@eva/eva.js 1.2.7-fix.4 → 1.2.7-fix.5
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.
- package/dist/EVA.js +4119 -4095
- package/dist/EVA.js.map +1 -0
- package/dist/EVA.min.js +1 -1
- package/dist/eva.js.cjs.js +5 -112
- package/dist/eva.js.cjs.js.map +1 -0
- package/dist/eva.js.cjs.prod.js +2 -2
- package/dist/eva.js.d.ts +16 -102
- package/dist/eva.js.esm.js +4 -111
- package/dist/eva.js.esm.js.map +1 -0
- package/package.json +1 -1
- package/dist/miniprogram.js +0 -3015
package/dist/EVA.js.map
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{"version":3,"file":"EVA.js","sources":["../../../node_modules/tslib/tslib.es6.js","../node_modules/eventemitter3/index.js","../lib/core/Component.ts","../node_modules/lodash-es/_freeGlobal.js","../node_modules/lodash-es/_root.js","../node_modules/lodash-es/_Symbol.js","../node_modules/lodash-es/_getRawTag.js","../node_modules/lodash-es/_objectToString.js","../node_modules/lodash-es/_baseGetTag.js","../node_modules/lodash-es/isObjectLike.js","../node_modules/lodash-es/isArray.js","../node_modules/lodash-es/isObject.js","../node_modules/lodash-es/isFunction.js","../node_modules/lodash-es/_coreJsData.js","../node_modules/lodash-es/_isMasked.js","../node_modules/lodash-es/_toSource.js","../node_modules/lodash-es/_baseIsNative.js","../node_modules/lodash-es/_getValue.js","../node_modules/lodash-es/_getNative.js","../node_modules/lodash-es/_WeakMap.js","../node_modules/lodash-es/_isIndex.js","../node_modules/lodash-es/eq.js","../node_modules/lodash-es/isLength.js","../node_modules/lodash-es/isArrayLike.js","../node_modules/lodash-es/_isPrototype.js","../node_modules/lodash-es/_baseTimes.js","../node_modules/lodash-es/_baseIsArguments.js","../node_modules/lodash-es/isArguments.js","../node_modules/lodash-es/stubFalse.js","../node_modules/lodash-es/isBuffer.js","../node_modules/lodash-es/_baseIsTypedArray.js","../node_modules/lodash-es/_baseUnary.js","../node_modules/lodash-es/_nodeUtil.js","../node_modules/lodash-es/isTypedArray.js","../node_modules/lodash-es/_arrayLikeKeys.js","../node_modules/lodash-es/_overArg.js","../node_modules/lodash-es/_nativeKeys.js","../node_modules/lodash-es/_baseKeys.js","../node_modules/lodash-es/keys.js","../node_modules/lodash-es/_nativeCreate.js","../node_modules/lodash-es/_hashClear.js","../node_modules/lodash-es/_hashDelete.js","../node_modules/lodash-es/_hashGet.js","../node_modules/lodash-es/_hashHas.js","../node_modules/lodash-es/_hashSet.js","../node_modules/lodash-es/_Hash.js","../node_modules/lodash-es/_listCacheClear.js","../node_modules/lodash-es/_assocIndexOf.js","../node_modules/lodash-es/_listCacheDelete.js","../node_modules/lodash-es/_listCacheGet.js","../node_modules/lodash-es/_listCacheHas.js","../node_modules/lodash-es/_listCacheSet.js","../node_modules/lodash-es/_ListCache.js","../node_modules/lodash-es/_Map.js","../node_modules/lodash-es/_mapCacheClear.js","../node_modules/lodash-es/_isKeyable.js","../node_modules/lodash-es/_getMapData.js","../node_modules/lodash-es/_mapCacheDelete.js","../node_modules/lodash-es/_mapCacheGet.js","../node_modules/lodash-es/_mapCacheHas.js","../node_modules/lodash-es/_mapCacheSet.js","../node_modules/lodash-es/_MapCache.js","../node_modules/lodash-es/_arrayPush.js","../node_modules/lodash-es/_stackClear.js","../node_modules/lodash-es/_stackDelete.js","../node_modules/lodash-es/_stackGet.js","../node_modules/lodash-es/_stackHas.js","../node_modules/lodash-es/_stackSet.js","../node_modules/lodash-es/_Stack.js","../node_modules/lodash-es/_arrayFilter.js","../node_modules/lodash-es/stubArray.js","../node_modules/lodash-es/_getSymbols.js","../node_modules/lodash-es/_baseGetAllKeys.js","../node_modules/lodash-es/_getAllKeys.js","../node_modules/lodash-es/_DataView.js","../node_modules/lodash-es/_Promise.js","../node_modules/lodash-es/_Set.js","../node_modules/lodash-es/_getTag.js","../node_modules/lodash-es/_Uint8Array.js","../node_modules/lodash-es/_setCacheAdd.js","../node_modules/lodash-es/_setCacheHas.js","../node_modules/lodash-es/_SetCache.js","../node_modules/lodash-es/_arraySome.js","../node_modules/lodash-es/_cacheHas.js","../node_modules/lodash-es/_equalArrays.js","../node_modules/lodash-es/_mapToArray.js","../node_modules/lodash-es/_setToArray.js","../node_modules/lodash-es/_equalByTag.js","../node_modules/lodash-es/_equalObjects.js","../node_modules/lodash-es/_baseIsEqualDeep.js","../node_modules/lodash-es/_baseIsEqual.js","../node_modules/lodash-es/isEqual.js","../lib/core/observer.ts","../lib/decorators/ide.ts","../lib/core/Transform.ts","../lib/core/GameObject.ts","../lib/core/ComponentObserver.ts","../lib/core/System.ts","../lib/sprite-timeline/utils.js","../lib/sprite-timeline/index.js","../lib/game/Ticker.ts","../lib/game/Scene.ts","../lib/game/Game.ts","../lib/decorators/system.ts","../lib/loader/Progress.ts","../lib/loader/Resource.ts","../lib/index.ts"],"sourcesContent":["/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? 