@eva/eva.js 1.2.6 → 1.2.7-editor.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,6 +1,6 @@
1
1
  import EventEmitter from 'eventemitter3';
2
2
  import { isEqual, isObject } from 'lodash-es';
3
- import { type, step } from '@eva/inspector-decorator';
3
+ import { Field } from '@eva/inspector-decorator';
4
4
  import { AbstractLoadStrategy, AudioLoadStrategy, ImageLoadStrategy, XhrResponseType, MediaElementLoadStrategy, VideoLoadStrategy, XhrLoadStrategy, Loader, Resource as Resource$1, ResourceType, ResourceState } from 'resource-loader';
5
5
 
6
6
  /*! *****************************************************************************
@@ -39,6 +39,10 @@ function __decorate(decorators, target, key, desc) {
39
39
  return c > 3 && r && Object.defineProperty(target, key, r), r;
40
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  }
41
41
 
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+ function __metadata(metadataKey, metadataValue) {
43
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(metadataKey, metadataValue);
44
+ }
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+
42
46
  function __awaiter(thisArg, _arguments, P, generator) {
43
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  return new (P || (P = Promise))(function (resolve, reject) {
44
48
  function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
@@ -362,12 +366,65 @@ function setSystemObserver(system, S) {
362
366
  systemInstance[S.systemName] = system;
363
367
  }
364
368
 
369
+ var Vector2 = (function () {
370
+ function Vector2() {
371
+ }
372
+ __decorate([
373
+ Field({ step: 0.1, default: 0 }),
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+ __metadata("design:type", Number)
375
+ ], Vector2.prototype, "x", void 0);
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+ __decorate([
377
+ Field({ step: 0.1, default: 0 }),
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+ __metadata("design:type", Number)
379
+ ], Vector2.prototype, "y", void 0);
380
+ return Vector2;
381
+ }());
382
+ var IntVector2 = (function () {
383
+ function IntVector2() {
384
+ }
385
+ __decorate([
386
+ Field({ step: 1, default: 0 }),
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+ __metadata("design:type", Number)
388
+ ], IntVector2.prototype, "x", void 0);
389
+ __decorate([
390
+ Field({ step: 1, default: 0 }),
391
+ __metadata("design:type", Number)
392
+ ], IntVector2.prototype, "y", void 0);
393
+ return IntVector2;
394
+ }());
395
+ var Size2 = (function () {
396
+ function Size2() {
397
+ }
398
+ __decorate([
399
+ Field({ step: 1, default: 0 }),
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+ __metadata("design:type", Number)
401
+ ], Size2.prototype, "width", void 0);
402
+ __decorate([
403
+ Field({ step: 1, default: 0 }),
404
+ __metadata("design:type", Number)
405
+ ], Size2.prototype, "height", void 0);
406
+ return Size2;
407
+ }());
408
+ var Scale = (function () {
409
+ function Scale() {
410
+ }
411
+ __decorate([
412
+ Field({ step: 0.1, default: 1 }),
413
+ __metadata("design:type", Number)
414
+ ], Scale.prototype, "x", void 0);
415
+ __decorate([
416
