98 lines
2.3 KiB
JavaScript
98 lines
2.3 KiB
JavaScript
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/**
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* Creates a CustomCode object
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* @param apiCustomCode GameLib.D3.API.CustomCode
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* @constructor
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*/
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GameLib.D3.CustomCode = function(
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apiCustomCode
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) {
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if (GameLib.Utils.UndefinedOrNull(apiCustomCode)) {
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apiCustomCode = {};
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}
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GameLib.D3.API.CustomCode.call(
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this,
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apiCustomCode.id,
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apiCustomCode.name,
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apiCustomCode.code,
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apiCustomCode.domElementId,
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apiCustomCode.parentEntity,
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apiCustomCode.args
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);
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this.instance = this.createInstance();
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};
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GameLib.D3.CustomCode.prototype = Object.create(GameLib.D3.API.CustomCode.prototype);
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GameLib.D3.CustomCode.prototype.constructor = GameLib.D3.CustomCode;
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/**
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* Creates a camera instance of 'graphics' type (only THREE for now)
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* @returns {THREE.CustomCode}
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*/
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GameLib.D3.CustomCode.prototype.createInstance = function(update) {
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var instance = function(deltaTime) {
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this.args['deltaTime'] = deltaTime;
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var f = new Function(this.code).apply(this.parentEntity, this.args);
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f();
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};
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return instance;
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};
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/**
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* Updates the instance with the current state
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*/
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GameLib.D3.CustomCode.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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/**
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* Converts a GameLib.D3.CustomCode to a new GameLib.D3.API.CustomCode
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* @returns {GameLib.D3.API.CustomCode}
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*/
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GameLib.D3.CustomCode.prototype.toApiCustomCode = function() {
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var apiArgs = [];
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if (this.args) {
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apiArgs = this.args.map(
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function(arg) {
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return GameLib.Utils.IdOrNull(arg);
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}
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)
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}
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return new GameLib.D3.API.CustomCode(
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this.id,
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this.name,
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this.code,
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this.domElementId,
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GameLib.Utils.IdOrNull(this.parentEntity),
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apiArgs
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);
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};
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/**
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* Converts from an Object CustomCode to a GameLib.D3.CustomCode
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* @param objectCustomCode Object
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* @returns {GameLib.D3.CustomCode}
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* @constructor
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*/
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GameLib.D3.CustomCode.FromObjectCustomCode = function(objectCustomCode) {
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var apiCustomCode = GameLib.D3.API.CustomCode.FromObjectCustomCode(objectCustomCode);
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return new GameLib.D3.CustomCode(
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apiCustomCode
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);
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};
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GameLib.D3.CustomCode.prototype.update = function(deltaTime) {
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this.instance(deltaTime);
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};
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