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In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","import EventEmitter from 'eventemitter3';\nimport GameObject from './GameObject';\n\n/** frame info pass to `Component.update` method */\nexport interface UpdateParams {\n /** delta time from last frame */\n deltaTime: number;\n\n /** frame count since game begining */\n frameCount: number;\n\n /** current timestamp */\n time: number;\n\n /** current timestamp */\n currentTime: number;\n\n /** fps at current frame */\n fps: number;\n}\n\n/** type of Component is function */\nexport type ComponentType = typeof Component;\n\n/**\n * Get component name from component instance or Component class\n * @param component - component instance or Component class\n * @returns component' name\n * @example\n * ```typescript\n * import { Transform } from 'eva.js'\n *\n * assert(getComponentName(Transform) === 'Transform')\n * assert(getComponentName(new Transform()) === 'Transform')\n * ```\n */\nexport function getComponentName<T extends Component<ComponentParams>>(component: T | ComponentConstructor<T>): string {\n if (component instanceof Component) {\n return component.name;\n } else if (component instanceof Function) {\n return component.componentName;\n }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface ComponentParams {}\n\nexport interface ComponentConstructor<T extends Component<ComponentParams>> {\n componentName: string;\n new (params?: ComponentParams): T;\n}\n\n/**\n * Component contain raw data apply to gameObject and how it interacts with the world\n * @public\n */\nclass Component<T extends ComponentParams = {}> extends EventEmitter {\n /** Name of this component */\n static componentName: string;\n\n /** Name of this component */\n public readonly name: string;\n\n /**\n * Represents the status of the component, If component has started, the value is true\n * @defaultValue false\n */\n started: boolean = false;\n\n /**\n * gameObject which this component had added on\n * @remarks\n * Component can only be added on one gameObject, otherwise an error will be thrown,\n * see {@link https://eva.js.org/#/tutorials/gameObject} for more details\n */\n gameObject: GameObject;\n\n /** Default paramaters for this component */\n __componentDefaultParams: T;\n\n constructor(params?: T) {\n super();\n // @ts-ignore\n this.name = this.constructor.componentName;\n this.__componentDefaultParams = params;\n }\n\n /**\n * Called during component construction\n * @param params - optional initial parameters\n * @override\n */\n init?(params?: T): void;\n\n /**\n * Called when component is added to a gameObject\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all component's `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in every tick, change self property or other component property\n * @param frame - frame info about this tick\n * @override\n */\n update?(frame: UpdateParams): void;\n\n /**\n * Called after all gameObject's `update` method has been called\n * @param frame - frame info about this tick\n * @override\n */\n lateUpdate?(frame: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @virtual\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused.\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while component be destroyed.\n * @override\n */\n onDestroy?(): void;\n}\n\nexport default Component;\n","/** Detect free variable `global` from Node.js. */\nvar freeGlobal = typeof global == 'object' && global && global.Object === Object && global;\n\nexport default freeGlobal;\n","import freeGlobal from './_freeGlobal.js';\n\n/** Detect free variable `self`. */\nvar freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n/** Used as a reference to the global object. */\nvar root = freeGlobal || freeSelf || Function('return this')();\n\nexport default root;\n","import root from './_root.js';\n\n/** Built-in value references. */\nvar Symbol = root.Symbol;\n\nexport default Symbol;\n","import Symbol from './_Symbol.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar nativeObjectToString = objectProto.toString;\n\n/** Built-in value references. */\nvar symToStringTag = Symbol ? Symbol.toStringTag : undefined;\n\n/**\n * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the raw `toStringTag`.