mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
You can now load external Scene files using the new load.sceneFile
method. This allows you to dynamically load a Scene into the Scene Manager of your game, and swap to it at will.
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src/loader/filetypes/SceneFile.js
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src/loader/filetypes/SceneFile.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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var CONST = require('../const');
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var File = require('../File');
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var FileTypesManager = require('../FileTypesManager');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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/**
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* @typedef {object} Phaser.Loader.FileTypes.SceneFileConfig
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*
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* @property {string} key - The key of the file. Must be unique within both the Loader and the Text Cache.
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* @property {string} [url] - The absolute or relative URL to load the file from.
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* @property {string} [extension='txt'] - The default file extension to use if no url is provided.
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* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
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*/
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/**
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* @classdesc
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* An external Scene JavaScript File suitable for loading by the Loader.
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*
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* These are created when you use the Phaser.Loader.LoaderPlugin#sceneFile method and are not typically created directly.
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*
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* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#sceneFile.
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*
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* @class SceneFile
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* @extends Phaser.Loader.File
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* @memberof Phaser.Loader.FileTypes
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* @constructor
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* @since 3.16.0
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*
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* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
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* @param {(string|Phaser.Loader.FileTypes.SceneFileConfig)} key - The key to use for this file, or a file configuration object.
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* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
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* @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
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*/
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var SceneFile = new Class({
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Extends: File,
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initialize:
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function SceneFile (loader, key, url, xhrSettings)
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{
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var extension = 'js';
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if (IsPlainObject(key))
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{
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var config = key;
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key = GetFastValue(config, 'key');
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url = GetFastValue(config, 'url');
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xhrSettings = GetFastValue(config, 'xhrSettings');
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extension = GetFastValue(config, 'extension', extension);
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}
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var fileConfig = {
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type: 'text',
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cache: loader.cacheManager.text,
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extension: extension,
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responseType: 'text',
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key: key,
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url: url,
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xhrSettings: xhrSettings
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};
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File.call(this, loader, fileConfig);
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},
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/**
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* Called automatically by Loader.nextFile.
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* This method controls what extra work this File does with its loaded data.
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*
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* @method Phaser.Loader.FileTypes.SceneFile#onProcess
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* @since 3.16.0
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*/
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onProcess: function ()
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{
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this.state = CONST.FILE_PROCESSING;
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this.data = this.xhrLoader.responseText;
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this.onProcessComplete();
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},
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/**
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* Adds this file to its target cache upon successful loading and processing.
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*
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* @method Phaser.Loader.FileTypes.SceneFile#addToCache
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* @since 3.16.0
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*/
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addToCache: function ()
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{
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var code = this.data.concat('(function(){\n' + 'return new ' + this.key + '();\n' + '}).call(this);');
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this.loader.sceneManager.add(this.key, eval(code));
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this.complete = true;
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}
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});
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/**
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* Adds an external Scene file, or array of Scene files, to the current load queue.
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*
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* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
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*
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* ```javascript
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* function preload ()
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* {
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* this.load.sceneFile('Level1', 'src/Level1.js');
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* }
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* ```
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*
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* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
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* or if it's already running, when the next free load slot becomes available. This happens automatically if you
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* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
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* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
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* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
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* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
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* loaded.
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*
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* The key must be a unique String. It is used to add the file to the global Scene Manager upon a successful load.
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*
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* For a Scene File it's vitally important that the key matches the class name in the JavaScript file.
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*
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* For example here is the source file:
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*
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* ```javascript
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* class ExternalScene extends Phaser.Scene {
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*
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* constructor ()
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* {
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* super('myScene');
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* }
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*
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* }
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* ```
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*
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* Because the class is called `ExternalScene` that is the exact same key you must use when loading it:
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*
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* ```javascript
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* function preload ()
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* {
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* this.load.sceneFile('ExternalScene', 'src/yourScene.js');
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* }
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* ```
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*
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* The key that is used within the Scene Manager can either be set to the same, or you can override it in the Scene
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* constructor, as we've done in the example above, where the Scene key was changed to `myScene`.
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*
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* The key should be unique both in terms of files being loaded and Scenes already present in the Scene Manager.
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* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
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* then remove it from the Scene Manager first, before loading a new one.
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*
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* Instead of passing arguments you can pass a configuration object, such as:
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*
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* ```javascript
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* this.load.sceneFile({
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* key: 'Level1',
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* url: 'src/Level1.js'
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* });
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* ```
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*
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* See the documentation for `Phaser.Loader.FileTypes.SceneFileConfig` for more details.
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*
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* Once the file has finished loading it will be added to the Scene Manager.
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*
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* ```javascript
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* this.load.sceneFile('Level1', 'src/Level1.js');
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* // and later in your game ...
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* this.scene.start('Level1');
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* ```
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*
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* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
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* key. For example, if the prefix was `WORLD1.` and the key was `Story` the final key will be `WORLD1.Story` and
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* this is what you would use to retrieve the text from the Scene Manager.
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*
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* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
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*
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* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
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* and no URL is given then the Loader will set the URL to be "story.js". It will always add `.js` as the extension, although
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* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
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*
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* Note: The ability to load this type of file will only be available if the Scene File type has been built into Phaser.
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* It is available in the default build but can be excluded from custom builds.
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*
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* @method Phaser.Loader.LoaderPlugin#sceneFile
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* @fires Phaser.Loader.LoaderPlugin#addFileEvent
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* @since 3.16.0
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*
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* @param {(string|Phaser.Loader.FileTypes.SceneFileConfig|Phaser.Loader.FileTypes.SceneFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
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* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
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* @param {XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
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*
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* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
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*/
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FileTypesManager.register('sceneFile', function (key, url, xhrSettings)
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{
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if (Array.isArray(key))
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{
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for (var i = 0; i < key.length; i++)
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{
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// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
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this.addFile(new SceneFile(this, key[i]));
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}
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}
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else
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{
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this.addFile(new SceneFile(this, key, url, xhrSettings));
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}
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return this;
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});
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module.exports = SceneFile;
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MultiAtlasFile: require('./MultiAtlasFile'),
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MultiAtlasFile: require('./MultiAtlasFile'),
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PackFile: require('./PackFile'),
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PackFile: require('./PackFile'),
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PluginFile: require('./PluginFile'),
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PluginFile: require('./PluginFile'),
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SceneFile: require('./SceneFile'),
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ScenePluginFile: require('./ScenePluginFile'),
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ScenePluginFile: require('./ScenePluginFile'),
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ScriptFile: require('./ScriptFile'),
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ScriptFile: require('./ScriptFile'),
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SpriteSheetFile: require('./SpriteSheetFile'),
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SpriteSheetFile: require('./SpriteSheetFile'),
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