHierarchy: boolean
+
+ +
_children: LayerUI[]
+
+ +
_components: Component[]
+
+ +
_euler: Vec3
+
+ +
_eulerDirty: boolean
+
+ +
_eventMask: number
+
+ +
_eventProcessor: any
+
+ +
_flagChangeVersion: number
+
+ +
_hasChangedFlags: number
+
+ +
_id: string
+
+ +
_layer: number
+
+ +
_lpos: Vec3
+
+ +
_lrot: Quat
+
+ +
_lscale: Vec3
+
+ +
_mat: Mat4
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_originalSceneId: string
+
+

En

record scene's id when set this node as persist node

+ +

Zh

当设置节点为常驻节点时记录场景的 id

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_parent: null | LayerUI
+
+ +
_pos: Vec3
+
+ +
_prefab: null | PrefabInfo
+
+ +
_rot: Quat
+
+ +
_scale: Vec3
+
+ +
_scene: Scene
+
+ +
_siblingIndex: number
+
+ +
_static: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_uiProps: _cocos_core_scene_graph_node_ui_properties__NodeUIProperties
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
ui_cache: Map<string, ViewParams> = ...
+

被移除的界面缓存数据

+
+
+ +
ui_nodes: Map<string, ViewParams> = ...
+

界面节点集合

+
+
+ +
EventType: typeof NodeEventType
+
+

En

Event types emitted by Node

+ +

Zh

节点可能发出的事件类型

+
+
+ +
NodeSpace: typeof NodeSpace
+
+

En

Coordinates space

+ +

Zh

空间变换操作的坐标系

+
+
+ +
TransformBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts, can be used to determine which part changed in NodeEventType.TRANSFORM_CHANGED event

+ +

Zh

节点变换更新的具体部分,可用于判断 NodeEventType.TRANSFORM_CHANGED 事件的具体类型

+
+
+ +
TransformDirtyBit: typeof TransformBit
+
+

En

Bit masks for Node transformation parts

+ +

Zh

节点变换更新的具体部分

+ +

Deprecated

please use Node.TransformBit

+
+
+ +
_stackId: number
+
+ +
_stacks: (null | BaseNode)[][]
+

for walk

+
+
+ +
idGenerator: IDGenerator
+
+ +
reserveContentsForAllSyncablePrefabTag: symbol
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+

Accessors

+
+ +
    +
  • get _persistNode(): boolean
  • +
  • +
    +

    En

    If true, the node is an persist node which won't be destroyed during scene transition. +If false, the node will be destroyed automatically when loading a new scene. Default is false.

    + +

    Zh

    如果为true,则该节点是一个常驻节点,不会在场景转换期间被销毁。 +如果为false,节点将在加载新场景时自动销毁。默认为 false。

    + +

    Default

    false

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns boolean

  • +
  • set _persistNode(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get active(): boolean
  • +
  • +
    +

    En

    The local active state of this node. +Note that a Node may be inactive because a parent is not active, even if this returns true. +Use activeInHierarchy +if you want to check if the Node is actually treated as active in the scene.

    + +

    Zh

    当前节点的自身激活状态。 +值得注意的是,一个节点的父节点如果不被激活,那么即使它自身设为激活,它仍然无法激活。 +如果你想检查节点在场景中实际的激活状态可以使用 activeInHierarchy

    + +

    Default

    true

    +
    +

    Returns boolean

  • +
  • set active(isActive: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      isActive: boolean
    +

    Returns void

+
+ +
    +
  • get activeInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this node is active in the scene.

    + +

    Zh

    表示此节点是否在场景中激活。

    +
    +

    Returns boolean

+
+ +
    +
  • get angle(): number
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles, but limited on z axis

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示,但是限定在 z 轴上。

    +
    +

    Returns number

  • +
  • set angle(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get children(): Node[]
  • +
  • +
    +

    En

    All children nodes.

    + +

    Zh

    节点的所有子节点。

    + +

    Read Only

    +

    Returns Node[]

+
+ +
    +
  • get components(): readonly Component[]
  • +
  • +
    +

    En

    Gets all components attached to this node.

    + +

    Zh

    获取附加到此节点的所有组件。

    +
    +

    Returns readonly Component[]

+
+ +
    +
  • get eulerAngles(): Readonly<Vec3>
  • +
  • +

    Returns Readonly<Vec3>

  • +
  • set eulerAngles(val: Readonly<Vec3>): void
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by euler angles

    + +

    Zh

    本地坐标系下的旋转,用欧拉角表示

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get eventProcessor(): any
  • +
  • +
    +

    En

    The event processor of the current node, it provides EventTarget ability.

    + +

    Zh

    当前节点的事件处理器,提供 EventTarget 能力。

    + +

    Deprecated

    since v3.4.0

    +
    +

    Returns any

+
+ +
    +
  • get forward(): Vec3
  • +
  • +
    +

    En

    The vector representing forward direction in local coordinate system, it's the minus z direction by default

    + +

    Zh

    当前节点面向的前方方向,默认前方为 -z 方向

    +
    +

    Returns Vec3

  • +
  • set forward(dir: Vec3): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      dir: Vec3
    +

    Returns void

+
+ +
    +
  • get hasChangedFlags(): number
  • +
  • +
    +

    En

    Whether the node's transformation have changed during the current frame.

    + +

    Zh

    这个节点的空间变换信息在当前帧内是否有变过?

    +
    +

    Returns number

  • +
  • set hasChangedFlags(val: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: number
    +

    Returns void

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get layer(): number
  • +
  • +

    Returns number

  • +
  • set layer(l: number): void
  • +
  • +
    +

    En

    Layer of the current Node, it affects raycast, physics etc, refer to Layers

    + +

    Zh

    节点所属层,主要影响射线检测、物理碰撞等,参考 Layers

    +
    +
    +

    Parameters

    +
      +
    • +
      l: number
    +

    Returns void

+
+ +
    +
  • set matrix(val: Readonly<Mat4>): void
  • +
  • +
    +

    En

    Local transformation matrix

    + +

    Zh

    本地坐标系变换矩阵

    +
    +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Mat4>
    +

    Returns void

+
+ +
    +
  • get name(): string
  • +
  • +
    +

    En

    Name of node.

    + +

    Zh

    该节点名称。

    +
    +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get parent(): null | this
  • +
  • +
    +

    En

    The parent node

    + +

    Zh

    父节点

    +
    +

    Returns null | this

  • +
  • set parent(value: null | this): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: null | this
    +

    Returns void

+
+ +
    +
  • get position(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in local coordinate system

    + +

    Zh

    本地坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set position(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get right(): Vec3
  • +
  • +
    +

    En

    Return the right direction vector of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝右的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get rotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in local coordinate system, represented by a quaternion

    + +

    Zh

    本地坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set rotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get scale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in local coordinate system

    + +

    Zh

    本地坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set scale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get scene(): Scene
  • +
  • +
    +

    En

    Which scene this node belongs to.

    + +

    Zh

    此节点属于哪个场景。

    +
    +

    Returns Scene

+
+ +
    +
  • get up(): Vec3
  • +
  • +
    +

    En

    Return the up direction vertor of this node in world space.

    + +

    Zh

    返回当前节点在世界空间中朝上的方向向量

    +
    +

    Returns Vec3

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor, will be stripped after building project.

    + +

    Zh

    主要用于编辑器的 uuid,在编辑器下可用于持久化存储,在项目构建之后将变成自增的 id。

    + +

    Read Only

    +

    Returns string

+
+ +
    +
  • get worldMatrix(): Readonly<Mat4>
  • +
  • +
    +

    En

    World transformation matrix

    + +

    Zh

    世界坐标系变换矩阵

    +
    +

    Returns Readonly<Mat4>

+
+ +
    +
  • get worldPosition(): Readonly<Vec3>
  • +
  • +
    +

    En

    Position in world coordinate system

    + +

    Zh

    世界坐标系下的坐标

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldPosition(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+ +
    +
  • get worldRotation(): Readonly<Quat>
  • +
  • +
    +

    En

    Rotation in world coordinate system, represented by a quaternion

    + +

    Zh

    世界坐标系下的旋转,用四元数表示

    +
    +

    Returns Readonly<Quat>

  • +
  • set worldRotation(val: Readonly<Quat>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Quat>
    +

    Returns void

+
+ +
    +
  • get worldScale(): Readonly<Vec3>
  • +
  • +
    +

    En

    Scale in world coordinate system

    + +

    Zh

    世界坐标系下的缩放

    +
    +

    Returns Readonly<Vec3>

  • +
  • set worldScale(val: Readonly<Vec3>): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      val: Readonly<Vec3>
    +

    Returns void

+
+

Methods

+
+ +
    + +
  • Internal +
    +

    Parameters

    +
      +
    • +
      serializationOutput: SerializationOutput
    • +
    • +
      context: SerializationContext
    +

    Returns void

+
+ +
+
+ +
    + +
  • +
    +

    En

    Ensures that this node has already had the specified component(s). If not, this method throws.

    + +

    Zh

    检查节点已经包含对应的组件,如果没有,则抛出异常

    + +

    Throws

    If one or more component of same type have been existed in this node.

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      constructor: _types_globals__Constructor<T>
      +

      Constructor of the component.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      cloned: any
    • +
    • +
      isSyncedNode: any
    +

    Returns any

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      dontSyncChildPrefab: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      active: boolean
    +

    Returns void

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      oldParent: null | LayerUI
    • +
    • +
      keepWorldTransform: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      siblingIndex: number
    +

    Returns void

+
+ +
    + +
  • +

    Do remove component, only used internally.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      component: Component
    +

    Returns void

+
+ +
    + +
  • +

    Set _scene field of this node. +The derived Scene overrides this method to behavior differently.

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +

    添加一个预制件节点到层容器中,该方法将返回一个唯一uuid来标识该操作节点

    +
    +
    +

    Parameters

    +
      +
    • +
      config: UIConfig
    • +
    • +
      Optional params: any
      +

      自定义参数

      +
    • +
    • +
      Optional callbacks: UICallbacks
      +

      回调函数对象,可选

      +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Add a child to the current node.

    + +

    Zh

    添加一个子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be added

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the classConstructor does not specify a cc-class constructor extending the Component.

    + +

    Example

    var sprite = node.addComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of the component to add

      +
    +

    Returns T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Throws

    TypeError if the className does not specify a cc-class constructor extending the Component.

    + +

    Example

    var test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the component to add

      +
    +

    Returns Component

+
+ +
    + +
  • +
    +

    En

    Properties configuration function. +All properties in attrs will be set to the node, +when the setter of the node is available, +the property will be set via setter function.