\n */\nfunction getRawTag(value) {\n var isOwn = hasOwnProperty.call(value, symToStringTag),\n tag = value[symToStringTag];\n\n try {\n value[symToStringTag] = undefined;\n var unmasked = true;\n } catch (e) {}\n\n var result = nativeObjectToString.call(value);\n if (unmasked) {\n if (isOwn) {\n value[symToStringTag] = tag;\n } else {\n delete value[symToStringTag];\n }\n }\n return result;\n}\n\nexport default getRawTag;\n","/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar nativeObjectToString = objectProto.toString;\n\n/**\n * Converts `value` to a string using `Object.prototype.toString`.\n *\n * @private\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n */\nfunction objectToString(value) {\n return nativeObjectToString.call(value);\n}\n\nexport default objectToString;\n","import Symbol from './_Symbol.js';\nimport getRawTag from './_getRawTag.js';\nimport objectToString from './_objectToString.js';\n\n/** `Object#toString` result references. */\nvar nullTag = '[object Null]',\n undefinedTag = '[object Undefined]';\n\n/** Built-in value references. */\nvar symToStringTag = Symbol ? Symbol.toStringTag : undefined;\n\n/**\n * The base implementation of `getTag` without fallbacks for buggy environments.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nfunction baseGetTag(value) {\n if (value == null) {\n return value === undefined ? undefinedTag : nullTag;\n }\n return (symToStringTag && symToStringTag in Object(value))\n ? getRawTag(value)\n : objectToString(value);\n}\n\nexport default baseGetTag;\n","/**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return value != null && typeof value == 'object';\n}\n\nexport default isObjectLike;\n","/**\n * Checks if `value` is classified as an `Array` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array, else `false`.\n * @example\n *\n * _.isArray([1, 2, 3]);\n * // => true\n *\n * _.isArray(document.body.children);\n * // => false\n *\n * _.isArray('abc');\n * // => false\n *\n * _.isArray(_.noop);\n * // => false\n */\nvar isArray = Array.isArray;\n\nexport default isArray;\n","/**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an object, else `false`.\n * @example\n *\n * _.isObject({});\n * // => true\n *\n * _.isObject([1, 2, 3]);\n * // => true\n *\n * _.isObject(_.noop);\n * // => true\n *\n * _.isObject(null);\n * // => false\n */\nfunction isObject(value) {\n var type = typeof value;\n return value != null && (type == 'object' || type == 'function');\n}\n\nexport default isObject;\n","import baseGetTag from './_baseGetTag.js';\nimport isObject from './isObject.js';\n\n/** `Object#toString` result references. */\nvar asyncTag = '[object AsyncFunction]',\n funcTag = '[object Function]',\n genTag = '[object GeneratorFunction]',\n proxyTag = '[object Proxy]';\n\n/**\n * Checks if `value` is classified as a `Function` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a function, else `false`.\n * @example\n *\n * _.isFunction(_);\n * // => true\n *\n * _.isFunction(/abc/);\n * // => false\n */\nfunction isFunction(value) {\n if (!isObject(value)) {\n return false;\n }\n // The use of `Object#toString` avoids issues with the `typeof` operator\n // in Safari 9 which returns 'object' for typed arrays and other constructors.\n var tag = baseGetTag(value);\n return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag;\n}\n\nexport default isFunction;\n","import root from './_root.js';\n\n/** Used to detect overreaching core-js shims. */\nvar coreJsData = root['__core-js_shared__'];\n\nexport default coreJsData;\n","import coreJsData from './_coreJsData.js';\n\n/** Used to detect methods masquerading as native. */\nvar maskSrcKey = (function() {\n var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || '');\n return uid ? ('Symbol(src)_1.' + uid) : '';\n}());\n\n/**\n * Checks if `func` has its source masked.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` is masked, else `false`.\n */\nfunction isMasked(func) {\n return !!maskSrcKey && (maskSrcKey in func);\n}\n\nexport default isMasked;\n","/** Used for built-in method references. */\nvar funcProto = Function.prototype;\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/**\n * Converts `func` to its source code.\n *\n * @private\n * @param {Function} func The function to convert.\n * @returns {string} Returns the source code.\n */\nfunction toSource(func) {\n if (func != null) {\n try {\n return funcToString.call(func);\n } catch (e) {}\n try {\n return (func + '');\n } catch (e) {}\n }\n return '';\n}\n\nexport default toSource;\n","import isFunction from './isFunction.js';\nimport isMasked from './_isMasked.js';\nimport isObject from './isObject.js';\nimport toSource from './_toSource.js';\n\n/**\n * Used to match `RegExp`\n * [syntax characters](http://ecma-international.org/ecma-262/7.0/#sec-patterns).\n */\nvar reRegExpChar = /[\\\\^$.*+?()[\\]{}|]/g;\n\n/** Used to detect host constructors (Safari). */\nvar reIsHostCtor = /^\\[object .