+ Field({ step: 0.1, default: 1 }),
417
+ __metadata("design:type", Number)
418
+ ], Scale.prototype, "y", void 0);
419
+ return Scale;
420
+ }());
365
421
  var Transform = (function (_super) {
366
422
  __extends(Transform, _super);
367
423
  function Transform() {
368
424
  var _this = _super !== null && _super.apply(this, arguments) || this;
369
425
  _this.name = 'Transform';
370
426
  _this._parent = null;
427
+ _this.childIndex = -1;
371
428
  _this.inScene = false;
372
429
  _this.children = [];
373
430
  _this.position = { x: 0, y: 0 };
@@ -414,15 +471,16 @@ var Transform = (function (_super) {
414
471
  configurable: true
415
472
  });
416
473
  Transform.prototype.addChild = function (child) {
417
- if (child.parent === this) {
418
- var index = this.children.findIndex(function (item) { return item === child; });
419
- this.children.splice(index, 1);
420
- }
421
- else if (child.parent) {
474
+ if (child.parent) {
422
475
  child.parent.removeChild(child);
423
476
  }
424
477
  child._parent = this;
425
- this.children.push(child);
478
+ if (child.childIndex > -1) {
479
+ this.children.splice(child.childIndex, 0, child);
480
+ }
481
+ else {
482
+ this.children.push(child);
483
+ }
426
484
  };
427
485
  Transform.prototype.removeChild = function (child) {
428
486
  var index = this.children.findIndex(function (item) { return item === child; });
@@ -436,32 +494,32 @@ var Transform = (function (_super) {
436
494
  };
437
495
  Transform.componentName = 'Transform';
438
496
  __decorate([
439
- type('vector2'),
440
- step(1)
497
+ Field(function () { return IntVector2; }),
498
+ __metadata("design:type", IntVector2)
441
499
  ], Transform.prototype, "position", void 0);
442
500
  __decorate([
443
- type('size'),
444
- step(1)
501
+ Field(function () { return Size2; }),
502
+ __metadata("design:type", Size2)
445
503
  ], Transform.prototype, "size", void 0);
446
504
  __decorate([
447
- type('vector2'),
448
- step(0.1)
505
+ Field(function () { return Vector2; }),
506
+ __metadata("design:type", Vector2)
449
507
  ], Transform.prototype, "origin", void 0);
450
508
  __decorate([
451
- type('vector2'),
452
- step(0.1)
509
+ Field(function () { return Vector2; }),
510
+ __metadata("design:type", Vector2)
453
511
  ], Transform.prototype, "anchor", void 0);
454
512
  __decorate([
455
- type('vector2'),
456
- step(0.1)
513
+ Field(function () { return Scale; }),
514
+ __metadata("design:type", Vector2)
457
515
  ], Transform.prototype, "scale", void 0);
458
516
  __decorate([
459
- type('vector2'),
460
- step(0.1)
517
+ Field(function () { return Vector2; }),
518
+ __metadata("design:type", Vector2)
461
519
  ], Transform.prototype, "skew", void 0);
462
520
  __decorate([
463
- type('number'),
464
- step(0.1)
521
+ Field({ step: 0.1 }),
522
+ __metadata("design:type", Number)
465
523
  ], Transform.prototype, "rotation", void 0);
466
524
  return Transform;
467
525
  }(Component$1));
@@ -548,6 +606,13 @@ var GameObject = (function () {
548
606
  gameObject.transform.parent = this.transform;
549
607
  gameObject.scene = this.scene;
550
608
  };
609
+ GameObject.prototype.addChildAt = function (gameObject, index) {