    + +

    Zh

    属性配置函数。在 attrs 的所有属性将被设置为节点属性。

    + +

    Example

    var attrs = { name: 'New Name', active: false };
    node.attr(attrs); +
    +
    +
    +

    Parameters

    +
      +
    • +
      attrs: unknown
      +

      Properties to be set to node

      +
    +

    Returns void

+
+ +
    + +
  • +

    清除所有节点,队列当中的也删除

    +
    +
    +

    Parameters

    +
      +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    创建节点界面,可覆盖重写

    +
    +
    +

    Parameters

    +
    +

    Returns Node

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Destroy all children from the node, and release all their own references to other objects. +Actual destruct operation will delayed until before rendering.

    + +

    Zh

    销毁所有子节点,并释放所有它们对其它对象的引用。 +实际销毁操作会延迟到当前帧渲染前执行。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Dispatches an event into the event flow. +The event target is the EventTarget object upon which the dispatchEvent() method is called.

    + +

    Zh

    分发事件到事件流中。

    +
    +
    +

    Parameters

    +
      +
    • +
      event: Event
      +

      The Event object that is dispatched into the event flow

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Trigger an event directly with the event name and necessary arguments.

    + +

    Zh

    通过事件名发送自定义事件

    + +

    Example

    eventTarget.emit('fire', event);
    eventTarget.emit('fire', message, emitter); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      event type

      +
    • +
    • +
      Optional arg0: any
    • +
    • +
      Optional arg1: any
      +

      First argument in callback

      +
    • +
    • +
      Optional arg2: any
      +

      Second argument in callback

      +
    • +
    • +
      Optional arg3: any
      +

      Third argument in callback

      +
    • +
    • +
      Optional arg4: any
      +

      Fourth argument in callback

      +
    +

    Returns void

+
+ +
    + +
  • +

    获取当前层包含指定正则匹配的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathReg: RegExp
      +

      匹配预制件路径的正则表达式对象

      +
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据预制件路径获取当前显示的该预制件的所有Node节点数组。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns Node[]

+
+ +
    + +
  • +

    根据uuid获取节点,如果节点不存在或者还在队列中,则返回null

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same name.

    + +

    Zh

    通过名称获取节点的子节点。

    + +

    Returns

    a CCNode object whose name equals to the input parameter

    + +

    Example

    var child = node.getChildByName("Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
      +

      A name to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the given path.

    + +

    Zh

    通过路径获取节点的子节点。

    + +

    Returns

    a Node object whose path equals to the input parameter

    + +

    Example

    var child = node.getChildByPath("subNode/Test Node");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
      +

      A path to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns a child with the same uuid.

    + +

    Zh

    通过 uuid 获取节点的子节点。

    + +

    Returns

    a Node whose uuid equals to the input parameter

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
      +

      The uuid to find the child node.

      +
    +

    Returns null | Node

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't. +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。 +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test class.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var sprite = node.getComponentInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of given type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var sprites = node.getComponentsInChildren(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the target component

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of given type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件

    + +

    Example

    var tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      The class name of the target component

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Get parent of the node.

    + +

    Zh

    获取该节点的父节点。

    +
    +

    Returns null | LayerUI

+
+ +
    + +
  • +
    +

    En

    Get the complete path of the current node in the hierarchy.

    + +

    Zh

    获得当前节点在 hierarchy 中的完整路径。

    +
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get position in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in local coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取本地旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in local coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取本地缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get the sibling index of the current node in its parent's children array.

    + +

    Zh

    获取当前节点在父节点的 children 数组中的位置。

    +
    +

    Returns number

+
+ +
    + +
  • +

    构造一个唯一标识UUID

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns string

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix

    + +

    Zh

    获取世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get position in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and scale

    + +

    Zh

    获取只包含旋转和缩放的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get a world transform matrix with only rotation and translation

    + +

    Zh

    获取只包含旋转和位移的世界变换矩阵

    + +

    Returns

    If out given, the return value equals to out, otherwise a new matrix will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Mat4
      +

      Set the result to out matrix

      +
    +

    Returns Mat4

+
+ +
    + +
  • +
    +

    En

    Get rotation as quaternion in world coordinate system, please try to pass out quaternion and reuse it to avoid garbage.

    + +

    Zh

    获取世界坐标系下的旋转,注意,尽可能传递复用的 Quat 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new quaternion will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Quat
      +

      Set the result to out quaternion

      +
    +

    Returns Quat

+
+ +
    + +
  • +
    +

    En

    Get scale in world coordinate system, please try to pass out vector and reuse it to avoid garbage.

    + +

    Zh

    获取世界缩放,注意,尽可能传递复用的 Vec3 以避免产生垃圾。

    + +

    Returns

    If out given, the return value equals to out, otherwise a new vector will be generated and return

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional out: Vec3
      +

      Set the result to out vector

      +
    +

    Returns Vec3

+
+ +
    + +
  • +

    判断当前层是否包含 uuid或预制件路径对应的Node节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPathOrUUID: string
      +

      预制件路径或者UUID

      +
    +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Checks whether the EventTarget object has any callback registered for a specific type of event.

    + +

    Zh

    检查事件目标对象是否有为特定类型的事件注册的回调。

    + +

    Returns

    True if a callback of the specified type is registered; false otherwise.

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      The type of event.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback function of the event listener, if absent all event listeners for the given type will be removed

      +
    • +
    • +
      Optional target: unknown
      +

      The callback callee of the event listener

      +
    +

    Returns any

+
+ +
    + +
  • +
    +

    En

    Inserts a child to the node at a specified index.

    + +

    Zh

    插入子节点到指定位置

    + +

    Example

    node.insertChild(child, 2);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node
      +

      the child node to be inserted

      +
    • +
    • +
      siblingIndex: number
      +

      the sibling index to place the child in

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Invalidate the world transform information +for this node and all its children recursively

    + +

    Zh

    递归标记节点世界变换为 dirty

    +
    +
    +

    Parameters

    +
      +
    • +
      dirtyBit: TransformBit
      +

      The dirty bits to setup to children, can be composed with multiple dirty bits

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Inversely transform a point from world coordinate system to local coordinate system.

    + +

    Zh

    逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。

    +
    +
    +

    Parameters

    +
      +
    • +
      out: Vec3
      +

      The result point in local coordinate system will be stored in this vector

      +
    • +
    • +
      p: Vec3
      +

      A position in world coordinate system

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    En

    Is this node a child of the given node?

    + +

    Zh

    是否是指定节点的子节点?

    + +

    Returns

    True if this node is a child, deep child or identical to the given node.

    +
    +
    +

    Parameters

    +
    +

    Returns boolean

+
+ +
    + +
  • +

    加载界面资源

    +
    +
    +

    Parameters

    +
      +
    • +
      viewParams: ViewParams
      +

      显示参数

      +
    • +
    • +
      Optional bundle: string
      +

      远程资源包名,如果为空就是默认本地资源包

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the orientation of the node to face the target position, the node is facing minus z direction by default

    + +

    Zh

    设置当前节点旋转为面向目标位置,默认前方为 -z 方向

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Readonly<Vec3>
      +

      Target position

      +
    • +
    • +
      Optional up: Readonly<Vec3>
      +

      Up direction

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes the callback previously registered with the same type, callback, target and or useCapture. +This method is merely an alias to removeEventListener.

    + +

    Zh

    删除之前与同类型,回调,目标或 useCapture 注册的回调。

    + +

    Example

    this.node.off(NodeEventType.TOUCH_START, this.memberFunction, this);
    node.off(NodeEventType.TOUCH_START, callback, this.node); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type being removed.

      +
    • +
    • +
      Optional callback: Function
      +

      The callback to remove.

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, if it's not given, only callback without target will be removed

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register a callback of a specific event type on Node. +Use this method to register touch or mouse event permit propagation based on scene graph, +These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:

    +
      +
    1. Capturing phase: dispatch in capture targets, e.g. parents in node tree, from root to the real target
    2. +
    3. At target phase: dispatch to the listeners of the real target
    4. +
    5. Bubbling phase: dispatch in bubble targets, e.g. parents in node tree, from the real target to root +In any moment of the dispatching process, it can be stopped via event.stopPropagation() or event.stopPropagationImmediate(). +You can also register custom event and use emit to trigger custom event on Node. +For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node. +You can also pass event callback parameters with emit by passing parameters after type.
    6. +
    + +

    Zh

    在节点上注册指定类型的回调函数,也可以设置 target 用于绑定响应函数的 this 对象。 +鼠标或触摸事件会被系统调用 dispatchEvent 方法触发,触发的过程包含三个阶段:

    +
      +
    1. 捕获阶段:派发事件给捕获目标,比如,节点树中注册了捕获阶段的父节点,从根节点开始派发直到目标节点。
    2. +
    3. 目标阶段:派发给目标节点的监听器。
    4. +
    5. 冒泡阶段:派发事件给冒泡目标,比如,节点树中注册了冒泡阶段的父节点,从目标节点开始派发直到根节点。 +同时您可以将事件派发到父节点或者通过调用 stopPropagation 拦截它。 +你也可以注册自定义事件到节点上,并通过 emit 方法触发此类事件,对于这类事件,不会发生捕获冒泡阶段,只会直接派发给注册在该节点上的监听器 +你可以通过在 emit 方法调用时在 type 之后传递额外的参数作为事件回调的参数列表
    6. +
    + +

    Returns

      +
    • Just returns the incoming callback so you can save the anonymous function easier.
    • +
    + +

    Example

    this.node.on(NodeEventType.TOUCH_START, this.memberFunction, this);  // if "this" is component and the "memberFunction" declared in CCClass.
    node.on(NodeEventType.TOUCH_START, callback, this);
    node.on(NodeEventType.TOUCH_MOVE, callback, this);
    node.on(NodeEventType.TOUCH_END, callback, this); +
    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.
      See Node.EventType.POSITION_CHANGED for all builtin events.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
      +

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Register an callback of a specific event type on the Node, +the callback will remove itself after the first time it is triggered.

    + +

    Zh

    注册节点的特定事件类型回调,回调会在第一时间被触发后删除自身。

    +
    +
    +

    Parameters

    +
      +
    • +
      type: string
      +

      A string representing the event type to listen for.

      +
    • +
    • +
      callback: Function
      +

      The callback that will be invoked when the event is dispatched. + The callback is ignored if it is a duplicate (the callbacks are unique).

      +
    • +
    • +
      Optional target: unknown
      +

      The target (this object) to invoke the callback, can be null

      +
    • +
    • +
      Optional useCapture: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Pause all system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will pause the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    暂停所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将暂停本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether pause system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +

    根据预制件路径删除,预制件如在队列中也会被删除,如果该预制件存在多个也会一起删除。

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes all children from the container.

    + +

    Zh

    移除节点所有的子节点。

    +
    +

    Returns void

+
+ +
    + +
  • +

    根据uuid删除节点,如果节点还在队列中也会被删除 +注意。删除节点请直接调用 this.node.destroy()gui.delete(node);

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
    • +
    • +
      isDestroy: boolean
    +

    Returns void

+
+ +
    + +
  • +

    删除缓存的界面 +注:当缓存界面被移除舞台时,可通过此方法删除缓存界面

    +
    +
    +

    Parameters

    +
      +
    • +
      prefabPath: string
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a child from the container.