+?Constructor\\]$/;\n\n/** Used for built-in method references. */\nvar funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Used to detect if a method is native. */\nvar reIsNative = RegExp('^' +\n funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\\\$&')\n .replace(/hasOwnProperty|(function).*?(?=\\\\\\()| for .+?(?=\\\\\\])/g, '$1.*?') + '$'\n);\n\n/**\n * The base implementation of `_.isNative` without bad shim checks.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n */\nfunction baseIsNative(value) {\n if (!isObject(value) || isMasked(value)) {\n return false;\n }\n var pattern = isFunction(value) ? reIsNative : reIsHostCtor;\n return pattern.test(toSource(value));\n}\n\nexport default baseIsNative;\n","/**\n * Gets the value at `key` of `object`.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\nfunction getValue(object, key) {\n return object == null ? undefined : object[key];\n}\n\nexport default getValue;\n","import baseIsNative from './_baseIsNative.js';\nimport getValue from './_getValue.js';\n\n/**\n * Gets the native function at `key` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the method to get.\n * @returns {*} Returns the function if it's native, else `undefined`.\n */\nfunction getNative(object, key) {\n var value = getValue(object, key);\n return baseIsNative(value) ? value : undefined;\n}\n\nexport default getNative;\n","import getNative from './_getNative.js';\nimport root from './_root.js';\n\n/* Built-in method references that are verified to be native. */\nvar WeakMap = getNative(root, 'WeakMap');\n\nexport default WeakMap;\n","/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/** Used to detect unsigned integer values. */\nvar reIsUint = /^(?:0|[1-9]\\d*)$/;\n\n/**\n * Checks if `value` is a valid array-like index.\n *\n * @private\n * @param {*} value The value to check.\n * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index.\n * @returns {boolean} Returns `true` if `value` is a valid index, else `false`.\n */\nfunction isIndex(value, length) {\n var type = typeof value;\n length = length == null ? MAX_SAFE_INTEGER : length;\n\n return !!length &&\n (type == 'number' ||\n (type != 'symbol' && reIsUint.test(value))) &&\n (value > -1 && value % 1 == 0 && value < length);\n}\n\nexport default isIndex;\n","/**\n * Performs a\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * comparison between two values to determine if they are equivalent.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.eq(object, object);\n * // => true\n *\n * _.eq(object, other);\n * // => false\n *\n * _.eq('a', 'a');\n * // => true\n *\n * _.eq('a', Object('a'));\n * // => false\n *\n * _.eq(NaN, NaN);\n * // => true\n */\nfunction eq(value, other) {\n return value === other || (value !== value && other !== other);\n}\n\nexport default eq;\n","/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/**\n * Checks if `value` is a valid array-like length.\n *\n * **Note:** This method is loosely based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a valid length, else `false`.\n * @example\n *\n * _.isLength(3);\n * // => true\n *\n * _.isLength(Number.MIN_VALUE);\n * // => false\n *\n * _.isLength(Infinity);\n * // => false\n *\n * _.isLength('3');\n * // => false\n */\nfunction isLength(value) {\n return typeof value == 'number' &&\n value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER;\n}\n\nexport default isLength;\n","import isFunction from './isFunction.js';\nimport isLength from './isLength.js';\n\n/**\n * Checks if `value` is array-like. A value is considered array-like if it's\n * not a function and has a `value.length` that's an integer greater than or\n * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is array-like, else `false`.\n * @example\n *\n * _.isArrayLike([1, 2, 3]);\n * // => true\n *\n * _.isArrayLike(document.body.children);\n * // => true\n *\n * _.isArrayLike('abc');\n * // => true\n *\n * _.isArrayLike(_.noop);\n * // => false\n */\nfunction isArrayLike(value) {\n return value != null && isLength(value.length) && !isFunction(value);\n}\n\nexport default isArrayLike;\n","/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Checks if `value` is likely a prototype object.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a prototype, else `false`.\n */\nfunction isPrototype(value) {\n var Ctor = value && value.constructor,\n proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto;\n\n return value === proto;\n}\n\nexport default isPrototype;\n","/**\n * The base implementation of `_.times` without support for iteratee shorthands\n * or max array length checks.\n *\n * @private\n * @param {number} n The number of times to invoke `iteratee`.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the array of results.