610
+ if (index > this.transform.children.length) {
611
+ throw new Error(gameObject.name + "addChildAt: The index 18 supplied is out of bounds " + this.transform.children.length);
612
+ }
613
+ this.addChild(gameObject);
614
+ gameObject.transform.childIndex = index;
615
+ };
551
616
  GameObject.prototype.removeChild = function (gameObject) {
552
617
  if (!(gameObject instanceof GameObject) || !gameObject.parent || gameObject.parent !== this) {
553
618
  return gameObject;
@@ -1059,28 +1124,26 @@ var getAllGameObjects = function (game) {
1059
1124
  }
1060
1125
  return __spread(mainSceneGameObjects, otherSceneGameObjects);
1061
1126
  };
1062
- var gameObjectLoop = function (e, gameObjects) {
1063
- var e_2, _a, e_3, _b, e_4, _c, e_5, _d;
1064
- if (gameObjects === void 0) { gameObjects = []; }
1127
+ var gameObjectResume = function (gameObjects) {
1128
+ var e_2, _a, e_3, _b;
1065
1129
  try {
1066
1130
  for (var gameObjects_1 = __values(gameObjects), gameObjects_1_1 = gameObjects_1.next(); !gameObjects_1_1.done; gameObjects_1_1 = gameObjects_1.next()) {
1067
1131
  var gameObject = gameObjects_1_1.value;
1068
1132
  try {
1069
- for (var _e = (e_3 = void 0, __values(gameObject.components)), _f = _e.next(); !_f.done; _f = _e.next()) {
1070
- var component = _f.value;
1133
+ for (var _c = (e_3 = void 0, __values(gameObject.components)), _d = _c.next(); !_d.done; _d = _c.next()) {
1134
+ var component = _d.value;
1071
1135
  try {
1072
- triggerStart(component);
1073
- component.update && component.update(e);
1136
+ component.onResume && component.onResume();
1074
1137
  }
1075
1138
  catch (e) {
1076
- console.error("gameObject: " + gameObject.name + " " + component.name + " update error", e);
1139
+ console.error("gameObject: " + gameObject.name + ", " + component.name + ", onResume error", e);
1077
1140
  }
1078
1141
  }
1079
1142
  }
1080
1143
  catch (e_3_1) { e_3 = { error: e_3_1 }; }
1081
1144
  finally {
1082
1145
  try {
1083
- if (_f && !_f.done && (_b = _e.return)) _b.call(_e);
1146
+ if (_d && !_d.done && (_b = _c.return)) _b.call(_c);
1084
1147
  }
1085
1148
  finally { if (e_3) throw e_3.error; }
1086
1149
  }
@@ -1093,77 +1156,14 @@ var gameObjectLoop = function (e, gameObjects) {
1093
1156
  }
1094
1157
  finally { if (e_2) throw e_2.error; }
1095
1158
  }
1096
- try {
1097
- for (var gameObjects_2 = __values(gameObjects), gameObjects_2_1 = gameObjects_2.next(); !gameObjects_2_1.done; gameObjects_2_1 = gameObjects_2.next()) {
1098
- var gameObject = gameObjects_2_1.value;
1099
- try {
1100
- for (var _g = (e_5 = void 0, __values(gameObject.components)), _h = _g.next(); !_h.done; _h = _g.next()) {
1101
- var component = _h.value;
1102
- try {
1103
- component.lateUpdate && component.lateUpdate(e);
1104
- }
1105
- catch (e) {
1106
- console.error("gameObject: " + gameObject.name + " " + component.name + " lateUpdate error", e);
1107
- }
1108
- }
1109
- }
1110
- catch (e_5_1) { e_5 = { error: e_5_1 }; }
1111
- finally {
1112
- try {
1113
- if (_h && !_h.done && (_d = _g.return)) _d.call(_g);
1114
- }
1115
- finally { if (e_5) throw e_5.error; }
1116
- }
1117
- }
