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Docs for BasePlugin
Differentiate the nonshared properties
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@ -49,7 +49,7 @@ var BasePlugin = new Class({
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* A reference to the Scene that has installed this plugin.
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* Only set if it's a Scene Plugin, otherwise `null`.
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* This property is only set when the plugin is instantiated and added to the Scene, not before.
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* You cannot use it during the `init` method, but you can during the `boot` method.
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* You can use it during the `boot` method.
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*
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* @name Phaser.Plugins.BasePlugin#scene
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* @type {?Phaser.Scene}
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@ -62,7 +62,7 @@ var BasePlugin = new Class({
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* A reference to the Scene Systems of the Scene that has installed this plugin.
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* Only set if it's a Scene Plugin, otherwise `null`.
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* This property is only set when the plugin is instantiated and added to the Scene, not before.
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* You cannot use it during the `init` method, but you can during the `boot` method.
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* You can use it during the `boot` method.
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*
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* @name Phaser.Plugins.BasePlugin#systems
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* @type {?Phaser.Scenes.Systems}
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@ -73,10 +73,11 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is first instantiated.
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* The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
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* It will never be called again on this instance.
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* In here you can set-up whatever you need for this plugin to run.
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* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
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* On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
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*
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* @method Phaser.Plugins.BasePlugin#init
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* @since 3.8.0
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@ -88,9 +89,10 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is started.
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* The PluginManager calls this method on a Global Plugin when the plugin is started.
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* If a plugin is stopped, and then started again, this will get called again.
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* Typically called immediately after `BasePlugin.init`.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#start
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* @since 3.8.0
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@ -114,11 +116,12 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is stopped.
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* The PluginManager calls this method on a Global Plugin when the plugin is stopped.
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* The game code has requested that your plugin stop doing whatever it does.
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* It is now considered as 'inactive' by the PluginManager.
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* Handle that process here (i.e. stop listening for events, etc)
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* If the plugin is started again then `BasePlugin.start` will be called again.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#stop
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* @since 3.8.0
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