create instances immediately when dependencies are met
parent
e09cfed52a
commit
9408afba28
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@ -65,7 +65,7 @@ GameLib.D3.API.Renderer = function (
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this.domElement = domElement;
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if (GameLib.Utils.UndefinedOrNull(clearColor)) {
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clearColor = new GameLib.API.Color(0.58, 0.58, 0.58);
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clearColor = new GameLib.API.Color(0.11, 0.11, 0.11);
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}
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this.clearColor = clearColor;
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@ -256,7 +256,6 @@ GameLib.EntityManager.prototype.toApiObject = function() {
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/**
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* Returns an EntityManager from an Object entity manager
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* @param graphics
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* @param objectEntityManager Object
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* @constructor
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*/
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@ -405,195 +404,190 @@ GameLib.EntityManager.prototype.link = function(component, data) {
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}
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};
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GameLib.EntityManager.prototype.componentCreated = function(data) {
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GameLib.EntityManager.prototype.componentCreated = function() {
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//console.log('component created : ' + data.component.name);
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var loading = [];
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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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*/
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if (data.component === this) {
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return;
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}
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/**
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* Store this component into our 'loaded' list
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*/
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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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*/
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data.component.dependencies.map(function(id) {
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return function(data) {
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/**
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* Check if we already processed a component on which this component is dependent
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* Register this component immediately
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*/
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if (this.register.hasOwnProperty(id)) {
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this.checkRegister.push(data.component);
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console.log('found a component here');
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/**
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* If we notify ourselves - ignore it
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*/
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if (data.component === this) {
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return;
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}
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/**
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* First add this to the 'idToObject'
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*/
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// data.component.idToObject[id] = this.register[id];
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/**
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* Store this component into our 'loaded' list
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*/
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loading.push(data.component);
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/**
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* Store the dependencies too
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*/
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data.component.dependencies.map(function (id) {
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/**
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* Remove this dependency from the dependency list
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* Check if we already processed a component on which this component is dependent
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*/
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var index = data.component.dependencies.indexOf(id);
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if (index === -1) {
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console.log('failed to locate dependency which should exist');
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if (this.register.hasOwnProperty(id)) {
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/**
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* Remove this dependency from the dependency list
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*/
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var index = data.component.dependencies.indexOf(id);
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if (index === -1) {
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console.log('failed to locate dependency which should exist');
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}
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data.component.dependencies.splice(index, 1);
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/**
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* Now link the component
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*/
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this.link(data.component, {component: this.register[id]});
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} else {
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if (GameLib.Utils.UndefinedOrNull(this.dependencies[id])) {
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this.dependencies[id] = [];
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}
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/**
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* Don't store duplicate dependencies
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*/
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if (this.dependencies[id].indexOf(data.component === -1)) {
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this.dependencies[id].push(data.component);
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}
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}
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data.component.dependencies.splice(index, 1);
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}.bind(this));
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/**
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* Now find all the components which depend on this component
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*/
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if (GameLib.Utils.UndefinedOrNull(this.dependencies[data.component.id])) {
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/**
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* Now link the component
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* We don't know about any dependencies on this object - but maybe a component still
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* has to load which has dependencies to this object
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*/
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this.link(data.component, {component:this.register[id]});
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this.register[data.component.id] = data.component;
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} else {
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if (GameLib.Utils.UndefinedOrNull(this.dependencies[id])) {
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this.dependencies[id] = [];
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}
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/**
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* Don't store duplicate dependencies
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* Otherwise, now - for each dependency - check if its loaded
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*/
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if (this.dependencies[id].indexOf(data.component === -1)) {
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this.dependencies[id].push(data.component);
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this.dependencies[data.component.id] = this.dependencies[data.component.id].reduce(
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function (result, component) {
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/**
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* Remove the actual dependency
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*/
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var index = component.dependencies.indexOf(data.component.id);
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if (index === -1) {
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console.warn('dependency mismatch');
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} else {
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component.dependencies.splice(index, 1);
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}
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/**
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* Find the actual place where this object should be linked - and link them
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*/
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this.link(component, data);
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/**
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* If we now managed to link the objects, and this object has no more dependencies
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*/
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if (component.dependencies.length === 0) {
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component.loaded = true;
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component.instance = component.createInstance();
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this.emitInstanceEvents(component);
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delete component.dependencies;
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}
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/**
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* Also remove this from the current dependency list
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*/
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return result;
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}.bind(this),
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[]
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);
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delete this.dependencies[data.component.id];
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}