1118
- }
1119
- catch (e_4_1) { e_4 = { error: e_4_1 }; }
1120
- finally {
1121
- try {
1122
- if (gameObjects_2_1 && !gameObjects_2_1.done && (_c = gameObjects_2.return)) _c.call(gameObjects_2);
1123
- }
1124
- finally { if (e_4) throw e_4.error; }
1125
- }
1126
- };
1127
- var gameObjectResume = function (gameObjects) {
1128
- var e_6, _a, e_7, _b;
1129
- try {
1130
- for (var gameObjects_3 = __values(gameObjects), gameObjects_3_1 = gameObjects_3.next(); !gameObjects_3_1.done; gameObjects_3_1 = gameObjects_3.next()) {
1131
- var gameObject = gameObjects_3_1.value;
1132
- try {
1133
- for (var _c = (e_7 = void 0, __values(gameObject.components)), _d = _c.next(); !_d.done; _d = _c.next()) {
1134
- var component = _d.value;
1135
- try {
1136
- component.onResume && component.onResume();
1137
- }
1138
- catch (e) {
1139
- console.error("gameObject: " + gameObject.name + ", " + component.name + ", onResume error", e);
1140
- }
1141
- }
1142
- }
1143
- catch (e_7_1) { e_7 = { error: e_7_1 }; }
1144
- finally {
1145
- try {
1146
- if (_d && !_d.done && (_b = _c.return)) _b.call(_c);
1147
- }
1148
- finally { if (e_7) throw e_7.error; }
1149
- }
1150
- }
1151
- }
1152
- catch (e_6_1) { e_6 = { error: e_6_1 }; }
1153
- finally {
1154
- try {
1155
- if (gameObjects_3_1 && !gameObjects_3_1.done && (_a = gameObjects_3.return)) _a.call(gameObjects_3);
1156
- }
1157
- finally { if (e_6) throw e_6.error; }
1158
- }
1159
1159
  };
1160
1160
  var gameObjectPause = function (gameObjects) {
1161
- var e_8, _a, e_9, _b;
1161
+ var e_4, _a, e_5, _b;
1162
1162
  try {
1163
- for (var gameObjects_4 = __values(gameObjects), gameObjects_4_1 = gameObjects_4.next(); !gameObjects_4_1.done; gameObjects_4_1 = gameObjects_4.next()) {
1164
- var gameObject = gameObjects_4_1.value;
1163
+ for (var gameObjects_2 = __values(gameObjects), gameObjects_2_1 = gameObjects_2.next(); !gameObjects_2_1.done; gameObjects_2_1 = gameObjects_2.next()) {
1164
+ var gameObject = gameObjects_2_1.value;
1165
1165
  try {
1166
- for (var _c = (e_9 = void 0, __values(gameObject.components)), _d = _c.next(); !_d.done; _d = _c.next()) {
1166
+ for (var _c = (e_5 = void 0, __values(gameObject.components)), _d = _c.next(); !_d.done; _d = _c.next()) {
1167
1167
  var component = _d.value;
1168
1168
  try {
1169
1169
  component.onPause && component.onPause();
@@ -1173,33 +1173,35 @@ var gameObjectPause = function (gameObjects) {
1173
1173
  }
1174
1174
  }
1175
1175
  }
1176
- catch (e_9_1) { e_9 = { error: e_9_1 }; }
1176
+ catch (e_5_1) { e_5 = { error: e_5_1 }; }
1177
1177
  finally {
1178
1178
  try {
1179
1179
  if (_d && !_d.done && (_b = _c.return)) _b.call(_c);
1180
1180
  }
1181
- finally { if (e_9) throw e_9.error; }
1181
+ finally { if (e_5) throw e_5.error; }
1182
1182
  }
1183
1183
  }
1184
1184
  }
1185
- catch (e_8_1) { e_8 = { error: e_8_1 }; }
1185
+ catch (e_4_1) { e_4 = { error: e_4_1 }; }
1186
1186
  finally {
1187
1187
  try {
1188
- if (gameObjects_4_1 && !gameObjects_4_1.done && (_a = gameObjects_4.return)) _a.call(gameObjects_4);
1188
+ if (gameObjects_2_1 && !gameObjects_2_1.done && (_a = gameObjects_2.return)) _a.call(gameObjects_2);
