refactor: 天气

This commit is contained in:
unanmed 2025-09-13 22:23:09 +08:00
parent 8db7411def
commit 8b40e53c2c
18 changed files with 392 additions and 491 deletions

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@ -17,4 +17,3 @@ export * from './audio';
export * from './fallback';
export * from './loader';
export * from './render';
export * from './weather';

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@ -10,6 +10,7 @@ import { createAction } from './action';
import { createLegacy } from './legacy';
import { sceneController } from './scene';
import { GameTitleUI } from './ui/title';
import { createWeather } from './weather';
export function createGameRenderer() {
const App = defineComponent(_props => {
@ -32,6 +33,7 @@ export function createRender() {
createUI();
createAction();
createLoopMap();
createWeather();
loading.on('loaded', () => {
sceneController.open(GameTitleUI, {});

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@ -7,7 +7,7 @@ import {
Sprite,
onTick
} from '@motajs/render';
import { WeatherController } from '../../weather';
import { WeatherController } from '../weather';
import { defineComponent, onMounted, onUnmounted, reactive, ref } from 'vue';
import { Textbox, Tip } from '../components';
import { GameUI } from '@motajs/system-ui';
@ -79,10 +79,12 @@ const MainScene = defineComponent(() => {
const map = ref<LayerGroup>();
const hideStatus = ref(false);
const locked = ref(false);
const weather = new WeatherController('main');
const weather = new WeatherController();
onMounted(() => {
weather.bind(map.value);
if (map.value) {
weather.bind(map.value);
}
});
const leftStatus: ILeftHeroStatus = reactive({

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@ -0,0 +1,146 @@
import { RenderItem } from '@motajs/render-core';
import { IWeather, IWeatherController, IWeatherInstance } from './types';
import { logger } from '@motajs/common';
import { isNil } from 'lodash-es';
import { Ticker } from 'mutate-animate';
type WeatherConstructor = new () => IWeather;
export class WeatherController implements IWeatherController {
/** 暴露到全局的控制器 */
static extern: Map<string, IWeatherController> = new Map();
/** 注册的天气 */
static weathers: Map<string, WeatherConstructor> = new Map();
private static ticker: Ticker = new Ticker();
/** 暴露至全局的 id */
private externId?: string;
/** 天气元素纵深 */
private zIndex: number = 100;
readonly active: Set<IWeatherInstance> = new Set();
container: RenderItem | null = null;
constructor() {
WeatherController.ticker.add(this.tick);
}
private tick = (time: number) => {
this.active.forEach(v => v.weather.tick(time));
};
/**
* `zIndex` `zIndex+1` `zIndex+2` ...
* @param zIndex
*/
setZIndex(zIndex: number) {
this.zIndex = zIndex;
let n = zIndex;
this.active.forEach(v => {
v.setZIndex(n);
n++;
});
}
bind(container: RenderItem): void {
if (this.container) {
logger.warn(65);
return;
}
this.container = container;
}
private getWeatherObject<R extends RenderItem, T extends IWeather<R>>(
weather: string | T
): T | null {
if (typeof weather === 'string') {
const Weather = WeatherController.weathers.get(weather);
if (!Weather) {
logger.warn(25, weather);
return null;
}
return new Weather() as T;
} else {
return weather;
}
}
activate(weather: string, level?: number): IWeatherInstance | null;
activate<R extends RenderItem, T extends IWeather<R>>(
weather: T,
level?: number
): IWeatherInstance<R, T> | null;
activate<R extends RenderItem, T extends IWeather<R>>(
weather: string | T,
level: number = 5
): IWeatherInstance<R, T> | null {
const obj = this.getWeatherObject<R, T>(weather);
if (!obj) return null;
const element = obj.create(level);
const instance = new WeatherInstance(obj, element);
instance.setZIndex(this.zIndex + this.active.size);
this.active.add(instance);
this.container?.appendChild(element);
return instance;
}
deactivate(instance: IWeatherInstance): void {
this.container?.removeChild(instance.element);
instance.weather.destroy();
this.active.delete(instance);
}
/**
* 使 {@link WeatherController.get}
* @param id id
*/
extern(id: string) {
WeatherController.extern.set(id, this);
this.externId = id;
}
destroy() {
this.active.forEach(v => {
v.weather.destroy();
});
this.active.clear();
WeatherController.ticker.remove(this.tick);
if (!isNil(this.externId)) {
WeatherController.extern.delete(this.externId);
}
}
/**
*
* @param id id
*/
static get(id: string): IWeatherController | null {
return this.extern.get(id) ?? null;
}
/**
*
* @param id
* @param weather
*/
static register(id: string, weather: WeatherConstructor) {
this.weathers.set(id, weather);
}
}
export class WeatherInstance<
R extends RenderItem = RenderItem,
T extends IWeather<R> = IWeather<R>
> implements IWeatherInstance<R, T>
{
constructor(
readonly weather: T,
readonly element: R
) {}
setZIndex(zIndex: number): void {
this.element.setZIndex(zIndex);
}
}