    + +

    Zh

    移除节点中指定的子节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      child: Node | LayerUI
      +

      The child node which will be removed.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    node.removeComponent(Sprite);
    +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
      +

      The class of the component to remove

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Removes a component identified by the given name or removes the component object given. +You can also use component.destroy() if you already have the reference.

    + +

    Zh

    删除节点上的指定组件,传入参数可以是一个组件构造函数或组件名,也可以是已经获得的组件引用。 +如果你已经获得组件引用,你也可以直接调用 component.destroy()

    + +

    Deprecated

    please destroy the component to remove it.

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
    node.removeComponent(sprite);
    }
    node.removeComponent('Sprite'); +
    +
    +
    +

    Parameters

    +
      +
    • +
      classNameOrInstance: string | Component
      +

      The class name of the component to remove or the component instance to be removed

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Remove itself from its parent node. +If the node have no parent, then nothing happens.

    + +

    Zh

    从父节点中删除该节点。 +如果这个节点是一个孤立节点,那么什么都不会发生。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Resume all paused system events which is dispatched by SystemEvent. +If recursive is set to true, then this API will resume the node system events for the node and all nodes in its sub node tree.

    + +

    Zh

    恢复所有 SystemEvent 派发的系统事件。 +如果传递 recursive 为 true,那么这个 API 将恢复本节点和它的子树上所有节点的节点系统事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      recursive: boolean
      +

      Whether resume system events recursively for the child node tree

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a rotation on the node

    + +

    Zh

    旋转节点

    +
    +
    +

    Parameters

    +
      +
    • +
      rot: Quat
      +

      The increment on rotation

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set parent of the node.

    + +

    Zh

    设置该节点的父节点。

    +
    +
    +

    Parameters

    +
      +
    • +
      value: null | LayerUI
      +

      Parent node

      +
    • +
    • +
      Optional keepWorldTransform: boolean
      +

      Whether keep node's current world transform unchanged after this operation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Readonly<Vec3>
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in local coordinate system

    + +

    Zh

    设置本地坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      Optional z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set local transformation with rotation, position and scale separately.

    + +

    Zh

    一次性设置所有局部变换(平移、旋转、缩放)信息

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional rot: Vec3 | Quat
      +

      The rotation

      +
    • +
    • +
      Optional pos: Vec3
      +

      The position

      +
    • +
    • +
      Optional scale: Vec3
      +

      The scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Readonly<Quat>
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with a quaternion representing the rotation. +Please make sure the rotation is normalized.

    + +

    Zh

    用四元数设置本地旋转, 请确保设置的四元数已归一化。

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in local coordinate system with a vector representing euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Vec3
      +

      Rotation in vector

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in local coordinate system with euler angles

    + +

    Zh

    用欧拉角设置本地旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      Optional zOpt: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Readonly<Vec3>
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in local coordinate system

    + +

    Zh

    设置本地缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      Optional z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set the sibling index of the current node in its parent's children array.

    + +

    Zh

    设置当前节点在父节点的 children 数组中的位置。

    +
    +
    +

    Parameters

    +
      +
    • +
      index: number
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      position: Vec3
      +

      Target position

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set position in world coordinate system

    + +

    Zh

    设置世界坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis position

      +
    • +
    • +
      y: number
      +

      Y axis position

      +
    • +
    • +
      z: number
      +

      Z axis position

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      rotation: Quat
      +

      Rotation in quaternion

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set rotation in world coordinate system with a quaternion representing the rotation

    + +

    Zh

    用四元数设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X value in quaternion

      +
    • +
    • +
      y: number
      +

      Y value in quaternion

      +
    • +
    • +
      z: number
      +

      Z value in quaternion

      +
    • +
    • +
      w: number
      +

      W value in quaternion

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set rotation in world coordinate system with euler angles

    + +

    Zh

    用欧拉角设置世界坐标系下的旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis rotation

      +
    • +
    • +
      y: number
      +

      Y axis rotation

      +
    • +
    • +
      z: number
      +

      Z axis rotation

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      scale: Vec3
      +

      Target scale

      +
    +

    Returns void

  • + +
  • +
    +

    En

    Set scale in world coordinate system

    + +

    Zh

    设置世界坐标系下的缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
      +

      X axis scale

      +
    • +
    • +
      y: number
      +

      Y axis scale

      +
    • +
    • +
      z: number
      +

      Z axis scale

      +
    +

    Returns void

+
+ +
    + +
  • +

    层节点数量

    +
    +

    Returns number

+
+ +
    + +
  • +
    +

    En

    Removes all callbacks previously registered with the same target.

    + +

    Zh

    移除目标上的所有注册事件。

    +
    +
    +

    Parameters

    +
      +
    • +
      target: unknown
      +

      The target to be searched for all related callbacks

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Perform a translation on the node

    + +

    Zh

    移动节点

    +
    +
    +

    Parameters

    +
      +
    • +
      trans: Vec3
      +

      The increment on position

      +
    • +
    • +
      Optional ns: NodeSpace
      +

      The operation coordinate space

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update the world transform information if outdated

    + +

    Zh

    更新节点的世界变换信息

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Walk though the sub children tree of the current node. +Each node, including the current node, in the sub tree will be visited two times, +before all children and after all children. +This function call is not recursive, it's based on stack. +Please don't walk any other node inside the walk process.

    + +

    Zh

    遍历该节点的子树里的所有节点并按规则执行回调函数。 +对子树中的所有节点,包含当前节点,会执行两次回调,preFunc 会在访问它的子节点之前调用,postFunc 会在访问所有子节点之后调用。 +这个函数的实现不是基于递归的,而是基于栈展开递归的方式。 +请不要在 walk 过程中对任何其他的节点嵌套执行 walk。

    + +

    Example

    node.walk(function (target) {
    console.log('Walked through node ' + target.name + ' for the first time');
    }, function (target) {
    console.log('Walked through node ' + target.name + ' after walked all children in its sub tree');
    }); +
    +
    +
    +

    Parameters

    +
      +
    • +
      preFunc: ((target: LayerUI) => void)
      +

      The callback to process node when reach the node for the first time

      +
      +
        +
      • +
          +
        • (target: LayerUI): void
        • +
        • +
          +

          Parameters

          +
          +

          Returns void

    • +
    • +
      Optional postFunc: ((target: LayerUI) => void)
      +

      The callback to process node when re-visit the node after walked all children in its sub tree

      +
      +
        +
      • +
          +
        • (target: LayerUI): void
        • +
        • +
          +

          Parameters

          +
          +

          Returns void

    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      children: BaseNode[]
    • +
    • +
      constructor: any
    • +
    • +
      components: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    +

    Returns null | T

+
+ +
    + +
  • +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
    • +
    • +
      constructor: _types_globals__Constructor<T> | _types_globals__AbstractedConstructor<T>
    • +
    • +
      components: Component[]
    +

    Returns void

+
+ +
    + +
  • Internal +

    Call _updateScene of specified node.

    +
    +
    +

    Parameters

    +
      +
    • +
      node: BaseNode
      +

      The node.

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    clear node array

    + +

    Zh

    清除节点数组

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Determine whether the given object is a normal Node. Will return false if Scene given.

    + +

    Zh

    指定对象是否是普通的节点?如果传入 Scene 会返回 false。

    +
    +
    +

    Parameters

    +
      +
    • +
      obj: unknown
    +

    Returns obj is Node

+
+ +
    + +
  • +
    +

    En

    clear all node dirty state.

    + +

    Zh

    清除所有节点的脏标记。

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/LayerUtil.html b/docs/classes/LayerUtil.html new file mode 100644 index 0000000..dfa95b8 --- /dev/null +++ b/docs/classes/LayerUtil.html @@ -0,0 +1,167 @@ +LayerUtil | oops-framework
+
+ +
+
+
+
+ +

Class LayerUtil

+
+

为了方便使用,将编辑器中的层级定义到代码。如果编辑器中有修改,确保同步到这里。

+
+
+

Hierarchy

+
    +
  • LayerUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
AVATAR: LayerItem = ...
+
+ +
DEFAULT: LayerItem = ...
+
+ +
EDITOR: LayerItem = ...
+
+ +
GIZMOS: LayerItem = ...
+
+ +
IGNORE_RAYCAST: LayerItem = ...
+
+ +
MAP: LayerItem = ...
+
+ +
PROFILTER: LayerItem = ...
+
+ +
SCENE_GIZMO: LayerItem = ...
+
+ +
UI_2D: LayerItem = ...
+
+ +
UI_3D: LayerItem = ...
+
+

Methods

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/Logger.html b/docs/classes/Logger.html new file mode 100644 index 0000000..122ada4 --- /dev/null +++ b/docs/classes/Logger.html @@ -0,0 +1,455 @@ +Logger | oops-framework
+
+ +
+
+
+
+ +

Class Logger

+
+

日志管理

+
+
+

Hierarchy

+
    +
  • Logger
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
tags: number = 0
+
+

Methods

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    • +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印范围内时间消耗

    +
    +
    +

    Parameters

    +
      +
    • +
      describe: string = "Time"
      +

      标题描述

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns string

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    • +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    • +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    +

    Returns boolean

+
+ +
    + +
  • +

    打印业务层日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印配置日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印数据层日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印网络层日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印视图日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    • +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    输出日志

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      tag: LogType
      +

      日志类型

      +
    • +
    • +
      msg: any
      +

      日志内容

      +
    • +
    • +
      color: string
      +

      日志文本颜色

      +
    • +
    • +
      Optional describe: string
      +

      日志标题描述

      +
    +

    Returns void

+
+ +
    + +
  • +

    设置显示的日志类型,默认值为不显示任何类型日志

    + +

    Example

    oops.log.setTags(LogType.View|LogType.Business)
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      tag: LogType = 0
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      index: number
    +

    Returns string

+
+ +
    + +
  • +

    记录开始计时

    +
    +
    +

    Parameters

    +
      +
    • +
      describe: string = "Time"
      +

      标题描述

      +
    +

    Returns void

+
+ +
    + +
  • +

    打印表格

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +

    打印标准日志

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      tag: LogType
    • +
    • +
      msg: any
    • +
    • +
      Optional describe: string
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/MathUtil.html b/docs/classes/MathUtil.html new file mode 100644 index 0000000..e04d79d --- /dev/null +++ b/docs/classes/MathUtil.html @@ -0,0 +1,233 @@ +MathUtil | oops-framework
+
+ +
+
+
+
+ +

Class MathUtil

+
+

数学工具

+
+
+

Hierarchy

+
    +
  • MathUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
deg2Rad: number = ...
+

