diff options
author | chai <chaifix@163.com> | 2019-03-29 22:51:04 +0800 |
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committer | chai <chaifix@163.com> | 2019-03-29 22:51:04 +0800 |
commit | c302f5ae5f9e30a28e487e8a764d9cc31546bbea (patch) | |
tree | 7f18bedeece950600336ea7ced7c52c468552c98 /source/libs/asura-lib-framework/scripts/entity.lua | |
parent | 157530b8b6e11efc5573d5a0db8987a440197aa1 (diff) |
*rename
Diffstat (limited to 'source/libs/asura-lib-framework/scripts/entity.lua')
-rw-r--r-- | source/libs/asura-lib-framework/scripts/entity.lua | 114 |
1 files changed, 0 insertions, 114 deletions
diff --git a/source/libs/asura-lib-framework/scripts/entity.lua b/source/libs/asura-lib-framework/scripts/entity.lua deleted file mode 100644 index ea8e14d..0000000 --- a/source/libs/asura-lib-framework/scripts/entity.lua +++ /dev/null @@ -1,114 +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。 --- -module "AsuraEngine" -require "transform" - -AsuraEngine.Entity = AsuraEngine.Asset.Extend("Entity") - -local Entity = AsuraEngine.Entity - -function Entity:Ctor() - self.transform = AsuraEngine.Transform.New() - self.subentities = {} -- Extend node entities -end - -function Entity:AddChild(entity) - table.insert(self.child, entity) -end - -function Entity:AddComponent(type, name) - local cname = type - if name == nil then - cname = name - end - local component = AsuraEngine.Component.GetComponent(type) - self.components[cname] = compoennt -end - -function Entity:GetComponent(name) - return self.components[name] -end - -function Entity:GetComponentByType(type) - -end - -function Entity:OnEnable() - -end - -function Entity: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 Entity:OnUpdate(dt) - for name, component in self.components do - if component.OnUpdate ~= nil then - component:OnUpdate(dt) - end - end -end - -function Entity:OnRender() - for name, component in self.components do - if component.OnRender ~= nil then - component.OnRender() - end - end -end - -function Entity:OnDisable() - for name, component in self.components do - if component.OnDisable ~= nil then - component.OnDisable() - end - end -end - -function Entity:GetTrasform() - return self.transform -end - -function Entity:GetPosition() - -end - -function Entity:GetScale() - -end - -function Entity:GetRotation() - -end - -function Entity:SetTrasform(transform) - -end - -function Entity:SetPosition() - -end - -function Entity:SetScale() - -end - -function Entity:SetRotation() - -end - ---写asset -function Entity:ToAsset() - -end - -return Entity
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