core-egret.Stage

egret.Stage 使用範例


class Main extends eui.UILayer {

    protected createChildren(): void {
        super.createChildren();
        egret.lifecycle.onPause = () => egret.ticker.pause();
        egret.lifecycle.onResume = () => egret.ticker.resume();
        egret.registerImplementation('eui.IAssetAdapter', new AssetAdapter());
        egret.registerImplementation('eui.IThemeAdapter', new ThemeAdapter());
        this.runGame();
    }

    private async loadResource() {
        let loadingView = this.stage.addChild(new LoadingUI()) as LoadingUI;
        await RES.loadConfig('resource/default.res.json', 'resource/');
        await new Promise(resolve => new eui.Theme('resource/default.thm.json', this.stage).once(eui.UIEvent.COMPLETE, resolve, this));
        await RES.loadGroup('preload', 0, loadingView);
        this.stage.removeChild(loadingView);
    }

    private async runGame() {
        await this.loadResource();
        // --- Edwin 給你最乾淨的程式碼, 從這行以下開始寫喔 ---

        // stage 是唯一且最高的根節點, 為 Main 的父節點
        // stage 取得方法有兩種

        // 1.透過單例
        const stage = egret.MainContext.instance.stage;
        
        // 2.DisplayObject 都有 stage 屬性, 但是必須加到場景後才能拿到 stage
        const rect = new eui.Rect;
        console.log(rect.stage); // null
        this.addChild(rect);
        console.log(rect.stage); // Stage {....}
        this.removeChild(rect);
        console.log(rect.stage); // null

        // 可以用 xxx.stage 來判斷該物件是否在場景上
        if(rect.stage) console.log('物件在場景樹裡')

    }

}

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