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/**
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* Now if this new component has no dependencies, load it
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*/
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if (data.component.dependencies.length === 0) {
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data.component.loaded = true;
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data.component.instance = data.component.createInstance();
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this.emitInstanceEvents(data.component);
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delete data.component.dependencies;
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}
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/**
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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 < loading.length; i++) {
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if (!loading[i].loaded) {
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loaded = false;
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break
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}
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}
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}.bind(this));
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/**
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* Now find all the components which depend on this component
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*/
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if (GameLib.Utils.UndefinedOrNull(this.dependencies[data.component.id])) {
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/**
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* We don't know about any dependencies on this object - but maybe a component still
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* has to load which has dependencies to this object
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* All components loaded
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*/
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this.register[data.component.id] = data.component;
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} else {
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/**
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* Otherwise, now - for each dependency - check if its loaded
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*/
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this.dependencies[data.component.id] = this.dependencies[data.component.id].reduce(
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function (result, component) {
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/**
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* Link the object to the component
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*/
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// component.idToObject[data.component.id] = data.component;
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/**
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* Remove the actual dependency
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*/
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var index = component.dependencies.indexOf(data.component.id);
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if (index === -1) {
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console.warn('dependency mismatch');
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} else {
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component.dependencies.splice(index, 1);
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}
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/**
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* Find the actual place where this object should be linked - and link them
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*/
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this.link(component, data);
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/**
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* If we now managed to link the objects, and this object has no more dependencies
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*/
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if (component.dependencies.length === 0) {
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component.loaded = true;
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}
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/**
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* Also remove this from the current dependency list
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*/
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return result;
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}.bind(this),
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[]
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);
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delete this.dependencies[data.component.id];
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}
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/**
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* Now if this new component has no dependencies, load it
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*/
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if (data.component.dependencies.length === 0) {
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data.component.loaded = true;
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delete data.component.dependencies;
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}
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/**
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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.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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if (loaded) {
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loading = [];
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}
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};
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};
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GameLib.EntityManager.prototype.emitInstanceEvents = function (component) {
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if (
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component instanceof GameLib.D3.Mesh ||
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component instanceof GameLib.D3.Light
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) {
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GameLib.Event.Emit(
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GameLib.Event.SCENE_OBJECT_INSTANCE_CREATED,
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{
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object: component
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}
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)
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}
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/**
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* All components loaded
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*/
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if (loaded) {
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this.loading.map(function(component) {
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component.instance = component.createInstance();
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if (
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component instanceof GameLib.D3.Mesh ||
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component instanceof GameLib.D3.Light
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) {
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GameLib.Event.Emit(
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GameLib.Event.SCENE_OBJECT_INSTANCE_CREATED,
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{
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object: component
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}
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)
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}
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if (
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component instanceof GameLib.D3.Scene
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) {
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GameLib.Event.Emit(
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GameLib.Event.SCENE_INSTANCE_CREATED,
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{
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scene: component
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}
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);
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}
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if (
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component instanceof GameLib.D3.Material
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) {
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GameLib.Event.Emit(
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GameLib.Event.MATERIAL_LOADED,
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{
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material: component
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}
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);
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}
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});
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this.loading = [];
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if (
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component instanceof GameLib.D3.Scene
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) {
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GameLib.Event.Emit(
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GameLib.Event.SCENE_INSTANCE_CREATED,
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{
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scene: component
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}
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);
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}
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if (
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component instanceof GameLib.D3.Material
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) {
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GameLib.Event.Emit(
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GameLib.Event.MATERIAL_LOADED,
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{
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material: component
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}
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);
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}
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};
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/**
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@ -618,7 +612,7 @@ GameLib.EntityManager.prototype.registerCallbacks = function() {
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this.subscriptions.push(
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this.subscribe(
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GameLib.Event.COMPONENT_CREATED,
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this.componentCreated
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this.componentCreated().bind(this)
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)
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);
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};
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