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@ -0,0 +1,14 @@
import { WeatherController } from './controller';
import { CloudWeather, RainWeather, SnowWeather, SunWeather } from './presets';
export function createWeather() {
WeatherController.register('cloud', CloudWeather);
WeatherController.register('rain', RainWeather);
WeatherController.register('snow', SnowWeather);
WeatherController.register('sun', SunWeather);
}
export * from './presets';
export * from './controller';
export * from './types';
export * from './weather';

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@ -0,0 +1,16 @@
import { Sprite } from '@motajs/render-core';
import { Weather } from '../weather';
export class CloudWeather extends Weather<Sprite> {
tick(timestamp: number): void {
throw new Error('Method not implemented.');
}
createElement(level: number): Sprite {
throw new Error('Method not implemented.');
}
onDestroy(): void {
throw new Error('Method not implemented.');
}
}

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@ -0,0 +1,4 @@
export * from './cloud';
export * from './rain';
export * from './snow';
export * from './sun';

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@ -1,12 +1,10 @@
import {
Shader,
ShaderProgram,
MotaRenderer,
Container,
IShaderUniform,
UniformType
} from '@motajs/render';
import { IWeather } from './weather';
import { Weather } from '../weather';
const rainVs = /* glsl */ `
in vec2 a_rainVertex;
@ -82,95 +80,25 @@ void main() {
/** 雨滴顶点坐标 */
const vertex = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
export class RainWeather implements IWeather {
readonly shader: RainShader;
readonly program: ShaderProgram;
export class RainWeather extends Weather<Shader> {
/** 下雨流程的 uniform 变量 */
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
/** 使用的着色器程序 */
private program: ShaderProgram | null = null;
constructor(readonly level: number = 5) {
const shader = new RainShader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
shader.setZIndex(100);
const program = shader.createProgram(ShaderProgram);
program.fs(rainFs);
program.vs(rainVs);
program.requestCompile();
const pos = program.defineAttribArray('a_rainVertex');
program.defineAttribArray('a_offset');
program.defineAttribArray('a_data');
program.defineUniform('u_progress', shader.UNIFORM_1f);
program.defineUniform('u_color', shader.UNIFORM_4f);
program.mode(shader.DRAW_ARRAYS_INSTANCED);
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
this.shader = shader;
this.program = program;
}
activate(): void {
const render = MotaRenderer.get('render-main');
const draw = render?.getElementById('map-draw') as Container;
if (!draw) return;
const shader = this.shader;
shader.appendTo(draw);
const gl = shader.gl;
const program = this.program;
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, 100 * this.level);
this.progress = program.getUniform<UniformType.Uniform1f>('u_progress');
shader.useProgram(program);
shader.generateRainPath(
this.level * 100,
(((Math.random() - 0.5) * Math.PI) / 30) * this.level,
(Math.PI / 180) * (12 - this.level),
program
);
}
frame(): void {
this.shader.update(this.shader);
const time = 5000 - 400 * this.level;
const progress = (Date.now() % time) / time;
this.shader.useProgram(this.program);
this.progress?.set(progress);
}
deactivate(): void {
const render = MotaRenderer.get('render-main');
const draw = render?.getElementById('map-draw') as Container;
const layer = draw.children;
if (!layer || !draw) return;
const shader = this.shader;
draw.appendChild(...layer);
shader.remove();
}
}
class RainShader extends Shader {
/**
*
* @param num
*/
generateRainPath(
num: number,
angle: number,
deviation: number,
program: ShaderProgram
) {
generateRainPath(level: number, program: ShaderProgram, shader: Shader) {
const num = level * 100;
const angle = (((Math.random() - 0.5) * Math.PI) / 30) * level;
const deviation = (Math.PI / 180) * (12 - level);
const aOffset = program.getAttribArray('a_offset');
const aData = program.getAttribArray('a_data');
const color = program.getUniform<UniformType.Uniform4f>('u_color');
const gl = this.gl;
const gl = shader.gl;
if (!aOffset || !aData) return;
const tan = Math.tan(angle);
@ -209,4 +137,50 @@ class RainShader extends Shader {
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, num);
color?.set(1, 1, 1, 0.1);
}
createElement(level: number): Shader {
const shader = new Shader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
shader.setZIndex(100);
const program = shader.createProgram(ShaderProgram);
program.fs(rainFs);
program.vs(rainVs);
program.requestCompile();
const pos = program.defineAttribArray('a_rainVertex');
program.defineAttribArray('a_offset');
program.defineAttribArray('a_data');
program.defineUniform('u_progress', shader.UNIFORM_1f);
program.defineUniform('u_color', shader.UNIFORM_4f);
program.mode(shader.DRAW_ARRAYS_INSTANCED);
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, 100 * this.level);
this.progress = program.getUniform<UniformType.Uniform1f>('u_progress');
this.generateRainPath(level, program, shader);
this.program = program;
return shader;
}
tick(timestamp: number): void {
if (!this.element) return;
this.element.update();
const time = 5000 - 400 * this.level;
const progress = (timestamp % time) / time;
this.progress?.set(progress);
}
onDestroy(): void {
if (!this.element || !this.program) return;
this.element.deleteProgram(this.program);
}
}

