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

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@ -2642,6 +2642,7 @@ var ComponentsToJSON = __webpack_require__(/*! ./components/ToJSON */ "../../../
var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js"); var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js");
var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js"); var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js");
var Events = __webpack_require__(/*! ./events */ "../../../src/gameobjects/events/index.js"); var Events = __webpack_require__(/*! ./events */ "../../../src/gameobjects/events/index.js");
var SceneEvents = __webpack_require__(/*! ../scene/events */ "../../../src/scene/events/index.js");
/** /**
* @classdesc * @classdesc
@ -3298,6 +3299,145 @@ var GameObject = new Class({
return indexes; 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 * Destroys this Game Object removing it from the Display List and Update List and
* severing all ties to parent resources. * severing all ties to parent resources.
@ -3337,11 +3477,8 @@ var GameObject = new Class({
this.resetPostPipeline(true); this.resetPostPipeline(true);
} }
if (this.displayList) this.removeFromDisplayList();
{ this.removeFromUpdateList();
this.displayList.queueDepthSort();
this.displayList.remove(this);
}
if (this.input) if (this.input)
{ {
@ -3368,7 +3505,6 @@ var GameObject = new Class({
this.visible = false; this.visible = false;
this.scene = undefined; this.scene = undefined;
this.displayList = undefined;
this.parentContainer = undefined; this.parentContainer = undefined;
} }
@ -9341,33 +9477,19 @@ var Container = new Class({
if (this.exclusive) if (this.exclusive)
{ {
if (gameObject.displayList) gameObject.removeFromDisplayList();
{
gameObject.displayList.remove(gameObject);
}
if (gameObject.parentContainer) if (gameObject.parentContainer)
{ {
gameObject.parentContainer.remove(gameObject); gameObject.parentContainer.remove(gameObject);
} }
if (this.displayList) var displayList = this.displayList || this.scene.sys.displayList;
{
gameObject.displayList = this.displayList; gameObject.addToDisplayList(displayList);
}
else
{
gameObject.displayList = this.scene.sys.displayList;
}
gameObject.parentContainer = this; 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) if (this.exclusive)
{ {
gameObject.parentContainer = null; gameObject.removeFromDisplayList();
}
// Is only on the Display List via this Container gameObject.parentContainer = null;
if (!this.scene.sys.displayList.exists(gameObject))
{ gameObject.addToDisplayList();
gameObject.emit(Events.REMOVED_FROM_SCENE, gameObject, this.scene);
} }
}, },

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

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