\n */\nfunction baseTimes(n, iteratee) {\n var index = -1,\n result = Array(n);\n\n while (++index < n) {\n result[index] = iteratee(index);\n }\n return result;\n}\n\nexport default baseTimes;\n","import baseGetTag from './_baseGetTag.js';\nimport isObjectLike from './isObjectLike.js';\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]';\n\n/**\n * The base implementation of `_.isArguments`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n */\nfunction baseIsArguments(value) {\n return isObjectLike(value) && baseGetTag(value) == argsTag;\n}\n\nexport default baseIsArguments;\n","import baseIsArguments from './_baseIsArguments.js';\nimport isObjectLike from './isObjectLike.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Built-in value references. */\nvar propertyIsEnumerable = objectProto.propertyIsEnumerable;\n\n/**\n * Checks if `value` is likely an `arguments` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n * else `false`.\n * @example\n *\n * _.isArguments(function() { return arguments; }());\n * // => true\n *\n * _.isArguments([1, 2, 3]);\n * // => false\n */\nvar isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) {\n return isObjectLike(value) && hasOwnProperty.call(value, 'callee') &&\n !propertyIsEnumerable.call(value, 'callee');\n};\n\nexport default isArguments;\n","/**\n * This method returns `false`.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {boolean} Returns `false`.\n * @example\n *\n * _.times(2, _.stubFalse);\n * // => [false, false]\n */\nfunction stubFalse() {\n return false;\n}\n\nexport default stubFalse;\n","import root from './_root.js';\nimport stubFalse from './stubFalse.js';\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Built-in value references. */\nvar Buffer = moduleExports ? root.Buffer : undefined;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined;\n\n/**\n * Checks if `value` is a buffer.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a buffer, else `false`.\n * @example\n *\n * _.isBuffer(new Buffer(2));\n * // => true\n *\n * _.isBuffer(new Uint8Array(2));\n * // => false\n */\nvar isBuffer = nativeIsBuffer || stubFalse;\n\nexport default isBuffer;\n","import baseGetTag from './_baseGetTag.js';\nimport isLength from './isLength.js';\nimport isObjectLike from './isObjectLike.js';\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n funcTag = '[object Function]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n objectTag = '[object Object]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n weakMapTag = '[object WeakMap]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]',\n float32Tag = '[object Float32Array]',\n float64Tag = '[object Float64Array]',\n int8Tag = '[object Int8Array]',\n int16Tag = '[object Int16Array]',\n int32Tag = '[object Int32Array]',\n uint8Tag = '[object Uint8Array]',\n uint8ClampedTag = '[object Uint8ClampedArray]',\n uint16Tag = '[object Uint16Array]',\n uint32Tag = '[object Uint32Array]';\n\n/** Used to identify `toStringTag` values of typed arrays. */\nvar typedArrayTags = {};\ntypedArrayTags[float32Tag] = typedArrayTags[float64Tag] =\ntypedArrayTags[int8Tag] = typedArrayTags[int16Tag] =\ntypedArrayTags[int32Tag] = typedArrayTags[uint8Tag] =\ntypedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] =\ntypedArrayTags[uint32Tag] = true;\ntypedArrayTags[argsTag] = typedArrayTags[arrayTag] =\ntypedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] =\ntypedArrayTags[dataViewTag] = typedArrayTags[dateTag] =\ntypedArrayTags[errorTag] = typedArrayTags[funcTag] =\ntypedArrayTags[mapTag] = typedArrayTags[numberTag] =\ntypedArrayTags[objectTag] = typedArrayTags[regexpTag] =\ntypedArrayTags[setTag] = typedArrayTags[stringTag] =\ntypedArrayTags[weakMapTag] = false;\n\n/**\n * The base implementation of `_.isTypedArray` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n */\nfunction baseIsTypedArray(value) {\n return isObjectLike(value) &&\n isLength(value.length) && !!typedArrayTags[baseGetTag(value)];\n}\n\nexport default baseIsTypedArray;\n","/**\n * The base implementation of `_.unary` without support for storing metadata.\n *\n * @private\n * @param {Function} func The function to cap arguments for.\n * @returns {Function} Returns the new capped function.\n */\nfunction baseUnary(func) {\n return function(value) {\n return func(value);\n };\n}\n\nexport default baseUnary;\n","import freeGlobal from './_freeGlobal.js';\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Detect free variable `process` from Node.js. */\nvar freeProcess = moduleExports && freeGlobal.process;\n\n/** Used to access faster Node.js helpers. */\nvar nodeUtil = (function() {\n try {\n // Use `util.types` for Node.js 10+.\n var types = freeModule && freeModule.require && freeModule.require('util').types;\n\n if (types) {\n return types;\n }\n\n // Legacy `process.binding('util')` for Node.js < 10.