loading, checkRegister and texture creation order
parent
5398cebcbe
commit
22e0e8828d
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@ -172,7 +172,7 @@ GameLib.D3.API.Texture.prototype.constructor = GameLib.D3.API.Texture;
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GameLib.D3.API.Texture.FromObject = function(objectTexture) {
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return new GameLib.D3.API.Texture(
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objectTexture.id,
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objectTexture.textureType,
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objectTexture.typeId,
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objectTexture.name,
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objectTexture.image,
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objectTexture.wrapS,
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@ -78,23 +78,18 @@ GameLib.D3.Image.prototype.createInstance = function(update) {
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console.log('loading normal image');
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loader = new THREE.XHRLoader();
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loader = new THREE.ImageLoader();
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loader.crossOrigin = true;
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loader.path = data.baseUrl;
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loader.responseType = 'blob';
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loader.load(
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this.path + '?ts=' + Date.now(),
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function (blob) {
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var image = document.createElement('img');
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image.onload = function ( e ) { URL.revokeObjectURL( image.src ); };
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image.src = URL.createObjectURL( blob );
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function (image) {
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this.instance = image;
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this.publish(
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GameLib.Event.IMAGE_LOADED,
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{
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@ -102,6 +97,7 @@ GameLib.D3.Image.prototype.createInstance = function(update) {
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imageInstance: this.instance
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}
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);
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}.bind(this),
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function(xhr) {
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console.log( (xhr.loaded / xhr.total * 100) + '% loaded of ' + this.name);
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@ -458,7 +458,11 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
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}
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if (this.materials[0] === data.material) {
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if (this.instance.material !== data.material.instance) {
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this.instance.material = data.material.instance;
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}
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this.instance.geometry.uvsNeedUpdate = true;
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}
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}
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@ -97,6 +97,7 @@ GameLib.D3.Scene = function (
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function(apiTexture) {
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if (apiTexture instanceof GameLib.D3.API.Texture) {
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var texture = new GameLib.D3.Texture(
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this.graphics,
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apiTexture
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@ -210,35 +210,38 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
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} else {
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if (this.image instanceof GameLib.D3.Image) {
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if (this.image.instance) {
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var instance = new THREE.Texture(
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this.image.instance
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);
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instance.name = this.name;
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instance.flipY = this.flipY;
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instance.encoding = this.encoding;
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instance.offset.x = this.offset.x;
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instance.offset.y = this.offset.y;
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instance.repeat.x = this.repeat.x;
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instance.repeat.y = this.repeat.y;
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instance.mapping = this.mapping;
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instance.format = this.format;
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instance.wrapS = this.wrapS;
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instance.wrapT = this.wrapT;
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this.publish(
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GameLib.Event.TEXTURE_LOADED,
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{
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texture : this
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}
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);
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return instance;
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}
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}
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// if (this.image instanceof GameLib.D3.Image) {
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//
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// if (this.image.instance) {
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//
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// var instance = new THREE.Texture(
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// this.image.instance
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// );
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// instance.name = this.name;
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// instance.flipY = this.flipY;
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// instance.encoding = this.encoding;
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// instance.offset.x = this.offset.x;
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// instance.offset.y = this.offset.y;
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// instance.repeat.x = this.repeat.x;
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// instance.repeat.y = this.repeat.y;
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// instance.mapping = this.mapping;
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// instance.format = this.format;
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// instance.wrapS = this.wrapS;
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// instance.wrapT = this.wrapT;
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//
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// this.instance = instance;
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//
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// this.publish(
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// GameLib.Event.TEXTURE_LOADED,
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// {
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// texture : this
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// }
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// );
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//
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// this.instance.needsUpdate = true;
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// return instance;
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// }
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// }
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this.subscribe(
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GameLib.Event.IMAGE_LOADED,
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@ -315,19 +318,8 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
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instance = new THREE.Texture();
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} else {
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instance = new THREE.Texture(this.image.instance);
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// instance.needsUpdate = true;
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// instance.name = this.name;
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// instance.flipY = this.flipY;
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// instance.encoding = this.encoding;
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// instance.offset.x = this.offset.x;
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// instance.offset.y = this.offset.y;
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// instance.repeat.x = this.repeat.x;