角度转弧度

+
+
+ +
rad2Deg: number = ...
+

弧度转角度

+
+
+

Methods

+
+ +
    + +
  • +

    按一定的速度从一个角度转向令一个角度

    +
    +
    +

    Parameters

    +
      +
    • +
      current: number
    • +
    • +
      target: number
    • +
    • +
      speed: number
    +

    Returns number

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      value: number
    • +
    • +
      minLimit: number
    • +
    • +
      maxLimit: number
    +

    Returns number

+
+ +
    + +
  • +

    插值

    +
    +
    +

    Parameters

    +
      +
    • +
      numStart: number
    • +
    • +
      numEnd: number
    • +
    • +
      t: number
    +

    Returns number

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      current: number
    • +
    • +
      target: number
    • +
    • +
      t: number
    +

    Returns number

+
+ +
    + +
  • +

    获得一个值的概率

    +
    +
    +

    Parameters

    +
      +
    • +
      value: number
    +

    Returns boolean

+
+ +
    + +
  • +

    随时间变化进度值

    +
    +
    +

    Parameters

    +
      +
    • +
      start: number
    • +
    • +
      end: number
    • +
    • +
      t: number
    +

    Returns number

+
+ +
    + +
  • +

    获得随机方向

    +
    +
    +

    Parameters

    +
      +
    • +
      x: number
    +

    Returns 0 | 1 | -1

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/MessageEventData.html b/docs/classes/MessageEventData.html new file mode 100644 index 0000000..7743cbc --- /dev/null +++ b/docs/classes/MessageEventData.html @@ -0,0 +1,161 @@ +MessageEventData | oops-framework
+
+ +
+
+
+
+ +

Class MessageEventData

+
+

批量注册、移除全局事件对象

+
+
+

Hierarchy

+
    +
  • MessageEventData
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
events: any = {}
+
+

Methods

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      arg: any = null
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: string
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: ((event: string, args: any) => void)
      +
        +
      • +
          +
        • (event: string, args: any): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            event: string
          • +
          • +
            args: any
          +

          Returns void

    • +
    • +
      thisObj: object
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/MessageManager.html b/docs/classes/MessageManager.html new file mode 100644 index 0000000..247e00c --- /dev/null +++ b/docs/classes/MessageManager.html @@ -0,0 +1,199 @@ +MessageManager | oops-framework
+
+ +
+
+
+
+ +

Class MessageManager

+
+

Hierarchy

+
    +
  • MessageManager
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
events: any = {}
+
+ +
Instance: MessageManager = ...
+
+

Methods

+
+ +
    + +
  • +

    触发全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      arg: any = null
    +

    Returns void

+
+ +
    + +
  • +

    移除全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: Function
    • +
    • +
      thisObj: object
    +

    Returns void

+
+ +
    + +
  • +

    注册全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: ((event: string, args: any) => void)
      +
        +
      • +
          +
        • (event: string, args: any): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            event: string
          • +
          • +
            args: any
          +

          Returns void

    • +
    • +
      thisObj: object
    +

    Returns void

+
+ +
    + +
  • +

    监听一次事件,事件响应后,该监听自动移除

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: ((event: string, args: any) => void)
      +
        +
      • +
          +
        • (event: string, args: any): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            event: string
          • +
          • +
            args: any
          +

          Returns void

    • +
    • +
      thisObj: object
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/Notify.html b/docs/classes/Notify.html new file mode 100644 index 0000000..c94fc35 --- /dev/null +++ b/docs/classes/Notify.html @@ -0,0 +1,1218 @@ +Notify | oops-framework
+
+ +
+
+
+
+ +

Class Notify

+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • Notify
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns Notify

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
animation: null | Animation = null
+
+ +
lab_content: null | Label = null
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component will be destroyed.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被销毁时调用
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    显示提示

    +
    +
    +

    Parameters

    +
      +
    • +
      msg: string
      +

      文本

      +
    • +
    • +
      useI18n: boolean
      +

      设置为 true 时,使用多语言功能 msg 参数为多语言 key

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Update is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 update。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/ObjectUtil.html b/docs/classes/ObjectUtil.html new file mode 100644 index 0000000..6858904 --- /dev/null +++ b/docs/classes/ObjectUtil.html @@ -0,0 +1,132 @@ +ObjectUtil | oops-framework
+
+ +
+
+
+
+ +

Class ObjectUtil

+
+

对象工具

+
+
+

Hierarchy

+
    +
  • ObjectUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    拷贝对象

    +
    +
    +

    Parameters

    +
      +
    • +
      target: object
      +

      目标

      +
    +

    Returns object

+
+ +
    + +
  • +

    深拷贝

    +
    +
    +

    Parameters

    +
      +
    • +
      target: any
      +

      目标

      +
    +

    Returns any

+
+ +
    + +
  • +

    判断指定的值是否为对象

    +
    +
    +

    Parameters

    +
      +
    • +
      value: any
      +

      +
    +

    Returns boolean

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/PhysicsUtil.html b/docs/classes/PhysicsUtil.html new file mode 100644 index 0000000..bd7f049 --- /dev/null +++ b/docs/classes/PhysicsUtil.html @@ -0,0 +1,122 @@ +PhysicsUtil | oops-framework
+
+ +
+
+
+
+ +

Class PhysicsUtil

+
+

为了方便使用,将编辑器中的物理分组定义到代码。如果编辑器中有修改,确保同步到这里。

+
+
+

Hierarchy

+
    +
  • PhysicsUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
DEFAULT: GroupItem = ...
+
+ +
GAME_OBJECT_SELECT: GroupItem = ...
+

能通过屏幕触摸中发出的射线检查到的游戏对象

+
+
+ +
GAME_OWNER: GroupItem = ...
+

玩家自己

+
+
+

Methods

+
+ +
    + +
  • +
    +

    Parameters

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/PlatformUtil.html b/docs/classes/PlatformUtil.html new file mode 100644 index 0000000..2e8cc1a --- /dev/null +++ b/docs/classes/PlatformUtil.html @@ -0,0 +1,121 @@ +PlatformUtil | oops-framework
+
+ +
+
+
+
+ +

Class PlatformUtil

+
+

平台数据

+
+
+

Hierarchy

+
    +
  • PlatformUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    获取平台名

    +
    +

    Returns "h5" | "android" | "ios"

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +

    是否为安卓系统

    +
    +

    Returns boolean

+
+ +
    + +
  • +

    是否为苹果系统

    +
    +

    Returns boolean

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/RandomManager.html b/docs/classes/RandomManager.html new file mode 100644 index 0000000..b4ba43e --- /dev/null +++ b/docs/classes/RandomManager.html @@ -0,0 +1,249 @@ +RandomManager | oops-framework
+
+ +
+
+
+
+ +

Class RandomManager

+
+

随机管理

+
+
+

Hierarchy

+
    +
  • RandomManager
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
seedrandom: any
+
+ +
_instance: RandomManager
+
+

Accessors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    Returns number

+
+ +
    + +
  • +

    根据最大值,最小值范围生成随机数数组

    + +

    Returns

    Array

    +
    +
    +

    Parameters

    +
      +
    • +
      min: number
      +

      最小值

      +
    • +
    • +
      max: number
      +

      最大值

      +
    • +
    • +
      n: number
      +

      随机个数

      +
    +

    Returns number[]

+
+ +
    + +
  • +

    获取数组中随机对象

    + +

    Returns

    Array

    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T

    +
    +

    Parameters

    +
      +
    • +
      objects: T[]
      +

      对象数组

      +
    • +
    • +
      n: number
      +

      随机个数

      +
    +

    Returns T[]

+
+ +
    + +
  • +

    定和随机分配

    + +

    Returns

    number[]

    +
    +
    +

    Parameters

    +
      +
    • +
      n: number
      +

      随机数量

      +
    • +
    • +
      sum: number
      +

      随机元素合

      +
    +

    Returns number[]

+
+ +
    + +
  • +

    生成指定范围的随机整数

    +
    +
    +

    Parameters

    +
      +
    • +
      min: number
      +

      最小值

      +
    • +
    • +
      max: number
      +

      最大值

      +
    • +
    • +
      type: number = 2
      +

      类型

      +
    +

    Returns number

+
+ +
    + +
  • +

    设置随机种子

    +
    +
    +

    Parameters

    +
      +
    • +
      seed: number
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/RegexUtil.html b/docs/classes/RegexUtil.html new file mode 100644 index 0000000..5eece42 --- /dev/null +++ b/docs/classes/RegexUtil.html @@ -0,0 +1,94 @@ +RegexUtil | oops-framework
+
+ +
+
+
+
+ +

Class RegexUtil

+
+

正则工具

+
+
+

Hierarchy

+
    +
  • RegexUtil
+
+
+
+ +
+
+

Constructors

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    判断字符是否为双字节字符(如中文字符)

    +
    +
    +

    Parameters

    +
      +
    • +
      string: string
      +

      原字符串

      +
    +

    Returns boolean

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/Root.html b/docs/classes/Root.html new file mode 100644 index 0000000..3e29dff --- /dev/null +++ b/docs/classes/Root.html @@ -0,0 +1,1221 @@ +Root | oops-framework
+
+ +
+
+
+
+ +

Class Root

+
+

Hierarchy

+
    +
  • Component +
    +

    Hierarchy

    +
      +
    • Root
+
+
+
+ +
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      Optional name: string
    +

    Returns Root

+
+

Properties

+
+ +
__editorExtras__: unknown
+
+ +
__prefab: null | CompPrefabInfo
+
+ +
_enabled: boolean
+
+

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_id: string
+

For internal usage.

+ +

Deprecated

since v3.5.0, this is an engine private interface that will be removed in the future.

+
+
+ +
_name: string
+
+ +
_objFlags: number
+
+ +
_sceneGetter: null | (() => RenderScene)
+
+ +
game: null | Node = null
+
+ +
gui: null | Node = null
+
+ +
node: Node
+
+

En

The node this component is attached to. A component is always attached to a node.

+ +

Zh

该组件被附加到的节点。组件总会附加到一个节点。

+ +

Example

import { log } from 'cc';
log(comp.node); +
+
+
+ +
EventHandler: typeof EventHandler
+
+ +
system: null
+
+

Accessors

+
+ +
    +
  • get __scriptAsset(): null
  • +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns null

+
+ +
    +
  • get _isOnLoadCalled(): number
  • +
  • +
    +

    En

    Returns a value which used to indicate the onLoad get called or not.

    + +

    Zh

    返回一个值用来判断 onLoad 是否被调用过,不等于 0 时调用过,等于 0 时未调用。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(this._isOnLoadCalled > 0); +
    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns number

+
+ +
    +
  • get enabled(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled or not.

    + +

    Zh

    表示该组件自身是否启用。

    + +

    Default

    true

    + +

    Example

    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled); +
    +
    +

    Returns boolean

  • +
  • set enabled(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get enabledInHierarchy(): boolean
  • +
  • +
    +

    En

    Indicates whether this component is enabled and its node is also active in the hierarchy.

