New Spine Plugin build

This commit is contained in:
Richard Davey 2021-03-08 15:00:21 +00:00
parent ce2918d66b
commit 215c310341
12 changed files with 94674 additions and 2102 deletions

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long

View file

@ -2642,6 +2642,7 @@ var ComponentsToJSON = __webpack_require__(/*! ./components/ToJSON */ "../../../
var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js");
var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js");
var Events = __webpack_require__(/*! ./events */ "../../../src/gameobjects/events/index.js");
var SceneEvents = __webpack_require__(/*! ../scene/events */ "../../../src/scene/events/index.js");
/**
* @classdesc
@ -3298,6 +3299,145 @@ var GameObject = new Class({
return indexes;
},
/**
* Adds this Game Object to the given Display List.
*
* If no Display List is specified, it will default to the Display List owned by the Scene to which
* this Game Object belongs.
*
* A Game Object can only exist on one Display List at any given time, but may move freely between them.
*
* If this Game Object is already on another Display List when this method is called, it will first
* be removed from it, before being added to the new list.
*
* You can query which list it is on by looking at the `Phaser.GameObjects.GameObject#displayList` property.
*
* If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
* disable it from rendering, consider using the `setVisible` method, instead.
*
* @method Phaser.GameObjects.GameObject#addToDisplayList
* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
* @since 3.53.0
*
* @param {(Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer)} [displayList] - The Display List to add to. Defaults to the Scene Display List.
*
* @return {this} This Game Object.
*/
addToDisplayList: function (displayList)
{
if (displayList === undefined) { displayList = this.scene.sys.displayList; }
if (this.displayList && this.displayList !== displayList)
{
this.removeFromDisplayList();
}
// Don't repeat if it's already on this list
if (!displayList.exists(this))
{
this.displayList = displayList;
displayList.add(this, true);
displayList.queueDepthSort();
this.emit(Events.ADDED_TO_SCENE, this, this.scene);
displayList.events.emit(SceneEvents.ADDED_TO_SCENE, this, this.scene);
}
return this;
},
/**
* Adds this Game Object to the Update List belonging to the Scene.
*
* When a Game Object is added to the Update List it will have its `preUpdate` method called
* every game frame. This method is passed two parameters: `delta` and `time`.
*
* If you wish to run your own logic within `preUpdate` then you should always call
* `preUpdate.super(delta, time)` within it, or it may fail to process required operations,
* such as Sprite animations.
*
* @method Phaser.GameObjects.GameObject#addToUpdateList
* @since 3.53.0
*
* @return {this} This Game Object.
*/
addToUpdateList: function ()
{
if (this.scene && this.preUpdate)
{
this.scene.sys.updateList.add(this);
}
return this;
},
/**
* Removes this Game Object from the Display List it is currently on.
*
* A Game Object can only exist on one Display List at any given time, but may move freely removed
* and added back at a later stage.
*
* You can query which list it is on by looking at the `Phaser.GameObjects.GameObject#displayList` property.
*
* If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
* disable it from rendering, consider using the `setVisible` method, instead.
*
* @method Phaser.GameObjects.GameObject#removeFromDisplayList
* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
* @since 3.53.0
*
* @return {this} This Game Object.
*/
removeFromDisplayList: function ()
{
var displayList = this.displayList || this.scene.sys.displayList;
if (displayList.exists(this))
{
displayList.remove(this, true);
displayList.queueDepthSort();
this.displayList = null;
this.emit(Events.REMOVED_FROM_SCENE, this, this.scene);
displayList.events.emit(SceneEvents.REMOVED_FROM_SCENE, this, this.scene);
}
return this;
},
/**
* Removes this Game Object from the Scene's Update List.
*
* When a Game Object is on the Update List, it will have its `preUpdate` method called
* every game frame. Calling this method will remove it from the list, preventing this.
*
* Removing a Game Object from the Update List will stop most internal functions working.
* For example, removing a Sprite from the Update List will prevent it from being able to
* run animations.
*
* @method Phaser.GameObjects.GameObject#removeFromUpdateList
* @since 3.53.0
*
* @return {this} This Game Object.
*/
removeFromUpdateList: function ()
{
if (this.scene && this.preUpdate)
{
this.scene.sys.updateList.remove(this);
}
return this;
},
/**
* Destroys this Game Object removing it from the Display List and Update List and
* severing all ties to parent resources.
@ -3337,11 +3477,8 @@ var GameObject = new Class({
this.resetPostPipeline(true);
}
if (this.displayList)
{
this.displayList.queueDepthSort();
this.displayList.remove(this);
}
this.removeFromDisplayList();
this.removeFromUpdateList();
if (this.input)
{
@ -3368,7 +3505,6 @@ var GameObject = new Class({
this.visible = false;
this.scene = undefined;
this.displayList = undefined;
this.parentContainer = undefined;
}
@ -9341,33 +9477,19 @@ var Container = new Class({
if (this.exclusive)
{
if (gameObject.displayList)
{
gameObject.displayList.remove(gameObject);
}
gameObject.removeFromDisplayList();
if (gameObject.parentContainer)
{
gameObject.parentContainer.remove(gameObject);
}
if (this.displayList)
{
gameObject.displayList = this.displayList;
}
else
{
gameObject.displayList = this.scene.sys.displayList;
}
var displayList = this.displayList || this.scene.sys.displayList;
gameObject.addToDisplayList(displayList);
gameObject.parentContainer = this;
}
// Is only on the Display List via this Container
if (!this.scene.sys.displayList.exists(gameObject))
{
gameObject.emit(Events.ADDED_TO_SCENE, gameObject, this.scene);
}
},
/**
@ -9385,13 +9507,11 @@ var Container = new Class({
if (this.exclusive)
{
gameObject.parentContainer = null;
}
gameObject.removeFromDisplayList();
// Is only on the Display List via this Container
if (!this.scene.sys.displayList.exists(gameObject))
{
gameObject.emit(Events.REMOVED_FROM_SCENE, gameObject, this.scene);
gameObject.parentContainer = null;
gameObject.addToDisplayList();
}
},

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long

47114
plugins/spine/dist/SpineWebGLPluginDebug.js vendored Normal file

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long