\n return freeProcess && freeProcess.binding && freeProcess.binding('util');\n } catch (e) {}\n}());\n\nexport default nodeUtil;\n","import baseIsTypedArray from './_baseIsTypedArray.js';\nimport baseUnary from './_baseUnary.js';\nimport nodeUtil from './_nodeUtil.js';\n\n/* Node.js helper references. */\nvar nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray;\n\n/**\n * Checks if `value` is classified as a typed array.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n * @example\n *\n * _.isTypedArray(new Uint8Array);\n * // => true\n *\n * _.isTypedArray([]);\n * // => false\n */\nvar isTypedArray = nodeIsTypedArray ? baseUnary(nodeIsTypedArray) : baseIsTypedArray;\n\nexport default isTypedArray;\n","import baseTimes from './_baseTimes.js';\nimport isArguments from './isArguments.js';\nimport isArray from './isArray.js';\nimport isBuffer from './isBuffer.js';\nimport isIndex from './_isIndex.js';\nimport isTypedArray from './isTypedArray.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Creates an array of the enumerable property names of the array-like `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @param {boolean} inherited Specify returning inherited property names.\n * @returns {Array} Returns the array of property names.\n */\nfunction arrayLikeKeys(value, inherited) {\n var isArr = isArray(value),\n isArg = !isArr && isArguments(value),\n isBuff = !isArr && !isArg && isBuffer(value),\n isType = !isArr && !isArg && !isBuff && isTypedArray(value),\n skipIndexes = isArr || isArg || isBuff || isType,\n result = skipIndexes ? baseTimes(value.length, String) : [],\n length = result.length;\n\n for (var key in value) {\n if ((inherited || hasOwnProperty.call(value, key)) &&\n !(skipIndexes && (\n // Safari 9 has enumerable `arguments.length` in strict mode.\n key == 'length' ||\n // Node.js 0.10 has enumerable non-index properties on buffers.\n (isBuff && (key == 'offset' || key == 'parent')) ||\n // PhantomJS 2 has enumerable non-index properties on typed arrays.\n (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) ||\n // Skip index properties.\n isIndex(key, length)\n ))) {\n result.push(key);\n }\n }\n return result;\n}\n\nexport default arrayLikeKeys;\n","/**\n * Creates a unary function that invokes `func` with its argument transformed.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {Function} transform The argument transform.\n * @returns {Function} Returns the new function.\n */\nfunction overArg(func, transform) {\n return function(arg) {\n return func(transform(arg));\n };\n}\n\nexport default overArg;\n","import overArg from './_overArg.js';\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeKeys = overArg(Object.keys, Object);\n\nexport default nativeKeys;\n","import isPrototype from './_isPrototype.js';\nimport nativeKeys from './_nativeKeys.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * The base implementation of `_.keys` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction baseKeys(object) {\n if (!isPrototype(object)) {\n return nativeKeys(object);\n }\n var result = [];\n for (var key in Object(object)) {\n if (hasOwnProperty.call(object, key) && key != 'constructor') {\n result.push(key);\n }\n }\n return result;\n}\n\nexport default baseKeys;\n","import arrayLikeKeys from './_arrayLikeKeys.js';\nimport baseKeys from './_baseKeys.js';\nimport isArrayLike from './isArrayLike.js';\n\n/**\n * Creates an array of the own enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects. See the\n * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * for more details.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keys(new Foo);\n * // => ['a', 'b'] (iteration order is not guaranteed)\n *\n * _.keys('hi');\n * // => ['0', '1']\n */\nfunction keys(object) {\n return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object);\n}\n\nexport default keys;\n","import getNative from './_getNative.js';\n\n/* Built-in method references that are verified to be native. */\nvar nativeCreate = getNative(Object, 'create');\n\nexport default nativeCreate;\n","import nativeCreate from './_nativeCreate.js';\n\n/**\n * Removes all key-value entries from the hash.\n *\n * @private\n * @name clear\n * @memberOf Hash\n */\nfunction hashClear() {\n this.__data__ = nativeCreate ? nativeCreate(null) : {};\n this.size = 0;\n}\n\nexport default hashClear;\n","/**\n * Removes `key` and its value from the hash.\n *\n * @private\n * @name delete\n * @memberOf Hash\n * @param {Object} hash The hash to modify.\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction hashDelete(key) {\n var result = this.has(key) && delete this.__data__[key];\n this.size -= result ? 