    + +

    Zh

    表示该组件是否被启用并且所在的节点也处于激活状态。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.enabledInHierarchy); +
    +
    +

    Returns boolean

+
+ +
    +
  • get hideFlags(): Flags
  • +
  • +

    Returns Flags

  • +
  • set hideFlags(hideFlags: Flags): void
  • +
  • +
    +

    En

    After inheriting CCObject objects, control whether you need to hide, lock, serialize, and other functions.

    + +

    Zh

    在继承 CCObject 对象后,控制是否需要隐藏,锁定,序列化等功能。

    +
    +
    +

    Parameters

    +
      +
    • +
      hideFlags: Flags
    +

    Returns void

+
+ +
    +
  • get isValid(): boolean
  • +
  • +
    +

    En

    Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    +When an object's destroy is called, it is actually destroyed after the end of this frame. +So isValid will return false from the next frame, while isValid in the current frame will still be true. +If you want to determine whether the current frame has called destroy, use isValid(obj, true), +but this is often caused by a particular logical requirements, which is not normally required.

    + +

    Zh

    表示该对象是否可用(被 destroy 后将不可用)。
    +当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    +因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    +如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    + +

    Default

    true

    + +

    Read Only

    +

    Example

    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid); // true
    node.destroy();
    log(node.isValid); // true, still valid in this frame
    // after a frame...
    log(node.isValid); // false, destroyed in the end of last frame +
    +
    +

    Returns boolean

+
+ +
    +
  • get name(): string
  • +
  • +

    Returns string

  • +
  • set name(value: string): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: string
    +

    Returns void

+
+ +
    +
  • get replicated(): boolean
  • +
  • +

    Returns boolean

  • +
  • set replicated(value: boolean): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      value: boolean
    +

    Returns void

+
+ +
    +
  • get uuid(): string
  • +
  • +
    +

    En

    The uuid for editor.

    + +

    Zh

    组件的 uuid,用于编辑器。

    + +

    Read Only

    +

    Example

    import { log } from 'cc';
    log(comp.uuid); +
    +
    +

    Returns string

+
+

Methods

+
+ +
    + +
  • Private +
    +

    En

    __preload is called before every onLoad.
    +It is used to initialize the builtin components internally,
    +to avoid checking whether onLoad is called before every public method calls.
    +This method should be removed if script priority is supported.

    + +

    Zh

    __preload 在每次onLoad之前调用。
    +它用于在内部初始化内置组件,
    +以避免在每次公有方法调用之前检查是否调用了onLoad。
    +如果支持脚本优先级,则应删除此方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Clear all references in the instance.

    +

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.

    + +

    Zh

    清理实例的所有引用 +注意:此方法不会清理实例上的 getter 与 setter 方法。

    + +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    + +

    Example

    // You can override the _destruct method if you need, for example:
    _destruct: function () {
    for (var key in this) {
    if (this.hasOwnProperty(key)) {
    switch (typeof this[key]) {
    case 'string':
    this[key] = '';
    break;
    case 'object':
    case 'function':
    this[key] = null;
    break;
    }
    }
    } +
    +
    +

    Returns void

+
+ +
    + +
  • Private +
    +

    En

    If the component's bounding box is different from the node's, you can implement this method to supply +a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    + +

    Zh

    如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), +以便编辑器的场景视图可以正确地执行点选测试。

    +
    +
    +

    Parameters

    +
      +
    • +
      out_rect: Rect
      +

      The rect to store the result bounding rect

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns RenderScene

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional cloned: Component
    +

    Returns undefined | Component

+
+ +
    + +
  • +
    +

    Deprecated

    since v3.5.0, this is an engine private interface that will be removed in the future.

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.addComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Adds a component class to the node. You can also add component to node by passing in the name of the script.

    + +

    Zh

    向节点添加一个指定类型的组件类,你还可以通过传入脚本的名称来添加组件。

    + +

    Example

    const test = node.addComponent("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +

    Returns boolean

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    import { Sprite } from 'cc';
    // get sprite component.
    var sprite = node.getComponent(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved or to be created

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type if the node has one attached, null if it doesn't.
    +You can also get component in the node by passing in the name of the script.

    + +

    Zh

    获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    +传入参数也可以是脚本的名称。

    + +

    Example

    // get custom test calss.
    var test = node.getComponent("Test"); +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprite = node.getComponentInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of component to be retrieved

      +
    +

    Returns null | T

  • + +
  • +
    +

    En

    Returns the component of supplied type in any of its children using depth first search.

    + +

    Zh

    递归查找所有子节点中第一个匹配指定类型的组件。

    + +

    Example

    var Test = node.getComponentInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the component

      +
    +

    Returns null | Component

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponents(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in the node.

    + +

    Zh

    返回节点上指定类型的所有组件。

    + +

    Example

    const tests = node.getComponents("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    import { Sprite } from 'cc';
    const sprites = node.getComponentsInChildren(Sprite); +
    +
    +
    +

    Type Parameters

    +
    +

    Type Parameters

    +
      +
    • +

      T extends Component<T>

    +
    +

    Parameters

    +
      +
    • +
      classConstructor: _types_globals__Constructor<T>
      +

      The class of components to be retrieved

      +
    +

    Returns T[]

  • + +
  • +
    +

    En

    Returns all components of supplied type in self or any of its children.

    + +

    Zh

    递归查找自身或所有子节点中指定类型的组件。

    + +

    Example

    const tests = node.getComponentsInChildren("Test");
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      className: string
      +

      A string for the class name of the components

      +
    +

    Returns Component[]

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    初始化游戏业务模块

    +
    +

    Returns void

+
+ +
    + +
  • +

    初始化游戏界面

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    LateUpdate is called every frame, if the Component is enabled.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件启用,则每帧调用 LateUpdate。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +
    +

    Parameters

    +
      +
    • +
      dt: number
      +

      the delta time in seconds it took to complete the last frame

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component will be destroyed.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被销毁时调用
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes disabled or its node becomes inactive.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被禁用或节点变为无效时调用。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called when this component becomes enabled and its node is active.
    +This is a lifecycle method. It may not be implemented in the super class. +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    当该组件被启用,并且它的节点也激活时。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    En

    onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs +an undo operation on this component.
    +
    +If the component contains the "internal state", short for "temporary member variables which not included
    +in its CCClass properties", then you may need to implement this function.
    +
    +The editor will call the getset accessors of your component to record/restore the component's state
    +for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    +this function to manually synchronize your component's "internal states" with its public properties.
    +Once you implement this function, all the getset accessors of your component will not be called when
    +the user performs an undo/redo operation. Which means that only the properties with default value
    +will be recorded or restored by editor.
    +
    +Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    +to support the reset menu, you should manually synchronize your component's "internal states" with its
    +properties in this function. Once you implement this function, all the getset accessors of your component
    +will not be called during reset operation. Which means that only the properties with default value
    +will be reset by editor.

    +

    This function is only called in editor mode.

    + +

    Zh

    onRestore 是用户在检查器菜单点击 Reset 时,对此组件执行撤消操作后调用的。
    +
    +如果组件包含了“内部状态”(不在 CCClass 属性中定义的临时成员变量),那么你可能需要实现该方法。
    +
    +编辑器执行撤销/重做操作时,将调用组件的 get set 来录制和还原组件的状态。 +然而,在极端的情况下,它可能无法良好运作。
    +那么你就应该实现这个方法,手动根据组件的属性同步“内部状态”。 +一旦你实现这个方法,当用户撤销或重做时,组件的所有 get set 都不会再被调用。 +这意味着仅仅指定了默认值的属性将被编辑器记录和还原。
    +
    +同样的,编辑可能无法在极端情况下正确地重置您的组件。
    +于是如果你需要支持组件重置菜单,你需要在该方法中手工同步组件属性到“内部状态”。
    +一旦你实现这个方法,组件的所有 get set 都不会在重置操作时被调用。 +这意味着仅仅指定了默认值的属性将被编辑器重置。 +
    +此方法仅在编辑器下会被调用。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. +This function is only called in editor.

    + +

    Zh

    用来初始化组件或节点的一些属性,当该组件被第一次添加到节点上或用户点击了它的 Reset 菜单时调用。这个回调只会在编辑器下调用。

    +
    +

    Returns void

+
+ +
    + +
  • +

    加载完引擎配置文件后执行

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a custom task.
    +If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    + +

    Zh

    使用定时器系统调度一个自定义的回调任务。
    +如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    + +

    Example

    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional interval: number
      +

      The time interval between each invocation

      +
    • +
    • +
      Optional repeat: number
      +

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Use Scheduler system to schedule a task that runs only once, with a delay of 0 or larger.

    + +

    Zh

    使用定时器系统调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    + +

    Method

    scheduleOnce

    + +

    See

    schedule

    + +

    Example

    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2); +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback: any
      +

      The callback function of the task

      +
    • +
    • +
      Optional delay: number
      +

      The delay time for the first invocation, Unit: s

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Called before all scripts' update if the Component is enabled the first time.
    +Usually used to initialize some logic which need to be called after all components' onload methods called.
    +This is a lifecycle method. It may not be implemented in the super class.
    +You can only call its super class method inside it. It should not be called manually elsewhere.

    + +

    Zh

    如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    +该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    Un-schedules a custom task.

    + +

    Zh

    取消调度一个自定义的回调任务。

    + +

    Example

    this.unschedule(_callback);
    +
    +
    +
    +

    Parameters

    +
      +
    • +
      callback_fn: any
      +

      The callback function of the task

      +
    +

    Returns void

+
+ +
    + +
  • +
    +

    En

    unschedule all scheduled tasks.