1189
1189
  }
1190
- finally { if (e_8) throw e_8.error; }
1190
+ finally { if (e_4) throw e_4.error; }
1191
1191
  }
1192
1192
  };
1193
1193
  var Game = (function (_super) {
1194
1194
  __extends(Game, _super);
1195
1195
  function Game(_a) {
1196
- var e_10, _b;
1197
- var _c = _a === void 0 ? {} : _a, systems = _c.systems, _d = _c.frameRate, frameRate = _d === void 0 ? 60 : _d, _e = _c.autoStart, autoStart = _e === void 0 ? true : _e, _f = _c.needScene, needScene = _f === void 0 ? true : _f;
1196
+ var e_6, _b;
1197
+ var _c = _a === void 0 ? {} : _a, systems = _c.systems, _d = _c.frameRate, frameRate = _d === void 0 ? 60 : _d, _e = _c.autoStart, autoStart = _e === void 0 ? true : _e, _f = _c.needScene, needScene = _f === void 0 ? true : _f, _g = _c.mode, mode = _g === void 0 ? 'PLAY' : _g;
1198
1198
  var _this = _super.call(this) || this;
1199
1199
  _this.playing = false;
1200
1200
  _this.started = false;
1201
1201
  _this.multiScenes = [];
1202
1202
  _this.systems = [];
1203
+ _this.mode = 'PLAY';
1204
+ _this.mode = mode;
1203
1205
  if (window.__EVA_INSPECTOR_ENV__) {
1204
1206
  window.__EVA_GAME_INSTANCE__ = _this;
1205
1207
  }
@@ -1212,12 +1214,12 @@ var Game = (function (_super) {
1212
1214
  _this.addSystem(system);
1213
1215
  }
1214
1216
  }
1215
- catch (e_10_1) { e_10 = { error: e_10_1 }; }
1217
+ catch (e_6_1) { e_6 = { error: e_6_1 }; }
1216
1218
  finally {
1217
1219
  try {
1218
1220
  if (systems_1_1 && !systems_1_1.done && (_b = systems_1.return)) _b.call(systems_1);
1219
1221
  }
1220
- finally { if (e_10) throw e_10.error; }
1222
+ finally { if (e_6) throw e_6.error; }
1221
1223
  }
1222
1224
  }
1223
1225
  if (needScene) {
@@ -1329,8 +1331,8 @@ var Game = (function (_super) {
1329
1331
  Game.prototype.initTicker = function () {
1330
1332
  var _this = this;
1331
1333
  this.ticker.add(function (e) {
1332
- var e_11, _a, e_12, _b;
1333
- _this.scene && gameObjectLoop(e, _this.gameObjects);
1334
+ var e_7, _a, e_8, _b;
1335
+ _this.scene && _this.gameObjectLoop(e, _this.gameObjects);
1334
1336
  try {
1335
1337
  for (var _c = __values(_this.systems), _d = _c.next(); !_d.done; _d = _c.next()) {
1336
1338
  var system = _d.value;
@@ -1343,12 +1345,12 @@ var Game = (function (_super) {
1343
1345
  }
1344
1346
  }
1345
1347
  }
1346
- catch (e_11_1) { e_11 = { error: e_11_1 }; }
1348
+ catch (e_7_1) { e_7 = { error: e_7_1 }; }
1347
1349
  finally {
1348
1350
  try {
1349
1351
  if (_d && !_d.done && (_a = _c.return)) _a.call(_c);
1350
1352
  }
1351
- finally { if (e_11) throw e_11.error; }
1353
+ finally { if (e_7) throw e_7.error; }
1352
1354
  }
1353
1355
  try {
1354
1356
  for (var _e = __values(_this.systems), _f = _e.next(); !_f.done; _f = _e.next()) {
@@ -1361,17 +1363,17 @@ var Game = (function (_super) {
1361
1363
  }
1362
1364
  }
1363
1365
  }
1364
- catch (e_12_1) { e_12 = { error: e_12_1 }; }
1366
+ catch (e_8_1) { e_8 = { error: e_8_1 }; }
1365
1367
  finally {
1366
1368
  try {
1367
1369
  if (_f && !_f.done && (_b = _e.return)) _b.call(_e);
1368
1370
  }
1369
- finally { if (e_12) throw e_12.error; }
1371
+ finally { if (e_8) throw e_8.error; }