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@ -0,0 +1,16 @@
import { EShaderEvent, Shader } from '@motajs/render-core';
import { Weather } from '../weather';
export class SnowWeather extends Weather<Shader> {
tick(timestamp: number): void {
throw new Error('Method not implemented.');
}
createElement(level: number): Shader<EShaderEvent> {
throw new Error('Method not implemented.');
}
onDestroy(): void {
throw new Error('Method not implemented.');
}
}

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@ -0,0 +1,16 @@
import { Sprite } from '@motajs/render-core';
import { Weather } from '../weather';
export class SunWeather extends Weather<Sprite> {
tick(timestamp: number): void {
throw new Error('Method not implemented.');
}
createElement(level: number): Sprite {
throw new Error('Method not implemented.');
}
onDestroy(): void {
throw new Error('Method not implemented.');
}
}

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@ -0,0 +1,82 @@
import { RenderItem } from '@motajs/render-core';
export interface IWeather<T extends RenderItem = RenderItem> {
/** 天气的等级,-1 表示未创建 */
readonly level: number;
/**
*
* @param level
* @returns
*/
create(level: number): T;
/**
*
*/
destroy(): void;
/**
*
* @param timestamp
*/
tick(timestamp: number): void;
}
export interface IWeatherInstance<
R extends RenderItem = RenderItem,
T extends IWeather<R> = IWeather<R>
> {
/** 天气对象 */
readonly weather: T;
/** 天气的渲染元素 */
readonly element: R;
/**
*
* @param zIndex
*/
setZIndex(zIndex: number): void;
}
export interface IWeatherController {
/** 天气控制器绑定到的渲染元素 */
readonly container: RenderItem | null;
/** 所有已激活的天气 */
readonly active: Set<IWeatherInstance>;
/**
*
* @param container `container`
*/
bind(container: RenderItem): void;
/**
* 使
* @param weather
* @param level
* @returns
*/
activate(weather: string, level?: number): IWeatherInstance | null;
/**
* 使
* @param weather
* @param level
* @returns
*/
activate<R extends RenderItem, T extends IWeather<R>>(
weather: T,
level?: number
): IWeatherInstance<R, T> | null;
/**
*
* @param instance
*/
deactivate(instance: IWeatherInstance): void;
/**
*
*/
destroy(): void;
}