    + +

    Zh

    取消调度所有已调度的回调函数。

    + +

    Example

    this.unscheduleAllCallbacks();
    +
    +
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      dt: number
    +

    Returns void

+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/RotateUtil.html b/docs/classes/RotateUtil.html new file mode 100644 index 0000000..d362800 --- /dev/null +++ b/docs/classes/RotateUtil.html @@ -0,0 +1,166 @@ +RotateUtil | oops-framework
+
+ +
+
+
+
+ +

Class RotateUtil

+
+

旋转工具

+
+
+

Hierarchy

+
    +
  • RotateUtil
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    获取心半径边上的位置

    + +

    Returns

    位置

    +
    +
    +

    Parameters

    +
      +
    • +
      center: Vec3
      +

      圆心

      +
    • +
    • +
      radius: number
      +

      半径

      +
    • +
    • +
      angle: number
      +

      角度

      +
    +

    Returns Vec3

+
+ +
    + +
  • +

    自由旋转

    +
    +
    +

    Parameters

    +
      +
    • +
      target: Node
      +

      旋转目标

      +
    • +
    • +
      axis: Vec3
      +

      围绕旋转的轴

      +
    • +
    • +
      rad: number
      +

      旋转弧度

      +
    +

    Returns void

+
+ +
    + +
  • +

    参考瞄准目标,使当前物体围绕瞄准目标旋转 +1、先通过弧度计算旋转四元数 +2、通过旋转中心点或当前目标点向量相减计算出移动方向 +3、计算起始向量旋转后的向量 +4、计算旋转后的坐标点

    +
    +
    +

    Parameters

    +
      +
    • +
      lookAt: Node
      +

      瞄准目标

      +
    • +
    • +
      target: Node
      +

      旋转目标

      +
    • +
    • +
      axis: Vec3
      +

      围绕旋转的轴(例:Vec3.UP为Y轴)

      +
    • +
    • +
      rad: number
      +

      旋转弧度(例:delta.x * 1e-2)

      +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/StorageManager.html b/docs/classes/StorageManager.html new file mode 100644 index 0000000..40fa2d7 --- /dev/null +++ b/docs/classes/StorageManager.html @@ -0,0 +1,276 @@ +StorageManager | oops-framework
+
+ +
+
+
+
+ +

Class StorageManager

+
+

本地存储

+
+
+

Hierarchy

+
    +
  • StorageManager
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
_id: number = -1
+
+ +
_iv: null | string = null
+
+ +
_key: null | string = null
+
+

Methods

+
+ +
    + +
  • +

    清空整个本地存储

    +
    +

    Returns void

+
+ +
    + +
  • +

    获取指定关键字的数据

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      key: string
      +

      获取的关键字

      +
    • +
    • +
      Optional defaultValue: any
      +

      获取的默认值

      +
    +

    Returns string

+
+ +
    + +
  • +

    获取指定关键字的布尔值

    +
    +
    +

    Parameters

    +
      +
    • +
      key: string
    +

    Returns boolean

+
+ +
    + +
  • +

    获取指定关键字的JSON对象

    +
    +
    +

    Parameters

    +
      +
    • +
      key: string
    • +
    • +
      Optional defaultValue: any
    +

    Returns any

+
+ +
    + +
  • +

    获取指定关键字的数值

    +
    +
    +

    Parameters

    +
      +
    • +
      key: string
    • +
    • +
      defaultValue: number = 0
    +

    Returns number

+
+ +
    + +
  • +

    初始化密钥

    +
    +
    +

    Parameters

    +
      +
    • +
      key: string
      +

      aes加密的key

      +
    • +
    • +
      iv: string
      +

      aes加密的iv

      +
    +

    Returns void

+
+ +
    + +
  • +

    删除指定关键字的数据

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      key: string
      +

      需要移除的关键字

      +
    +

    Returns void

+
+ +
    + +
  • +

    存储本地数据

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      key: string
      +

      存储key

      +
    • +
    • +
      value: any
      +

      存储值

      +
    +

    Returns void

+
+ +
    + +
  • +

    设置用户唯一标识

    +
    +
    +

    Parameters

    +
      +
    • +
      id: number
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/StringUtil.html b/docs/classes/StringUtil.html new file mode 100644 index 0000000..c615d87 --- /dev/null +++ b/docs/classes/StringUtil.html @@ -0,0 +1,263 @@ +StringUtil | oops-framework
+
+ +
+
+
+
+ +

Class StringUtil

+
+

字符串工具

+
+
+

Hierarchy

+
    +
  • StringUtil
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    yyyy-MM-dd hh:mm:ss S

    +
    +
    +

    Parameters

    +
      +
    • +
      date: Date
    • +
    • +
      fmt: string
    +

    Returns string

+
+ +
    + +
  • +

    获取一个唯一标识的字符串

    +
    +

    Returns string

+
+ +
    + +
  • +

    12345 = 1.23万

    +
    +
    +

    Parameters

    +
      +
    • +
      value: number
    • +
    • +
      fixed: number = 2
    +

    Returns string

+
+ +
    + +
  • +

    12345 = 12.35K

    +
    +
    +

    Parameters

    +
      +
    • +
      value: number
    • +
    • +
      fixed: number = 2
    +

    Returns string

+
+ +
    + +
  • +

    123456789 = 123,456,789

    +
    +
    +

    Parameters

    +
      +
    • +
      num: number
    +

    Returns string

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      str: string
    +

    Returns number

+
+ +
    + +
  • +

    "," 分割字符串成数组

    +
    +
    +

    Parameters

    +
      +
    • +
      str: string
    +

    Returns string[]

+
+ +
    + +
  • +

    "|" 分割字符串成数组

    +
    +
    +

    Parameters

    +
      +
    • +
      str: string
    +

    Returns string[]

+
+ +
    + +
  • +

    ":" 分割字符串成数组

    +
    +
    +

    Parameters

    +
      +
    • +
      str: string
    +

    Returns string[]

+
+ +
    + +
  • +

    ";" 分割字符串成数组

    +
    +
    +

    Parameters

    +
      +
    • +
      str: string
    +

    Returns string[]

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      str: string
    • +
    • +
      n: number
    • +
    • +
      showdot: boolean = false
    +

    Returns string

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/Timer.html b/docs/classes/Timer.html new file mode 100644 index 0000000..7a270e3 --- /dev/null +++ b/docs/classes/Timer.html @@ -0,0 +1,180 @@ +Timer | oops-framework
+
+ +
+
+
+
+ +

Class Timer

+
+

定时跳动组件

+
+
+

Hierarchy

+
    +
  • Timer
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Accessors

+
+
+

Methods

+
+
+

Constructors

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      step: number = 0
    +

    Returns Timer

+
+

Properties

+
+ +
_elapsedTime: number = 0
+
+ +
_step: number = 0
+
+ +
callback: null | Function = null
+
+

Accessors

+
+ +
    +
  • get elapsedTime(): number
  • +
  • +

    Returns number

+
+ +
    +
  • get progress(): number
  • +
  • +

    Returns number

+
+ +
    +
  • get step(): number
  • +
  • +

    触发间隔时间(秒)

    +
    +

    Returns number

  • +
  • set step(step: number): void
  • +
  • +
    +

    Parameters

    +
      +
    • +
      step: number
    +

    Returns void

+
+

Methods

+
+ +
    + +
  • +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      dt: number
    +

    Returns boolean

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/TimerManager.html b/docs/classes/TimerManager.html new file mode 100644 index 0000000..5847ac3 --- /dev/null +++ b/docs/classes/TimerManager.html @@ -0,0 +1,462 @@ +TimerManager | oops-framework
+
+ +
+
+
+
+ +

Class TimerManager

+
+

Hierarchy

+
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
_msg: null | MessageEventData = null
+
+ +
component: Component
+
+ +
initTime: number = ...
+
+ +
scheduleCount: number = 1
+
+ +
schedules: any = {}
+
+ +
serverTime: number = 0
+
+ +
times: any = {}
+
+

Methods

+
+ +
    + +
  • +

    销毁事件对象

    +
    +

    Returns void

+
+ +
    + +
  • +

    触发全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      arg: any = null
    +

    Returns void

+
+ +
    + +
  • +

    格式化日期显示 format= "yyyy-MM-dd hh:mm:ss";

    +
    +
    +

    Parameters

    +
      +
    • +
      format: string
    • +
    • +
      date: Date
    +

    Returns string

+
+ +
    + +
  • +

    获取本地时间刻度

    +
    +

    Returns number

+
+ +
    + +
  • +

    获取游戏开始到现在逝去的时间

    +
    +

    Returns number

+
+ +
    + +
  • +

    游戏最大化时回复时间数据

    +
    +

    Returns void

+
+ +
    + +
  • +

    移除全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    +

    Returns void

+
+ +
    + +
  • +

    注册全局事件

    +
    +
    +

    Parameters

    +
      +
    • +
      event: string
    • +
    • +
      listener: ((event: string, args: any) => void)
      +
        +
      • +
          +
        • (event: string, args: any): void
        • +
        • +
          +

          Parameters

          +
            +
          • +
            event: string
          • +
          • +
            args: any
          +

          Returns void

    • +
    • +
      thisObj: any
    +

    Returns void

+
+ +
    + +
  • +

    触发倒计时完成事件

    +
    +
    +

    Parameters

    +
      +
    • +
      data: any
    +

    Returns void

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      dt: number
    +

    Returns void

+
+ +
    + +
  • +

    在指定对象上注册一个倒计时的回调管理器

    +
    +
    +

    Parameters

    +
      +
    • +
      object: any
    • +
    • +
      field: string
    • +
    • +
      onSecond: Function
    • +
    • +
      onComplete: Function
    +

    Returns any

+
+ +
    + +
  • +

    游戏最小化时记录时间数据

    +
    +

    Returns void

+
+ +
    + +
  • +

    注册一个固定间隔时间的触发器

    + +

    Returns

    uuid

    +
    +
    +

    Parameters

    +
      +
    • +
      callback: Function
      +

      触发时的回调方法

      +
    • +
    • +
      interval: number
      +

      固定间隔触发时间

      +
    +

    Returns string

+
+ +
    + +
  • +

    注册一个只触发一次的延时的触发器

    + +

    Returns

    uuid

    +
    +
    +

    Parameters

    +
      +
    • +
      callback: Function
      +

      触发时的回调方法

      +
    • +
    • +
      delay: number = 0
      +

      延时触发时间

      +
    +

    Returns string

+
+ +
    + +
  • +

    服务器时间与本地时间同步

    +
    +
    +

    Parameters

    +
      +
    • +
      Optional val: number
    +

    Returns number

+
+ +
    + +
  • +

    在指定对象上注销一个倒计时的回调管理器

    +
    +
    +

    Parameters

    +
      +
    • +
      id: string
    +

    Returns void

+
+ +
    + +
  • +

    删除一个时间触发器

    +
    +
    +

    Parameters

    +
      +
    • +
      uuid: string
      +

      唯一标识

      +
    +

    Returns void

+
+ +
    + +
  • +

    删除所有时间触发器

    +
    +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/UIMap.html b/docs/classes/UIMap.html new file mode 100644 index 0000000..b3ad48f --- /dev/null +++ b/docs/classes/UIMap.html @@ -0,0 +1,168 @@ +UIMap | oops-framework
+
+ +
+
+
+
+ +

Class UIMap

+
+

用于树形结构两节点之间的寻路功能

+
+
+

Hierarchy

+
    +
  • UIMap
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Methods

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
manager: LayerManager
+

UI层级管理器

+
+
+ +
nodes: Map<number, TreeNode> = ...
+

界面节点树

+
+
+

Methods

+
+ +
    + +
  • +

    向上寻找子节点直到根节点停止,并返回节点路径数组

    +
    +
    +

    Parameters

    +
      +
    • +
      start: TreeNode
    +

    Returns TreeNode[]