1 : 0;\n return result;\n}\n\nexport default hashDelete;\n","import nativeCreate from './_nativeCreate.js';\n\n/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Gets the hash value for `key`.\n *\n * @private\n * @name get\n * @memberOf Hash\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction hashGet(key) {\n var data = this.__data__;\n if (nativeCreate) {\n var result = data[key];\n return result === HASH_UNDEFINED ? undefined : result;\n }\n return hasOwnProperty.call(data, key) ? data[key] : undefined;\n}\n\nexport default hashGet;\n","import nativeCreate from './_nativeCreate.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Checks if a hash value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Hash\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction hashHas(key) {\n var data = this.__data__;\n return nativeCreate ? (data[key] !== undefined) : hasOwnProperty.call(data, key);\n}\n\nexport default hashHas;\n","import nativeCreate from './_nativeCreate.js';\n\n/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/**\n * Sets the hash `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Hash\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the hash instance.\n */\nfunction hashSet(key, value) {\n var data = this.__data__;\n this.size += this.has(key) ? 0 : 1;\n data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value;\n return this;\n}\n\nexport default hashSet;\n","import hashClear from './_hashClear.js';\nimport hashDelete from './_hashDelete.js';\nimport hashGet from './_hashGet.js';\nimport hashHas from './_hashHas.js';\nimport hashSet from './_hashSet.js';\n\n/**\n * Creates a hash object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Hash(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `Hash`.\nHash.prototype.clear = hashClear;\nHash.prototype['delete'] = hashDelete;\nHash.prototype.get = hashGet;\nHash.prototype.has = hashHas;\nHash.prototype.set = hashSet;\n\nexport default Hash;\n","/**\n * Removes all key-value entries from the list cache.\n *\n * @private\n * @name clear\n * @memberOf ListCache\n */\nfunction listCacheClear() {\n this.__data__ = [];\n this.size = 0;\n}\n\nexport default listCacheClear;\n","import eq from './eq.js';\n\n/**\n * Gets the index at which the `key` is found in `array` of key-value pairs.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} key The key to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction assocIndexOf(array, key) {\n var length = array.length;\n while (length--) {\n if (eq(array[length][0], key)) {\n return length;\n }\n }\n return -1;\n}\n\nexport default assocIndexOf;\n","import assocIndexOf from './_assocIndexOf.js';\n\n/** Used for built-in method references. */\nvar arrayProto = Array.prototype;\n\n/** Built-in value references. */\nvar splice = arrayProto.splice;\n\n/**\n * Removes `key` and its value from the list cache.\n *\n * @private\n * @name delete\n * @memberOf ListCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction listCacheDelete(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n return false;\n }\n var lastIndex = data.length - 1;\n if (index == lastIndex) {\n data.pop();\n } else {\n splice.call(data, index, 1);\n }\n --this.size;\n return true;\n}\n\nexport default listCacheDelete;\n","import assocIndexOf from './_assocIndexOf.js';\n\n/**\n * Gets the list cache value for `key`.\n *\n * @private\n * @name get\n * @memberOf ListCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction listCacheGet(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n return index < 0 ? undefined : data[index][1];\n}\n\nexport default listCacheGet;\n","import assocIndexOf from './_assocIndexOf.js';\n\n/**\n * Checks if a list cache value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf ListCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction listCacheHas(key) {\n return assocIndexOf(this.__data__, key) > -1;\n}\n\nexport default listCacheHas;\n","import assocIndexOf from './_assocIndexOf.js';\n\n/**\n * Sets the list cache `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf ListCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the list cache instance.\n */\nfunction listCacheSet(key, value) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n ++this.size;\n data.push([key, value]);\n } else {\n data[index][1] = value;\n }\n return this;\n}\n\nexport default listCacheSet;\n","import listCacheClear from './_listCacheClear.js';\nimport listCacheDelete from './_listCacheDelete.js';\nimport listCacheGet from './_listCacheGet.js';\nimport listCacheHas from './_listCacheHas.js';\nimport listCacheSet from './_listCacheSet.js';\n\n/**\n * Creates an list cache object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction ListCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `ListCache`.