mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
682 lines
16 KiB
JavaScript
682 lines
16 KiB
JavaScript
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/**
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* Phaser.Loader
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*
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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*/
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Phaser.Loader = function (game) {
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this.game = game;
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this._xhr = new XMLHttpRequest();
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this.onFileComplete = new Phaser.Signal;
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this.onFileError = new Phaser.Signal;
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this.onLoadStart = new Phaser.Signal;
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this.onLoadComplete = new Phaser.Signal;
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};
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/**
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* TextureAtlas data format constants
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*/
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Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
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Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
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Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
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Phaser.Loader.prototype = {
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/**
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* Local reference to Game.
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*/
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game: null,
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/**
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* Array stores assets keys. So you can get that asset by its unique key.
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*/
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_keys: [],
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/**
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* Contains all the assets file infos.
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*/
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_fileList: {},
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/**
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* Indicates assets loading progress. (from 0 to 100)
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* @type {number}
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*/
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_progressChunk: 0,
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/**
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* An XMLHttpRequest object used for loading text and audio data
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* @type {XMLHttpRequest}
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*/
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_xhr: null,
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/**
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* Length of assets queue.
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* @type {number}
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*/
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queueSize: 0,
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/**
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* True if the Loader is in the process of loading the queue.
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* @type {bool}
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*/
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isLoading: false,
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/**
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* True if all assets in the queue have finished loading.
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* @type {bool}
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*/
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hasLoaded: false,
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/**
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* The Load progress percentage value (from 0 to 100)
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* @type {number}
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*/
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progress: 0,
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/**
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* The crossOrigin value applied to loaded images
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* @type {string}
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*/
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crossOrigin: '',
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/**
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* If you want to append a URL before the path of any asset you can set this here.
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* Useful if you need to allow an asset url to be configured outside of the game code.
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* MUST have / on the end of it!
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* @type {string}
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*/
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baseURL: '',
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/**
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* Event Signals
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*/
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onFileComplete: null,
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onFileError: null,
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onLoadStart: null,
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onLoadComplete: null,
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/**
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* Check whether asset exists with a specific key.
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* @param key {string} Key of the asset you want to check.
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* @return {bool} Return true if exists, otherwise return false.
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*/
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checkKeyExists: function (key) {
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if (this._fileList[key]) {
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return true;
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} else {
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return false;
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}
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},
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/**
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* Reset loader, this will remove all loaded assets.
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*/
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reset: function () {
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this.queueSize = 0;
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this.isLoading = false;
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},
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/**
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* Internal function that adds a new entry to the file list.
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*/
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addToFileList: function (type, key, url, properties) {
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var entry = {
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type: type,
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key: key,
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url: url,
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data: null,
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error: false,
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loaded: false
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};
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if (typeof properties !== "undefined") {
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for (var prop in properties) {
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entry[prop] = properties[prop];
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}
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}
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this._fileList[key] = entry;
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this._keys.push(key);
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this.queueSize++;
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},
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/**
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* Add an image to the Loader.
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* @param key {string} Unique asset key of this image file.
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* @param url {string} URL of image file.
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* @param overwrite {boolean} If an entry with a matching key already exists this will over-write it
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*/
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image: function (key, url, overwrite) {
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if (typeof overwrite === "undefined") { overwrite = false; }
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if (overwrite || this.checkKeyExists(key) == false) {
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this.addToFileList('image', key, url);
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}
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},
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/**
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* Add a text file to the Loader.
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* @param key {string} Unique asset key of the text file.
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* @param url {string} URL of the text file.
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*/
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text: function (key, url, overwrite) {
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if (typeof overwrite === "undefined") { overwrite = false; }
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if (overwrite || this.checkKeyExists(key) == false) {
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this.addToFileList('text', key, url);
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}
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},
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/**
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* Add a new sprite sheet loading request.
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* @param key {string} Unique asset key of the sheet file.
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* @param url {string} URL of sheet file.
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* @param frameWidth {number} Width of each single frame.
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* @param frameHeight {number} Height of each single frame.
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* @param frameMax {number} How many frames in this sprite sheet.
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*/
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spritesheet: function (key, url, frameWidth, frameHeight, frameMax) {
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if (typeof frameMax === "undefined") { frameMax = -1; }
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if (this.checkKeyExists(key) === false) {
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this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax });
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}
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},
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/**
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* Add a new audio file loading request.
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* @param key {string} Unique asset key of the audio file.
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* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
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* @param autoDecode {bool} When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
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*/
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audio: function (key, urls, autoDecode) {
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if (typeof autoDecode === "undefined") { autoDecode = true; }
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if (this.checkKeyExists(key) === false) {
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this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });
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}
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},
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atlasJSON: function (key, textureURL, atlasURL, atlasData) {
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if (typeof atlasURL === "undefined") { atlasURL = null; }
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if (typeof atlasData === "undefined") { atlasData = null; }
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this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
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},
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atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {
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if (typeof atlasURL === "undefined") { atlasURL = null; }
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if (typeof atlasData === "undefined") { atlasData = null; }
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this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);
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},
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atlasXML: function (key, textureURL, atlasURL, atlasData) {
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if (typeof atlasURL === "undefined") { atlasURL = null; }
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if (typeof atlasData === "undefined") { atlasData = null; }
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this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
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},
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/**
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* Add a new texture atlas loading request.