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@ -0,0 +1,32 @@
import { RenderItem } from '@motajs/render-core';
import { IWeather } from './types';
export abstract class Weather<T extends RenderItem> implements IWeather<T> {
level: number = -1;
protected element: T | null = null;
create(level: number): T {
const element = this.createElement(level);
this.element = element;
return element;
}
destroy(): void {
this.element?.destroy();
this.onDestroy();
}
abstract tick(timestamp: number): void;
/**
*
* @param level
*/
abstract createElement(level: number): T;
/**
*
*/
abstract onDestroy(): void;
}

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@ -1,11 +0,0 @@
import { RainWeather } from './rain';
import { SnowWeather } from './snow';
import { SunWeather } from './sun';
import { WeatherController } from './weather';
WeatherController.register('rain', RainWeather);
WeatherController.register('sun', SunWeather);
WeatherController.register('snow', SnowWeather);
export * from './weather';
export * from './rain';

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@ -1,251 +0,0 @@
import {
Shader,
ShaderProgram,
MotaRenderer,
Container,
GL2Program,
IShaderUniform,
UniformType,
Transform,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { IWeather } from './weather';
import { loading } from '@user/data-base';
const snowVs = /* glsl */ `
in vec2 a_snowVertex;
in vec2 a_offset; // 雨滴的中心位置
in vec4 a_data; // x: 雨滴宽度; y: 雨滴长度; z: 雨滴旋转角度0表示向下逆时针为正;
// w: 属于哪一种雨需要两种雨反复循环一种无法实现循环0表示第一种1表示第二种
uniform float u_progress; // 下雨进度从最上落到最下是0.5个进度,以保证不会出现奇怪的问题
out vec2 v_center;
out vec2 v_data; // 雨滴宽度与高度
out vec2 v_pos;
mat2 createScaleMatrix(float x, float y) {
return mat2(
x, 0,
0, y
);
}
vec2 getOffsetByProgress(vec2 offset) {
if (a_data.w == 0.0) {
if (u_progress < 0.5) {
return offset * u_progress * 2.0;
} else {
return offset * (u_progress - 1.0) * 2.0;
}
} else {
return offset * u_progress * 2.0;
}
}
void main() {
float cosTheta = cos(a_data.z);
float sinTheta = sin(a_data.z);
mat2 rotate = mat2(
cosTheta, -sinTheta,
sinTheta, cosTheta
);
vec2 offset = getOffsetByProgress(vec2(-sinTheta * 2.0, -cosTheta * 2.0));
mat2 scale = createScaleMatrix(a_data.x, a_data.y);
vec2 off = a_offset + offset;
// const int segments = 32; // 圆的分段数
// float angleIncrement = 2.0 * 3.14159265359 / float(segments);
// vec2 a_roundVertex[segments];
// for (int i = 0; i < segments; i++) {
// float angle = float(i) * angleIncrement;
// a_roundVertex[i] = vec2(cos(angle), sin(angle)); // 生成单位圆的顶点
// }
// vec2 pos = rotate * scale * a_roundVertex + off;
vec2 pos = rotate * scale * a_snowVertex + off;
v_center = off;
v_pos = pos;
gl_Position = vec4(pos, 0.0, 1.0);
}
`;
const snowFs = /* glsl */ `
in vec2 v_center;
in vec2 v_data; // 雨滴的宽度与长度
in vec2 v_pos;
uniform vec4 u_color; // 雨滴的颜色
out vec4 outColor;
float random(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float distanceFromCenter = length(v_pos - v_center);
if (distanceFromCenter < 0.05) {
outColor = u_color; // 雪花颜色
} else {
// outColor = vec4(0.0, 0.0, 0.0, 0.2);
discard; // 不绘制超出圆的部分
}
// float ran = random(v_pos);
// vec2 pos = vec2(v_pos.x + ran * 0.01, v_pos.y);
// vec2 texPos = (pos + 1.0) / 2.0;
// texPos.y = 1.0 - texPos.y;
// vec4 tex = texture(u_sampler, texPos);
// // outColor = mix(u_color, tex, 0.9);
// outColor = u_color;
}
`;
/** 雨滴顶点坐标 */
const vertex = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
loading.once('coreInit', () => {
const shader = new SnowShader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
SnowWeather.shader = shader;
const program = shader.createProgram(ShaderProgram);
program.fs(snowFs);