+
+ +
    + +
  • +

    创建UI关系树

    +
    +
    +

    Parameters

    +
    +

    Returns void

+
+ +
    + +
  • +

    树节点寻路

    +
    +
    +

    Parameters

    +
      +
    • +
      startId: number
    • +
    • +
      endId: number
    +

    Returns { paths_close: TreeNode[]; paths_open: TreeNode[] }

    +
      +
    • +
      paths_close: TreeNode[]
    • +
    • +
      paths_open: TreeNode[]
+
+ +
    + +
  • +

    Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/Vec3Util.html b/docs/classes/Vec3Util.html new file mode 100644 index 0000000..768d990 --- /dev/null +++ b/docs/classes/Vec3Util.html @@ -0,0 +1,617 @@ +Vec3Util | oops-framework
+
+ +
+
+
+
+ +

Class Vec3Util

+
+

向量工具

+
+
+

Hierarchy

+
    +
  • Vec3Util
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Accessors

+
+ +
    +
  • get back(): Readonly<Vec3>
  • +
  • +

    后向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get down(): Readonly<Vec3>
  • +
  • +

    下向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get forward(): Readonly<Vec3>
  • +
  • +

    前向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get left(): Readonly<Vec3>
  • +
  • +

    左向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get one(): Readonly<Vec3>
  • +
  • +

    1向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get right(): Readonly<Vec3>
  • +
  • +

    右向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get up(): Readonly<Vec3>
  • +
  • +

    上向量

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get x(): Readonly<Vec3>
  • +
  • +

    X轴

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get y(): Readonly<Vec3>
  • +
  • +

    Y轴

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get z(): Readonly<Vec3>
  • +
  • +

    Z轴

    +
    +

    Returns Readonly<Vec3>

+
+ +
    +
  • get zero(): Readonly<Vec3>
  • +
  • +

    0向量

    +
    +

    Returns Readonly<Vec3>

+
+

Methods

+
+ +
    + +
  • +

    获得两个三维向量的和

    +
    +
    +

    Parameters

    +
      +
    • +
      pos1: Vec3
    • +
    • +
      pos2: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    获得两个方向向量的角度

    +
    +
    +

    Parameters

    +
      +
    • +
      dir1: Vec3
    • +
    • +
      dir2: Vec3
    +

    Returns number

+
+ +
    + +
  • +

    一次贝塞尔即为线性插值函数

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      t: number
    • +
    • +
      posStart: Vec3
    • +
    • +
      posEnd: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    三次贝塞尔

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      t: number
    • +
    • +
      posStart: Vec3
    • +
    • +
      posCon1: Vec3
    • +
    • +
      posCon2: Vec3
    • +
    • +
      posEnd: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    二次贝塞尔曲线

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      t: number
    • +
    • +
      posStart: Vec3
    • +
    • +
      posCon: Vec3
    • +
    • +
      posEnd: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    叉乘

    +
    +
    +

    Parameters

    +
      +
    • +
      dir1: Vec3
    • +
    • +
      dir2: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    获得方向a到方向b的角度(带有方向的角度)

    +
    +
    +

    Parameters

    +
      +
    • +
      a: Vec3
    • +
    • +
      b: Vec3
    +

    Returns number

+
+ +
    + +
  • +

    获得位置pos1,到位置 pos2 的方向

    +
    +
    +

    Parameters

    +
      +
    • +
      pos1: Vec3
    • +
    • +
      pos2: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    获得两点间的距离

    +
    +
    +

    Parameters

    +
      +
    • +
      pos1: Vec3
    • +
    • +
      pos2: Vec3
    +

    Returns number

+
+ +
    + +
  • +

    三维向量除常量

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Vec3
    • +
    • +
      scalar: number
    +

    Returns Vec3

+
+ +
    + +
  • +

    点乘

    +
    +
    +

    Parameters

    +
      +
    • +
      dir1: Vec3
    • +
    • +
      dir2: Vec3
    +

    Returns number

+
+ +
    + +
  • +

    判断两个三维向量的值是否相等

    +
    +
    +

    Parameters

    +
      +
    • +
      pos1: Vec3
    • +
    • +
      pos2: Vec3
    +

    Returns boolean

+
+ +
    + +
  • +

    插值运算

    +
    +
    +

    Parameters

    +
      +
    • +
      posStart: Vec3
    • +
    • +
      posEnd: Vec3
    • +
    • +
      t: number
    +

    Returns Vec3

+
+ +
    + +
  • +

    三维向量的模

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Vec3
    +

    Returns number

+
+ +
    + +
  • +

    三维向量乘以常量

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Vec3
    • +
    • +
      scalar: number
    +

    Returns Vec3

+
+ +
    + +
  • +

    三维向量归一化

    +
    +
    +

    Parameters

    +
      +
    • +
      pos: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    随时间变化进度值

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      start: Vec3
      +

      起始位置

      +
    • +
    • +
      end: Vec3
      +

      结束位置

      +
    • +
    • +
      t: number
      +

      [0,1]

      +
    +

    Returns Vec3

+
+ +
    + +
  • +
    +

    Parameters

    +
      +
    • +
      from: Vec3
    • +
    • +
      to: Vec3
    • +
    • +
      angle: number
    +

    Returns Vec3

+
+ +
    + +
  • +

    球面插值

    + +

    Returns

    +
    +

    Parameters

    +
      +
    • +
      from: Vec3
    • +
    • +
      to: Vec3
    • +
    • +
      t: number
    +

    Returns Vec3

+
+ +
    + +
  • +

    获得两个三维向量的差

    +
    +
    +

    Parameters

    +
      +
    • +
      pos1: Vec3
    • +
    • +
      pos2: Vec3
    +

    Returns Vec3

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/ViewParams.html b/docs/classes/ViewParams.html new file mode 100644 index 0000000..a108551 --- /dev/null +++ b/docs/classes/ViewParams.html @@ -0,0 +1,129 @@ +ViewParams | oops-framework
+
+ +
+
+
+
+ +

Class ViewParams

+
+

本类型仅供gui模块内部使用,请勿在功能逻辑中使用

+
+
+

Hierarchy

+
    +
  • ViewParams
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ +
callbacks: null | UICallbacks
+

窗口事件

+
+
+ +
node: null | Node = null
+

界面根节点

+
+
+ +
params: any
+

传递给打开界面的参数

+
+
+ +
prefabPath: string
+

预制路径

+
+
+ +
uuid: string
+

界面唯一标识

+
+
+ +
valid: boolean = true
+

是否在使用状态

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/ViewUtil.html b/docs/classes/ViewUtil.html new file mode 100644 index 0000000..2556475 --- /dev/null +++ b/docs/classes/ViewUtil.html @@ -0,0 +1,265 @@ +ViewUtil | oops-framework
+
+ +
+
+
+
+ +

Class ViewUtil

+
+

显示对象工具

+
+
+

Hierarchy

+
    +
  • ViewUtil
+
+
+
+ +
+
+

Constructors

+
+ +
+
+

Methods

+
+ +
    + +
  • +

    添加节点动画

    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
    • +
    • +
      node: Node
    • +
    • +
      onlyOne: boolean = true
    • +
    • +
      isDefaultClip: boolean = false
    +

    Returns void

+
+ +
    + +
  • +

    节点之间坐标互转

    +
    +
    +

    Parameters

    +
      +
    • +
      a: Node
    • +
    • +
      b: Node
    • +
    • +
      aPos: Vec3
    +

    Returns Vec3

+
+ +
    + +
  • +

    屏幕转空间坐标

    +
    +
    +

    Parameters

    +
      +
    • +
      event: EventTouch
    • +
    • +
      space: Node
    +

    Returns Vec3

+
+ +
    + +
  • +

    创建预制节点

    +
    +
    +

    Parameters

    +
      +
    • +
      name: string
    +

    Returns Node

+
+ +
    + +
  • +

    加载预制并创建预制节点

    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
    +

    Returns Promise<Node>

+
+ +
    + +
  • +

    正则搜索节点名字,符合条件的节点将会返回

    +
    +
    +

    Parameters

    +
      +
    • +
      reg: RegExp
      +

      正则表达式

      +
    • +
    • +
      parent: Node
      +

      要搜索的父节点

      +
    • +
    • +
      Optional _nodes: Node[]
      +

      返回的数组(可选)

      +
    +

    Returns Node[]

+
+ +
    + +
  • +

    加载预制节点

    +
    +
    +

    Parameters

    +
      +
    • +
      path: string
    • +
    • +
      callback: Function
    +

    Returns void

+
+ +
    + +
  • +

    把Node当前的节点树结构根据Node命名转成一个js对象,重名的组件会覆盖, +Node的name不应该包含空格键,否则将跳过

    +
    +
    +

    Parameters

    +
      +
    • +
      parent: Node
      +

      被遍历的Node组件

      +
    • +
    • +
      Optional obj: Map<string, Node>
      +

      绑定的js对象 (可选)

      +
    +

    Returns null | Map<string, Node>

+
+ +
    + +
  • +

    显示对象等比缩放

    +
    +
    +

    Parameters

    +
      +
    • +
      targetWidth: number
    • +
    • +
      targetHeight: number
    • +
    • +
      defaultWidth: number
    • +
    • +
      defaultHeight: number
    +

    Returns Size

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/classes/oops.html b/docs/classes/oops.html new file mode 100644 index 0000000..184ed7f --- /dev/null +++ b/docs/classes/oops.html @@ -0,0 +1,174 @@ +oops | oops-framework
+
+ +
+
+
+
+ +

Class oops

+
+

OopsFramework

+
+
+

Hierarchy

+
    +
  • oops
+
+
+
+ +
+
+

Constructors

+
+
+

Properties

+
+
+

Constructors

+
+ +
+
+

Properties

+
+ + +

游戏音乐管理

+
+
+ +
ecs: ECSRootSystem
+

ECS

+
+
+ + +

三维游戏世界管理

+
+
+ + +

二维界面管理

+
+
+ +
http: HttpRequest
+

HTTP

+
+
+ +
language: LanguageManager
+

多语言模块

+
+
+ +
log: typeof Logger = Logger
+

日志管理

+
+
+ + +

全局消息

+
+
+ +
res: default = ...
+

资源管理

+
+
+ + +

本地存储

+
+
+ + +

游戏时间管理

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/enums/CollisionType.html b/docs/enums/CollisionType.html new file mode 100644 index 0000000..475d11e --- /dev/null +++ b/docs/enums/CollisionType.html @@ -0,0 +1,85 @@ +CollisionType | oops-framework
+
+ +
+
+
+
+ +

Enumeration CollisionType

+
+

碰撞物体类型

+
+
+
+
+ +
+
+

Enumeration Members

+
+
+

Enumeration Members

+
+ +
Ballistic: 1
+

飞弹类体

+
+
+ +
Role: 0
+

角色类

+
+
+ +
Wall: 2
+

墙体类

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/enums/EventMessage.html b/docs/enums/EventMessage.html new file mode 100644 index 0000000..cd4bf87 --- /dev/null +++ b/docs/enums/EventMessage.html @@ -0,0 +1,85 @@ +EventMessage | oops-framework
+
+ +
+
+
+
+ +