1370
1372
  }
1371
1373
  });
1372
1374
  };
1373
1375
  Game.prototype.triggerResume = function () {
1374
- var e_13, _a;
1376
+ var e_9, _a;
1375
1377
  gameObjectResume(this.gameObjects);
1376
1378
  try {
1377
1379
  for (var _b = __values(this.systems), _c = _b.next(); !_c.done; _c = _b.next()) {
@@ -1384,16 +1386,16 @@ var Game = (function (_super) {
1384
1386
  }
1385
1387
  }
1386
1388
  }
1387
- catch (e_13_1) { e_13 = { error: e_13_1 }; }
1389
+ catch (e_9_1) { e_9 = { error: e_9_1 }; }
1388
1390
  finally {
1389
1391
  try {
1390
1392
  if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
1391
1393
  }
1392
- finally { if (e_13) throw e_13.error; }
1394
+ finally { if (e_9) throw e_9.error; }
1393
1395
  }
1394
1396
  };
1395
1397
  Game.prototype.triggerPause = function () {
1396
- var e_14, _a;
1398
+ var e_10, _a;
1397
1399
  gameObjectPause(this.gameObjects);
1398
1400
  try {
1399
1401
  for (var _b = __values(this.systems), _c = _b.next(); !_c.done; _c = _b.next()) {
@@ -1406,28 +1408,28 @@ var Game = (function (_super) {
1406
1408
  }
1407
1409
  }
1408
1410
  }
1409
- catch (e_14_1) { e_14 = { error: e_14_1 }; }
1411
+ catch (e_10_1) { e_10 = { error: e_10_1 }; }
1410
1412
  finally {
1411
1413
  try {
1412
1414
  if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
1413
1415
  }
1414
- finally { if (e_14) throw e_14.error; }
1416
+ finally { if (e_10) throw e_10.error; }
1415
1417
  }
1416
1418
  };
1417
1419
  Game.prototype.destroySystems = function () {
1418
- var e_15, _a;
1420
+ var e_11, _a;
1419
1421
  try {
1420
1422
  for (var _b = __values(__spread(this.systems)), _c = _b.next(); !_c.done; _c = _b.next()) {
1421
1423
  var system = _c.value;
1422
1424
  this.removeSystem(system);
1423
1425
  }
1424
1426
  }
1425
- catch (e_15_1) { e_15 = { error: e_15_1 }; }
1427
+ catch (e_11_1) { e_11 = { error: e_11_1 }; }
1426
1428
  finally {
1427
1429
  try {
1428
1430
  if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
1429
1431
  }
1430
- finally { if (e_15) throw e_15.error; }
1432
+ finally { if (e_11) throw e_11.error; }
1431
1433
  }
1432
1434
  this.systems.length = 0;
1433
1435
  };
@@ -1456,17 +1458,79 @@ var Game = (function (_super) {
1456
1458
  }
1457
1459
  this.emit('sceneChanged', { scene: scene, mode: mode, params: params });
1458
1460
  };
1461
+ Game.prototype.gameObjectLoop = function (e, gameObjects) {
1462
+ var e_12, _a, e_13, _b, e_14, _c, e_15, _d;
1463
+ if (gameObjects === void 0) { gameObjects = []; }
1464
+ try {
1465
+ for (var gameObjects_3 = __values(gameObjects), gameObjects_3_1 = gameObjects_3.next(); !gameObjects_3_1.done; gameObjects_3_1 = gameObjects_3.next()) {
1466
+ var gameObject = gameObjects_3_1.value;
1467
+ try {
1468
+ for (var _e = (e_13 = void 0, __values(gameObject.components)), _f = _e.next(); !_f.done; _f = _e.next()) {
1469
+ var component = _f.value;
1470
+ try {
1471
+ if (this.mode === 'PLAY') {
1472
+ triggerStart(component);
1473
+ component.update && component.update(e);
1474
+ }
1475
+ }
1476
+ catch (e) {
1477
+ console.error("gameObject: " + gameObject.name + " " + component.name + " update error", e);