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* @param key {string} Unique asset key of the texture atlas file.
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* @param textureURL {string} The url of the texture atlas image file.
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* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
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* @param [atlasData] {object} A JSON or XML data object.
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* @param [format] {number} A value describing the format of the data.
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*/
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atlas: function (key, textureURL, atlasURL, atlasData, format) {
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if (typeof atlasURL === "undefined") { atlasURL = null; }
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if (typeof atlasData === "undefined") { atlasData = null; }
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if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }
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if (this.checkKeyExists(key) === false) {
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// A URL to a json/xml file has been given
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if (atlasURL) {
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this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });
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}
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else
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{
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switch (format) {
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// A json string or object has been given
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case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:
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if (typeof atlasData === 'string') {
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atlasData = JSON.parse(atlasData);
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}
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break;
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// An xml string or object has been given
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case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:
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if (typeof atlasData === 'string') {
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var xml;
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try {
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if (window['DOMParser']) {
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var domparser = new DOMParser();
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xml = domparser.parseFromString(atlasData, "text/xml");
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} else {
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xml = new ActiveXObject("Microsoft.XMLDOM");
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xml.async = 'false';
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xml.loadXML(atlasData);
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}
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} catch (e) {
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xml = undefined;
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}
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if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) {
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throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
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} else {
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atlasData = xml;
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}
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}
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break;
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}
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this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format });
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}
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}
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},
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/**
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* Remove loading request of a file.
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* @param key {string} Key of the file you want to remove.
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*/
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removeFile: function (key) {
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delete this._fileList[key];
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},
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/**
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* Remove all file loading requests.
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*/
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removeAll: function () {
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this._fileList = {};
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},
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/**
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* Load assets.
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*/
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start: function () {
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if (this.isLoading)
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{
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return;
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}
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this.progress = 0;
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this.hasLoaded = false;
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this.isLoading = true;
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this.onLoadStart.dispatch(this.queueSize);
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if (this._keys.length > 0)
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{
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this._progressChunk = 100 / this._keys.length;
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this.loadFile();
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}
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else
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{
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this.progress = 100;
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this.hasLoaded = true;
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this.onLoadComplete.dispatch();
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}
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},
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/**
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* Load files. Private method ONLY used by loader.
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* @private
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*/
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loadFile: function () {
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var file = this._fileList[this._keys.shift()];
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var _this = this;
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// Image or Data?
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switch (file.type)
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{
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case 'image':
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case 'spritesheet':
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case 'textureatlas':
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file.data = new Image();
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file.data.name = file.key;
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file.data.onload = function () {
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return _this.fileComplete(file.key);
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};
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file.data.onerror = function () {
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return _this.fileError(file.key);
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};
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file.data.crossOrigin = this.crossOrigin;
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file.data.src = this.baseURL + file.url;
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break;
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case 'audio':
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file.url = this.getAudioURL(file.url);
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if (file.url !== null)
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{
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// WebAudio or Audio Tag?
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if (this.game.sound.usingWebAudio)
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{
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "arraybuffer";
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this._xhr.onload = function () {
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return _this.fileComplete(file.key);
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};
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this._xhr.onerror = function () {
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return _this.fileError(file.key);
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};
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this._xhr.send();
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}
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else if (this.game.sound.usingAudioTag)
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{
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if (this.game.sound.touchLocked)
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{
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// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
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file.data = new Audio();
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file.data.name = file.key;
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file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
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this.fileComplete(file.key);
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}
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else
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{
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file.data = new Audio();
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file.data.name = file.key;
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file.data.onerror = function () {
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return _this.fileError(file.key);
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};
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file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
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file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
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file.data.load();
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}
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}
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}
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break;
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case 'text':
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "text";
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this._xhr.onload = function () {
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return _this.fileComplete(file.key);
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};
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this._xhr.onerror = function () {
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return _this.fileError(file.key);
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};
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this._xhr.send();
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break;
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}
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},
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getAudioURL: function (urls) {
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var extension;
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for (var i = 0; i < urls.length; i++)
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{
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extension = urls[i].toLowerCase();
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extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
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if (this.game.device.canPlayAudio(extension))
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{
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return urls[i];
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}
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}
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return null;
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},
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/**
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* Error occured when load a file.
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* @param key {string} Key of the error loading file.