Enumeration EventMessage

+
+

框架内部全局事件

+
+
+
+
+ +
+
+

Enumeration Members

+
+
+

Enumeration Members

+
+ +
GAME_ENTER: "EventMessage.GAME_ENTER"
+

游戏从后台进入

+
+
+ +
GAME_EXIT: "EventMessage.GAME_EXIT"
+

游戏切到后台

+
+
+ +
GAME_RESIZE: "EventMessage.GAME_RESIZE"
+

游戏画笔尺寸变化事件

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/enums/LayerType.html b/docs/enums/LayerType.html new file mode 100644 index 0000000..7794ff9 --- /dev/null +++ b/docs/enums/LayerType.html @@ -0,0 +1,121 @@ +LayerType | oops-framework
+
+ +
+
+
+
+ +

Enumeration LayerType

+
+

界面层类型

+
+
+
+
+ +
+
+

Enumeration Members

+
+
+

Enumeration Members

+
+ +
Dialog: "LayerDialog"
+

模式窗口层

+
+
+ +
Game: "LayerGame"
+

游戏层

+
+
+ +
Guide: "LayerGuide"
+

新手引导层

+
+
+ +
Notify: "LayerNotify"
+

滚动消息提示层

+
+
+ +
PopUp: "LayerPopUp"
+

弹窗层

+
+
+ +
System: "LayerSystem"
+

系统触发模式窗口层

+
+
+ +
UI: "LayerUI"
+

主界面层

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/index.html b/docs/index.html new file mode 100644 index 0000000..b3b6795 --- /dev/null +++ b/docs/index.html @@ -0,0 +1,120 @@ +oops-framework
+
+ +
+
+
+
+

oops-framework

+
+ +

介绍

+
+

oops-plugin-framework 是基于 Cocos Creator 3.x 以插件形式使用的游戏框架,此版本框架代码与游戏具体业务逻辑代码分离,方便在项目开发过程随时更新框架最新版本代码。

+ + +

技术文档

+
+ + + +

框架目录结构

+
+
core               - 框加核心技术库
common - 游戏公共模块
audio - 音频模块
event - 全局事件
loader - 加载模块
log - 日志模块
manager - 时间管理随机管理
storage - 本地存储
game - 游戏世界类
gui - 游戏界面类
layer - 多层界面窗口管理
prompt - 公共提示窗口
utils - 游戏各类工具库
Oops.ts - 框架功能访问接口
Root.ts - 框架视图层根节点管理组件
libs - 框架中可选技术库
animator - 动画状态机
animator-effect - 动画特效组件
animator-move - 动画移动组件
behavior-tree - 行为树框架
camera - 三维摄像机控制组件
collection - 数据集合处理
ecs - ECS框架
gui - 界面组件
badge - 红点提示组件
button - 按钮组件
label - 标签组件
language - 多语言组件
model-view - MVVM框架
network - 网络模块
render-texture - 渲染纹理组件
security - 安全组件
module - 游戏通用模块
common - 公共模块
config - 配置模块 +
+ + +

学习交流 QQ 群:798575969

+
+

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/interfaces/PopViewParams.html b/docs/interfaces/PopViewParams.html new file mode 100644 index 0000000..20b43d8 --- /dev/null +++ b/docs/interfaces/PopViewParams.html @@ -0,0 +1,170 @@ +PopViewParams | oops-framework
+
+ +
+
+
+
+ +

Interface PopViewParams

+
+

gui.popup.add 弹框层回调对象定义

+
+
+

Hierarchy

+
+
+
+
+ +
+
+

Properties

+
+ +
modal?: boolean
+

是否显示暗色背景

+
+
+ +
onAdded?: ((node: Node, params: any) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: Node, params: any): void
    • +
    • +

      节点添加到层级以后的回调

      +
      +
      +

      Parameters

      +
        +
      • +
        node: Node
      • +
      • +
        params: any
      +

      Returns void

+
+ +
onBeforeRemove?: ((node: Node, next: Function) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: Node, next: Function): void
    • +
    • +

      注意:调用delete$delete才会触发此回调,如果this.node.destroy(),该回调将直接忽略。

      +

      如果指定onBeforeRemoved,则next必须调用,否则节点不会被正常删除。

      +

      比如希望节点做一个FadeOut然后删除,则可以在onBeforeRemoved当中播放action动画,动画结束后调用next

      +
      +
      +

      Parameters

      +
        +
      • +
        node: Node
      • +
      • +
        next: Function
      +

      Returns void

+
+ +
onRemoved?: ((node: null | Node, params: any) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: null | Node, params: any): void
    • +
    • +

      窗口节点 destroy 之后回调

      +
      +
      +

      Parameters

      +
        +
      • +
        node: null | Node
      • +
      • +
        params: any
      +

      Returns void

+
+ +
opacity?: number
+

控制暗色背景的透明度 默认为190

+
+
+ +
touchClose?: boolean
+

是否触摸背景关闭弹窗

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/interfaces/UICallbacks.html b/docs/interfaces/UICallbacks.html new file mode 100644 index 0000000..c0f9432 --- /dev/null +++ b/docs/interfaces/UICallbacks.html @@ -0,0 +1,142 @@ +UICallbacks | oops-framework
+
+ +
+
+
+
+ +

Interface UICallbacks

+
+
    +
  • 回调参数对象定义
  • +
+
+
+

Hierarchy

+
+
+
+
+ +
+
+

Properties

+
+
+

Properties

+
+ +
onAdded?: ((node: Node, params: any) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: Node, params: any): void
    • +
    • +

      节点添加到层级以后的回调

      +
      +
      +

      Parameters

      +
        +
      • +
        node: Node
      • +
      • +
        params: any
      +

      Returns void

+
+ +
onBeforeRemove?: ((node: Node, next: Function) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: Node, next: Function): void
    • +
    • +

      注意:调用delete$delete才会触发此回调,如果this.node.destroy(),该回调将直接忽略。

      +

      如果指定onBeforeRemoved,则next必须调用,否则节点不会被正常删除。

      +

      比如希望节点做一个FadeOut然后删除,则可以在onBeforeRemoved当中播放action动画,动画结束后调用next

      +
      +
      +

      Parameters

      +
        +
      • +
        node: Node
      • +
      • +
        next: Function
      +

      Returns void

+
+ +
onRemoved?: ((node: null | Node, params: any) => void)
+
+

Type declaration

+
    +
  • +
      +
    • (node: null | Node, params: any): void
    • +
    • +

      窗口节点 destroy 之后回调

      +
      +
      +

      Parameters

      +
        +
      • +
        node: null | Node
      • +
      • +
        params: any
      +

      Returns void

+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/interfaces/UIConfig.html b/docs/interfaces/UIConfig.html new file mode 100644 index 0000000..a496524 --- /dev/null +++ b/docs/interfaces/UIConfig.html @@ -0,0 +1,89 @@ +UIConfig | oops-framework
+
+ +
+
+
+
+ +

Interface UIConfig

+
+

UI配置结构体

+
+
+

Hierarchy

+
    +
  • UIConfig
+
+
+
+ +
+
+

Properties

+
+
+

Properties

+
+ +
bundle?: string
+

远程包名

+
+
+ +
layer: LayerType
+

窗口层级

+
+
+ +
prefab: string
+

预制资源相对路径

+
+
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/modules.html b/docs/modules.html new file mode 100644 index 0000000..6cd50cf --- /dev/null +++ b/docs/modules.html @@ -0,0 +1,166 @@ +oops-framework
+
+ +
+
+ +
+
+

Generated using TypeDoc

+
\ No newline at end of file diff --git a/docs/types/AssetType.html b/docs/types/AssetType.html new file mode 100644 index 0000000..fefaebc --- /dev/null +++ b/docs/types/AssetType.html @@ -0,0 +1,105 @@ +AssetType | oops-framework
+
+ +
+
+
+
+ +

Type alias AssetType<T>

+
AssetType<T>: Constructor<T>
+

Type Parameters

+
+

Type Parameters

+
    +
  • +

    T = Asset

+
+
+

Generated using TypeDoc

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\ No newline at end of file diff --git a/docs/types/CompleteCallback.html b/docs/types/CompleteCallback.html new file mode 100644 index 0000000..837ac0f --- /dev/null +++ b/docs/types/CompleteCallback.html @@ -0,0 +1,105 @@ +CompleteCallback | oops-framework
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Type alias CompleteCallback<T>

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CompleteCallback<T>: __private._cocos_core_asset_manager_shared__CompleteCallbackWithData
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Type Parameters

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Type Parameters

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    T = any

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Generated using TypeDoc

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\ No newline at end of file diff --git a/docs/types/IRemoteOptions.html b/docs/types/IRemoteOptions.html new file mode 100644 index 0000000..95ae20f --- /dev/null +++ b/docs/types/IRemoteOptions.html @@ -0,0 +1,99 @@ +IRemoteOptions | oops-framework
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Type alias IRemoteOptions

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IRemoteOptions: __private._cocos_core_asset_manager_shared__IRemoteOptions
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Generated using TypeDoc

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\ No newline at end of file diff --git a/docs/types/ProgressCallback.html b/docs/types/ProgressCallback.html new file mode 100644 index 0000000..ed9e6fa --- /dev/null +++ b/docs/types/ProgressCallback.html @@ -0,0 +1,99 @@ +ProgressCallback | oops-framework
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Type alias ProgressCallback

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ProgressCallback: __private._cocos_core_asset_manager_shared__ProgressCallback
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Generated using TypeDoc

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\ No newline at end of file diff --git a/docs/variables/resLoader.html b/docs/variables/resLoader.html new file mode 100644 index 0000000..1b4b4f8 --- /dev/null +++ b/docs/variables/resLoader.html @@ -0,0 +1,103 @@ +resLoader | oops-framework
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Variable resLoader

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resLoader: default = ...
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资源管理模块

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Deprecated

下个版本废弃,请使用 oops.res

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Generated using TypeDoc

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Generated using TypeDoc

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\ No newline at end of file diff --git a/temp/declarations/cc.d.ts b/temp/declarations/cc.d.ts index a2ab644..483dc99 100644 --- a/temp/declarations/cc.d.ts +++ b/temp/declarations/cc.d.ts @@ -1,5 +1,5 @@ - /// + /// /** * @deprecated Global variable `cc` was dropped since 3.0. Use ES6 module syntax to import Cocos Creator APIs. diff --git a/temp/declarations/jsb.d.ts b/temp/declarations/jsb.d.ts index 70dbc0e..5e6c139 100644 --- a/temp/declarations/jsb.d.ts +++ b/temp/declarations/jsb.d.ts @@ -1 +1 @@ -/// +///