1478
+ }
1479
+ }
1480
+ }
1481
+ catch (e_13_1) { e_13 = { error: e_13_1 }; }
1482
+ finally {
1483
+ try {
1484
+ if (_f && !_f.done && (_b = _e.return)) _b.call(_e);
1485
+ }
1486
+ finally { if (e_13) throw e_13.error; }
1487
+ }
1488
+ }
1489
+ }
1490
+ catch (e_12_1) { e_12 = { error: e_12_1 }; }
1491
+ finally {
1492
+ try {
1493
+ if (gameObjects_3_1 && !gameObjects_3_1.done && (_a = gameObjects_3.return)) _a.call(gameObjects_3);
1494
+ }
1495
+ finally { if (e_12) throw e_12.error; }
1496
+ }
1497
+ try {
1498
+ for (var gameObjects_4 = __values(gameObjects), gameObjects_4_1 = gameObjects_4.next(); !gameObjects_4_1.done; gameObjects_4_1 = gameObjects_4.next()) {
1499
+ var gameObject = gameObjects_4_1.value;
1500
+ try {
1501
+ for (var _g = (e_15 = void 0, __values(gameObject.components)), _h = _g.next(); !_h.done; _h = _g.next()) {
1502
+ var component = _h.value;
1503
+ try {
1504
+ if (this.mode === 'PLAY') {
1505
+ component.lateUpdate && component.lateUpdate(e);
1506
+ }
1507
+ }
1508
+ catch (e) {
1509
+ console.error("gameObject: " + gameObject.name + " " + component.name + " lateUpdate error", e);
1510
+ }
1511
+ }
1512
+ }
1513
+ catch (e_15_1) { e_15 = { error: e_15_1 }; }
1514
+ finally {
1515
+ try {
1516
+ if (_h && !_h.done && (_d = _g.return)) _d.call(_g);
1517
+ }
1518
+ finally { if (e_15) throw e_15.error; }
1519
+ }
1520
+ }
1521
+ }
1522
+ catch (e_14_1) { e_14 = { error: e_14_1 }; }
1523
+ finally {
1524
+ try {
1525
+ if (gameObjects_4_1 && !gameObjects_4_1.done && (_c = gameObjects_4.return)) _c.call(gameObjects_4);
1526
+ }
1527
+ finally { if (e_14) throw e_14.error; }
1528
+ }
1529
+ };
1459
1530
  return Game;
1460
1531
  }(EventEmitter));
1461
1532
  var Game$1 = Game;
1462
1533
 
1463
- function IDEProp(target, propertyKey) {
1464
- if (!target.constructor.IDEProps) {
1465
- target.constructor.IDEProps = [];
1466
- }
1467
- target.constructor.IDEProps.push(propertyKey);
1468
- }
1469
-
1470
1534
  function componentObserver(observerInfo) {
1471
1535
  if (observerInfo === void 0) { observerInfo = {}; }
1472
1536
  return function (constructor) {
@@ -1895,10 +1959,9 @@ var Resource = (function (_super) {
1895
1959
  var resource = new Resource();
1896
1960
 
1897
1961
  var decorators = {
1898
- IDEProp: IDEProp,
1899
1962
  componentObserver: componentObserver,
1900
1963
  };
1901
- var version = '1.2.6';
1964
+ var version = '1.2.7-editor.2';
1902
1965
  console.log("Eva.js version: " + version);
1903
1966
 
1904
- export { Component$1 as Component, Game$1 as Game, GameObject$1 as GameObject, IDEProp, LOAD_EVENT, LOAD_SCENE_MODE, ObserverType as OBSERVER_TYPE, RESOURCE_TYPE, RESOURCE_TYPE_STRATEGY, Scene$1 as Scene, System$1 as System, Transform$1 as Transform, componentObserver, decorators, resource, resourceLoader, version };
1967
+ export { Component$1 as Component, Game$1 as Game, GameObject$1 as GameObject, LOAD_EVENT, LOAD_SCENE_MODE, ObserverType as OBSERVER_TYPE, RESOURCE_TYPE, RESOURCE_TYPE_STRATEGY, Scene$1 as Scene, System$1 as System, Transform$1 as Transform, componentObserver, decorators, resource, resourceLoader, version };