program.vs(snowVs);
program.requestCompile();
const pos = program.defineAttribArray('a_snowVertex');
program.defineAttribArray('a_offset');
program.defineAttribArray('a_data');
program.defineUniform('u_progress', shader.UNIFORM_1f);
program.defineUniform('u_color', shader.UNIFORM_4f);
program.mode(shader.DRAW_ARRAYS_INSTANCED);
SnowShader.snowProgram = program;
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
});
export class SnowWeather implements IWeather {
static id: string = 'snow';
static shader: SnowShader;
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
constructor(readonly level: number = 5) {}
activate(): void {
const render = MotaRenderer.get('render-main');
const draw = render?.getElementById('map-draw') as Container;
if (!draw) return;
const shader = SnowWeather.shader;
shader.appendTo(draw);
const gl = shader.gl;
const program = SnowShader.snowProgram;
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, 100 * this.level);
this.progress = program.getUniform<UniformType.Uniform1f>('u_progress');
shader.generateSnowPath(
this.level * 100,
(((Math.random() - 0.5) * Math.PI) / 30) * this.level,
(Math.PI / 180) * (12 - this.level)
);
}
frame(): void {
SnowWeather.shader.update(SnowWeather.shader);
const time = 5000 - 400 * this.level;
const progress = (Date.now() % time) / time;
SnowWeather.shader.useProgram(SnowShader.snowProgram);
this.progress?.set(progress);
}
deactivate(): void {
const render = MotaRenderer.get('render-main');
const layer = render?.getElementById('layer-main');
const draw = render?.getElementById('map-draw') as Container;
if (!layer || !draw) return;
const shader = SnowWeather.shader;
layer.appendTo(draw);
shader.remove();
}
}
class SnowShader extends Shader {
static snowProgram: ShaderProgram;
static backProgram: ShaderProgram;
/**
*
* @param num
*/
generateSnowPath(num: number, angle: number, deviation: number) {
const program = SnowShader.snowProgram;
SnowWeather.shader.useProgram(program);
const aOffset = program.getAttribArray('a_offset');
const aData = program.getAttribArray('a_data');
const color = program.getUniform<UniformType.Uniform4f>('u_color');
const gl = this.gl;
if (!aOffset || !aData) return;
const tan = Math.tan(angle);
const offset = new Float32Array(num * 2);
const data = new Float32Array(num * 4);
const half = num / 2;
for (let i = 0; i < half; i++) {
const ox = Math.random() * 3 - 1.5;
const oy = Math.random() * 2 - 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const length = Math.random() * 0.05 + 0.03;
const width = Math.random() * 0.05 + 0.03;
offset.set([ox, oy], i * 2);
data.set([width, length, rad, 0], i * 4);
}
for (let i = half; i < num; i++) {
const ox = Math.random() * 3 - 1.5 + tan * 2;
const oy = Math.random() * 2 + 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const length = Math.random() * 0.1 + 0.05;
const width = Math.random() * 0.1 + 0.05;
offset.set([ox, oy], i * 2);
data.set([width, length, rad, 1], i * 4);
}
aOffset.buffer(offset, gl.STATIC_DRAW);
aData.buffer(data, gl.STATIC_DRAW);
aOffset.pointer(2, gl.FLOAT, false, 0, 0);
aOffset.divisor(1);
aOffset.enable();
aData.pointer(4, gl.FLOAT, false, 0, 0);
aData.divisor(1);
aData.enable();
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, num);
color?.set(1, 1, 1, 0.1);
}
protected preDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform,
gl: WebGL2RenderingContext,
program: GL2Program
): boolean {
const snow = SnowShader.snowProgram;
const snowParam = snow.getDrawParams(this.DRAW_ARRAYS_INSTANCED);
if (!snowParam) return false;
this.useProgram(snow);
if (!snow.ready()) return false;
this.draw(gl, snow);
return false;
}
}

