linking system updates components
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commit
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@ -1,5 +1,5 @@
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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var __DATE__ = "Mon Dec 11 2017 12:41:18 GMT+0100 (CET)";
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var __DATE__ = "Mon Dec 11 2017 13:39:17 GMT+0100 (CET)";
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// END COMPILE TIME DEFINITIONS
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// END COMPILE TIME DEFINITIONS
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/**
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/**
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@ -30622,6 +30622,7 @@ GameLib.System.Linking = function(
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* Components
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* Components
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*/
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*/
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this.componentCreatedSubscription = null;
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this.componentCreatedSubscription = null;
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this.componentUpdateSubcription = null;
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this.componentClonedSubscription = null;
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this.componentClonedSubscription = null;
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this.registerDependenciesSubscription = null;
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this.registerDependenciesSubscription = null;
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this.componentRemoveSubscription = null;
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this.componentRemoveSubscription = null;
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@ -30658,6 +30659,7 @@ GameLib.System.Linking = function(
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* Arrays
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* Arrays
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*/
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*/
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this.arrayItemAddedSubscription = null;
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this.arrayItemAddedSubscription = null;
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};
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};
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GameLib.System.Linking.prototype = Object.create(GameLib.System.prototype);
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GameLib.System.Linking.prototype = Object.create(GameLib.System.prototype);
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@ -30675,6 +30677,11 @@ GameLib.System.Linking.prototype.start = function() {
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this.componentCreated.bind(this)
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this.componentCreated.bind(this)
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);
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);
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this.componentUpdateSubcription = this.subscribe(
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GameLib.Event.COMPONENT_UPDATE,
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this.componentUpdate.bind(this)
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);
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this.componentClonedSubscription = this.subscribe(
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this.componentClonedSubscription = this.subscribe(
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GameLib.Event.COMPONENT_CLONED,
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GameLib.Event.COMPONENT_CLONED,
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this.componentCloned.bind(this)
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this.componentCloned.bind(this)
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@ -31064,6 +31071,20 @@ GameLib.System.Linking.prototype.componentCreated = function(data) {
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};
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};
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/**
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* Trigger a component update
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* @param data
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*/
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GameLib.System.Linking.prototype.componentUpdate = function(data){
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var component = GameLib.EntityManager.Instance.findComponentByName(data.name);
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component[data.property][data.subProperty] = data.value;
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component.updateInstance(data.property);
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};
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GameLib.System.Linking.prototype.componentCloned = function(data) {
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GameLib.System.Linking.prototype.componentCloned = function(data) {
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this.componentCreated(data);
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this.componentCreated(data);
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@ -31507,6 +31528,7 @@ GameLib.System.Linking.prototype.stop = function() {
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* Components
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* Components
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*/
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*/
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this.componentCreatedSubscription.remove();
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this.componentCreatedSubscription.remove();
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this.componentUpdateSubcription.remove();
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this.componentClonedSubscription.remove();
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this.componentClonedSubscription.remove();
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this.registerDependenciesSubscription.remove();
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this.registerDependenciesSubscription.remove();
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this.componentRemoveSubscription.remove();
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this.componentRemoveSubscription.remove();
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@ -27,6 +27,7 @@ GameLib.System.Linking = function(
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* Components
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* Components
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*/
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*/
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this.componentCreatedSubscription = null;
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this.componentCreatedSubscription = null;
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this.componentUpdateSubcription = null;
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this.componentClonedSubscription = null;
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this.componentClonedSubscription = null;
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this.registerDependenciesSubscription = null;
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this.registerDependenciesSubscription = null;
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this.componentRemoveSubscription = null;
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this.componentRemoveSubscription = null;
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@ -63,6 +64,7 @@ GameLib.System.Linking = function(
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* Arrays
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* Arrays
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*/
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*/
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this.arrayItemAddedSubscription = null;
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this.arrayItemAddedSubscription = null;
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};
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};
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GameLib.System.Linking.prototype = Object.create(GameLib.System.prototype);
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GameLib.System.Linking.prototype = Object.create(GameLib.System.prototype);
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@ -80,6 +82,11 @@ GameLib.System.Linking.prototype.start = function() {
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this.componentCreated.bind(this)
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this.componentCreated.bind(this)
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);
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);
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this.componentUpdateSubcription = this.subscribe(
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GameLib.Event.COMPONENT_UPDATE,
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this.componentUpdate.bind(this)
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);
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this.componentClonedSubscription = this.subscribe(
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this.componentClonedSubscription = this.subscribe(
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GameLib.Event.COMPONENT_CLONED,
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GameLib.Event.COMPONENT_CLONED,
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this.componentCloned.bind(this)
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this.componentCloned.bind(this)
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@ -469,6 +476,20 @@ GameLib.System.Linking.prototype.componentCreated = function(data) {
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};
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};
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/**
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* Trigger a component update
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* @param data
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*/
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GameLib.System.Linking.prototype.componentUpdate = function(data){
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var component = GameLib.EntityManager.Instance.findComponentByName(data.name);
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component[data.property][data.subProperty] = data.value;
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component.updateInstance(data.property);
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};
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GameLib.System.Linking.prototype.componentCloned = function(data) {
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GameLib.System.Linking.prototype.componentCloned = function(data) {
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this.componentCreated(data);
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this.componentCreated(data);
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@ -912,6 +933,7 @@ GameLib.System.Linking.prototype.stop = function() {
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* Components
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* Components
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*/
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*/
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this.componentCreatedSubscription.remove();
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this.componentCreatedSubscription.remove();
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this.componentUpdateSubcription.remove();
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this.componentClonedSubscription.remove();
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this.componentClonedSubscription.remove();
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this.registerDependenciesSubscription.remove();
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this.registerDependenciesSubscription.remove();
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this.componentRemoveSubscription.remove();
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this.componentRemoveSubscription.remove();
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