diff options
author | chai <chaifix@163.com> | 2019-03-19 23:06:27 +0800 |
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committer | chai <chaifix@163.com> | 2019-03-19 23:06:27 +0800 |
commit | 1497dccd63a84b7ee2b229b1ad9c5c02718f2a78 (patch) | |
tree | f8d1bff50da13e126d08c7345653e002e293202d /Source/Asura.Framework/scripts/gameobject.lua | |
parent | 5e2a973516e0729b225da9de0b03015dc5854ac4 (diff) |
*rename
Diffstat (limited to 'Source/Asura.Framework/scripts/gameobject.lua')
-rw-r--r-- | Source/Asura.Framework/scripts/gameobject.lua | 115 |
1 files changed, 0 insertions, 115 deletions
diff --git a/Source/Asura.Framework/scripts/gameobject.lua b/Source/Asura.Framework/scripts/gameobject.lua deleted file mode 100644 index a2d20ef..0000000 --- a/Source/Asura.Framework/scripts/gameobject.lua +++ /dev/null @@ -1,115 +0,0 @@ --- --- 实体,作为scene中的实体存在。Scene中唯一管理的就是实体entity,游戏里的所有component都依附于entity存在,包括camera组件。 --- -require "transform" - -AsuraEngine.GameObject = AsuraEngine.Asset.Extend("GameObject") - -local GameObject = AsuraEngine.GameObject - -function GameObject:Ctor() - self.transform = AsuraEngine.Transform.New() - self.subentities = {} -- Extend node entities -end - -function GameObject:AddChild(gameobject) - table.insert(self.child, gameobject) -end - -function GameObject:AddComponent(type, name) - local cname = type - if name == nil then - cname = name - end - local component = AsuraEngine.Component.GetComponent(type) - self.components[cname] = compoennt -end - --- 根据组件名拿到组件 -function GameObject:GetComponent(name) - return self.components[name] -end - --- 根据组件类型拿到组件 -function GameObject:GetComponentByType(tname) - -end - -function GameObject:OnEnable() - -end - -function GameObject:OnEvent(e) - if self.components == nil or type(self.components) ~= "table" then - AsuraEditor.LogError("") - return - end - for name, component in self.components do - if component.OnEvent ~= nil then - component:OnEvent(e) - end - end -end - -function GameObject:OnUpdate(dt) - for name, component in self.components do - if component.OnUpdate ~= nil then - component:OnUpdate(dt) - end - end -end - -function GameObject:OnRender() - for name, component in self.components do - if component.OnRender ~= nil then - component.OnRender() - end - end -end - -function GameObject:OnDisable() - for name, component in self.components do - if component.OnDisable ~= nil then - component.OnDisable() - end - end -end - -function GameObject:GetTrasform() - return self.transform -end - -function GameObject:GetPosition() - -end - -function GameObject:GetScale() - -end - -function GameObject:GetRotation() - -end - -function GameObject:SetTrasform(transform) - -end - -function GameObject:SetPosition() - -end - -function GameObject:SetScale() - -end - -function GameObject:SetRotation() - -end - ---写asset -function GameObject:ToAsset() - -end - -return GameObject
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