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@ -1,11 +0,0 @@
import { IWeather } from './weather';
export class SunWeather implements IWeather {
static id: string = 'sun';
activate(): void {}
frame(): void {}
deactivate(): void {}
}

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@ -1,130 +0,0 @@
import { logger } from '@motajs/common';
import { RenderItem } from '@motajs/render';
import { Ticker } from 'mutate-animate';
export interface IWeather {
/**
*
*/
activate(item: RenderItem): void;
/**
*
*/
frame(): void;
/**
*
*/
deactivate(item: RenderItem): void;
}
type Weather = new (level?: number) => IWeather;
export class WeatherController {
static list: Map<string, Weather> = new Map();
static map: Map<string, WeatherController> = new Map();
/** 当前的所有天气 */
active: Set<IWeather> = new Set();
ticker: Ticker = new Ticker();
private binded?: RenderItem;
constructor(public readonly id: string) {
WeatherController.map.set(id, this);
}
private tick = () => {
this.active.forEach(v => {
v.frame();
});
};
/**
*
*/
clearWeather() {
if (this.binded) {
this.active.forEach(v => {
v.deactivate(this.binded!);
});
}
this.active.clear();
}
/**
*
* @param weather
*/
getWeather<T extends IWeather = IWeather>(weather: Weather): T | null {
return ([...this.active].find(v => v instanceof weather) as T) ?? null;
}
/**
*
* @param id id
* @param level
* @returns
*/
activate(id: string, level?: number) {
const Weather = WeatherController.list.get(id);
if (!Weather) {
logger.warn(25, id);
return;
}
const weather = new Weather(level);
this.active.add(weather);
if (this.binded) {
weather.activate(this.binded);
}
if (!this.ticker.funcs.has(this.tick)) {
this.ticker.add(this.tick);
}
return weather;
}
/**
*
* @param weather
*/
deactivate(weather: IWeather) {
this.active.delete(weather);
if (this.active.size === 0) {
this.ticker.remove(this.tick);
}
if (this.binded) {
weather.deactivate(this.binded);
}
}
/**
*
* @param item
*/
bind(item?: RenderItem) {
if (this.binded) {
this.active.forEach(v => v.deactivate(this.binded!));
}
this.binded = item;
if (item) {
this.active.forEach(v => v.activate(item));
}
}
/**
*
*/
destroy() {
WeatherController.map.delete(this.id);
this.clearWeather();
}
static get(id: string) {
return this.map.get(id);
}
static register(id: string, weather: Weather) {
this.list.set(id, weather);
}
}

View File

@ -56,7 +56,7 @@
"22": "There is already an active camera for delivered render item. Consider using 'Camera.for' or disable the active camera to avoid some exceptions.",
"23": "Render item with id of '$1' has already exists. Please avoid repeat id since it may cause issues when use 'getElementById'.",
"24": "Uniform block can only be used in glsl version es 300.",
"25": "Cannot activate weather since there's no weather with id of '$1'.",
"25": "Cannot activate weather since there's no weather named '$1'.",
"26": "Cannot set attribute when only element number specified. Use 'pointer' or 'pointerI' instead.",
"27": "Cannot vertex attribute integer point when specified as float. Use 'set' or 'pointer' instead.",
"28": "Redefinition of shader $1: '$2'",
@ -96,6 +96,7 @@
"62": "Recursive fallback fonts in '$1'.",
"63": "Uncaught promise error in waiting box component. Error reason: $1",
"64": "Text node type and block type mismatch: '$1' vs '$2'",
"65": "Cannot bind a weather controller twice.",
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency.",
"1101": "Cannot add new effect to point effect instance, for there's no more reserve space for it. Please increase the max count of the instance."
}