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// instance.repeat.y = this.repeat.y;
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// this.format = instance.format;
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}
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this.instance = instance;
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this.publish(
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GameLib.Event.TEXTURE_LOADED,
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{
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@ -335,6 +327,8 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
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}
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);
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instance.needsUpdate = true;
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this.instance = instance;
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}
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);
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@ -10,6 +10,18 @@ GameLib.EntityManager = function() {
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this.entities = [];
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this.loading = [];
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this.dependencies = {};
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this.subscriptions = [];
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this.register = {};
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this.checkRegister = [];
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this.registerCallbacks();
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GameLib.Component.call(
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this,
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GameLib.Component.COMPONENT_ENTITY_MANAGER,
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@ -18,16 +30,6 @@ GameLib.EntityManager = function() {
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},
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null
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);
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this.loaded = [];
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this.dependencies = {};
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this.subscriptions = [];
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this.register = {};
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this.registerCallbacks();
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};
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GameLib.EntityManager.prototype = Object.create(GameLib.Component.prototype);
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@ -203,24 +205,31 @@ GameLib.EntityManager.prototype.query = function(components) {
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/**
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* Returns all actual components of all entities that contain this component
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* @param constructor
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* @param constructors (array of constructor or just a single constructor)
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*/
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GameLib.EntityManager.prototype.queryComponents = function(constructor) {
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GameLib.EntityManager.prototype.queryComponents = function(constructors) {
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var entities = this.query([constructor]);
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return this.checkRegister.reduce(
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function(result, object) {
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if (constructors instanceof Array) {
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constructors.map(
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function(constructor) {
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if (object instanceof constructor) {
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result.push(object);
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}
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}
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);
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} else {
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if (object instanceof constructors) {
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result.push(object);
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}
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}
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var components = entities.reduce(
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function(result, entity){
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var ecs = entity.getComponents(constructor);
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ecs.map(function(ec){
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result.push(ec);
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});
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return result;
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},
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[]
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);
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return components;
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};
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/**
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@ -405,7 +414,12 @@ GameLib.EntityManager.prototype.link = function(component, data) {
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GameLib.EntityManager.prototype.componentCreated = function(data) {
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console.log('component created : ' + data.component.name);
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//console.log('component created : ' + data.component.name);
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/**
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* Register this component immediately
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*/
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this.checkRegister.push(data.component);
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/**
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* If we notify ourselves - ignore it
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@ -417,7 +431,7 @@ GameLib.EntityManager.prototype.componentCreated = function(data) {
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/**
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* Store this component into our 'loaded' list
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*/
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this.loaded.push(data.component);
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this.loading.push(data.component);
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/**
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* Store the dependencies too
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@ -533,8 +547,8 @@ GameLib.EntityManager.prototype.componentCreated = function(data) {
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* Now check if all components are loaded, i.e., no more dependencies - if so - create their instance objects
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*/
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var loaded = true;
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for (var i = 0; i < this.loaded.length; i++) {
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if (!this.loaded[i].loaded) {
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for (var i = 0; i < this.loading.length; i++) {
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if (!this.loading[i].loaded) {
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loaded = false;
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break
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}
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@ -544,10 +558,10 @@ GameLib.EntityManager.prototype.componentCreated = function(data) {
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* All components loaded
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*/
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if (loaded) {
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this.loaded.map(function(component){
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this.loading.map(function(component){
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component.instance = component.createInstance();
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});
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this.loaded = [];
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this.loading = [];
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}
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};
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@ -878,7 +878,7 @@ GameLib.GUI.prototype.buildSelectControl = function(folder, object, property, en
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/**
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* Properties changed - rebuild the object list in the parent
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*/
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parentObject.buildIdToObject();
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console.log('parentObject.buildIdToObject();');
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/**
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* Properties changed - rebuild GUI
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