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*/
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fileError: function (key) {
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this._fileList[key].loaded = true;
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this._fileList[key].error = true;
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this.onFileError.dispatch(key);
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throw new Error("Phaser.Loader error loading file: " + key);
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this.nextFile(key, false);
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},
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||
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|
||
|
/**
|
||
|
* Called when a file is successfully loaded.
|
||
|
* @param key {string} Key of the successfully loaded file.
|
||
|
*/
|
||
|
fileComplete: function (key) {
|
||
|
|
||
|
if (!this._fileList[key])
|
||
|
{
|
||
|
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
this._fileList[key].loaded = true;
|
||
|
|
||
|
var file = this._fileList[key];
|
||
|
var loadNext = true;
|
||
|
var _this = this;
|
||
|
|
||
|
switch (file.type)
|
||
|
{
|
||
|
case 'image':
|
||
|
this.game.cache.addImage(file.key, file.url, file.data);
|
||
|
break;
|
||
|
|
||
|
case 'spritesheet':
|
||
|
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
|
||
|
break;
|
||
|
|
||
|
case 'textureatlas':
|
||
|
if (file.atlasURL == null)
|
||
|
{
|
||
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Load the JSON or XML before carrying on with the next file
|
||
|
loadNext = false;
|
||
|
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
|
||
|
this._xhr.responseType = "text";
|
||
|
|
||
|
if (file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
|
||
|
{
|
||
|
this._xhr.onload = function () {
|
||
|
return _this.jsonLoadComplete(file.key);
|
||
|
};
|
||
|
}
|
||
|
else if (file.format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
|
||
|
{
|
||
|
this._xhr.onload = function () {
|
||
|
return _this.xmlLoadComplete(file.key);
|
||
|
};
|
||
|
}
|
||
|
|
||
|
this._xhr.onerror = function () {
|
||
|
return _this.dataLoadError(file.key);
|
||
|
};
|
||
|
this._xhr.send();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'audio':
|
||
|
|
||
|
if (this.game.sound.usingWebAudio)
|
||
|
{
|
||
|
file.data = this._xhr.response;
|
||
|
|
||
|
this.game.cache.addSound(file.key, file.url, file.data, true, false);
|
||
|
|
||
|
if (file.autoDecode)
|
||
|
{
|
||
|
this.game.cache.updateSound(key, 'isDecoding', true);
|
||
|
|
||
|
var that = this;
|
||
|
var key = file.key;
|
||
|
|
||
|
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
|
||
|
if (buffer)
|
||
|
{
|
||
|
that.game.cache.decodedSound(key, buffer);
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
|
||
|
this.game.cache.addSound(file.key, file.url, file.data, false, true);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'text':
|
||
|
file.data = this._xhr.response;
|
||
|
this.game.cache.addText(file.key, file.url, file.data);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (loadNext)
|
||
|
{
|
||
|
this.nextFile(key, true);
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Successfully loaded a JSON file.
|
||
|
* @param key {string} Key of the loaded JSON file.
|
||
|
*/
|
||
|
jsonLoadComplete: function (key) {
|
||
|
|
||
|
var data = JSON.parse(this._xhr.response);
|
||
|
var file = this._fileList[key];
|
||
|
|
||
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
|
||
|
|
||
|
this.nextFile(key, true);
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Error occured when load a JSON.
|
||
|
* @param key {string} Key of the error loading JSON file.
|
||
|
*/
|
||
|
dataLoadError: function (key) {
|
||
|
|
||
|
var file = this._fileList[key];
|
||
|
|
||
|
file.error = true;
|
||
|
|
||
|
throw new Error("Phaser.Loader dataLoadError: " + key);
|
||
|
|
||
|
this.nextFile(key, true);
|
||
|
|
||
|
},
|
||
|
|
||
|
xmlLoadComplete: function (key) {
|
||
|
|
||
|
var atlasData = this._xhr.response;
|
||
|
var xml;
|
||
|
|
||
|
try
|
||
|
{
|
||
|
if (window['DOMParser'])
|
||
|
{
|
||
|
var domparser = new DOMParser();
|
||
|
xml = domparser.parseFromString(atlasData, "text/xml");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||
|
xml.async = 'false';
|
||
|
xml.loadXML(atlasData);
|
||
|
}
|
||
|
}
|
||
|
catch (e)
|
||
|
{
|
||
|
xml = undefined;
|
||
|
}
|
||
|
|
||
|
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
||
|
{
|
||
|
throw new Error("Phaser.Loader. Invalid XML given");
|
||
|
}
|
||
|
|
||
|
var file = this._fileList[key];
|
||
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
||
|
|
||
|
this.nextFile(key, true);
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Handle loading next file.
|
||
|
* @param previousKey {string} Key of previous loaded asset.
|
||
|
* @param success {bool} Whether the previous asset loaded successfully or not.
|
||
|
*/
|
||
|
nextFile: function (previousKey, success) {
|
||
|
|
||
|
this.progress = Math.round(this.progress + this._progressChunk);
|
||
|
|
||
|
if (this.progress > 100)
|
||
|
{
|
||
|
this.progress = 100;
|
||
|
}
|
||
|
|
||
|
this.onFileComplete.dispatch(this.progress, previousKey, success, this.queueSize - this._keys.length, this.queueSize);
|
||
|
|
||
|
if (this._keys.length > 0)
|
||
|
{
|
||
|
this.loadFile();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.hasLoaded = true;
|
||
|
this.isLoading = false;
|
||
|
|
||
|
this.removeAll();
|
||
|
|
||
|
this.onLoadComplete.dispatch();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|