\nListCache.prototype.clear = listCacheClear;\nListCache.prototype['delete'] = listCacheDelete;\nListCache.prototype.get = listCacheGet;\nListCache.prototype.has = listCacheHas;\nListCache.prototype.set = listCacheSet;\n\nexport default ListCache;\n","import getNative from './_getNative.js';\nimport root from './_root.js';\n\n/* Built-in method references that are verified to be native. */\nvar Map = getNative(root, 'Map');\n\nexport default Map;\n","import Hash from './_Hash.js';\nimport ListCache from './_ListCache.js';\nimport Map from './_Map.js';\n\n/**\n * Removes all key-value entries from the map.\n *\n * @private\n * @name clear\n * @memberOf MapCache\n */\nfunction mapCacheClear() {\n this.size = 0;\n this.__data__ = {\n 'hash': new Hash,\n 'map': new (Map || ListCache),\n 'string': new Hash\n };\n}\n\nexport default mapCacheClear;\n","/**\n * Checks if `value` is suitable for use as unique object key.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is suitable, else `false`.\n */\nfunction isKeyable(value) {\n var type = typeof value;\n return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean')\n ? (value !== '__proto__')\n : (value === null);\n}\n\nexport default isKeyable;\n","import isKeyable from './_isKeyable.js';\n\n/**\n * Gets the data for `map`.\n *\n * @private\n * @param {Object} map The map to query.\n * @param {string} key The reference key.\n * @returns {*} Returns the map data.\n */\nfunction getMapData(map, key) {\n var data = map.__data__;\n return isKeyable(key)\n ? data[typeof key == 'string' ? 'string' : 'hash']\n : data.map;\n}\n\nexport default getMapData;\n","import getMapData from './_getMapData.js';\n\n/**\n * Removes `key` and its value from the map.\n *\n * @private\n * @name delete\n * @memberOf MapCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction mapCacheDelete(key) {\n var result = getMapData(this, key)['delete'](key);\n this.size -= result ? 1 : 0;\n return result;\n}\n\nexport default mapCacheDelete;\n","import getMapData from './_getMapData.js';\n\n/**\n * Gets the map value for `key`.\n *\n * @private\n * @name get\n * @memberOf MapCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction mapCacheGet(key) {\n return getMapData(this, key).get(key);\n}\n\nexport default mapCacheGet;\n","import getMapData from './_getMapData.js';\n\n/**\n * Checks if a map value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf MapCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction mapCacheHas(key) {\n return getMapData(this, key).has(key);\n}\n\nexport default mapCacheHas;\n","import getMapData from './_getMapData.js';\n\n/**\n * Sets the map `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf MapCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the map cache instance.\n */\nfunction mapCacheSet(key, value) {\n var data = getMapData(this, key),\n size = data.size;\n\n data.set(key, value);\n this.size += data.size == size ? 0 : 1;\n return this;\n}\n\nexport default mapCacheSet;\n","import mapCacheClear from './_mapCacheClear.js';\nimport mapCacheDelete from './_mapCacheDelete.js';\nimport mapCacheGet from './_mapCacheGet.js';\nimport mapCacheHas from './_mapCacheHas.js';\nimport mapCacheSet from './_mapCacheSet.js';\n\n/**\n * Creates a map cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction MapCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `MapCache`.\nMapCache.prototype.clear = mapCacheClear;\nMapCache.prototype['delete'] = mapCacheDelete;\nMapCache.prototype.get = mapCacheGet;\nMapCache.prototype.has = mapCacheHas;\nMapCache.prototype.set = mapCacheSet;\n\nexport default MapCache;\n","/**\n * Appends the elements of `values` to `array`.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {Array} values The values to append.\n * @returns {Array} Returns `array`.\n */\nfunction arrayPush(array, values) {\n var index = -1,\n length = values.length,\n offset = array.length;\n\n while (++index < length) {\n array[offset + index] = values[index];\n }\n return array;\n}\n\nexport default arrayPush;\n","import ListCache from './_ListCache.js';\n\n/**\n * Removes all key-value entries from the stack.\n *\n * @private\n * @name clear\n * @memberOf Stack\n */\nfunction stackClear() {\n this.__data__ = new ListCache;\n this.size = 0;\n}\n\nexport default stackClear;\n","/**\n * Removes `key` and its value from the stack.\n *\n * @private\n * @name delete\n * @memberOf Stack\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction stackDelete(key) {\n var data = this.__data__,\n result = data['delete'](key);\n\n this.size = data.size;\n return result;\n}\n\nexport default stackDelete;\n","/**\n * Gets the stack value for `key`.\n *\n * @private\n * @name get\n * @memberOf Stack\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction stackGet(key) {\n return this.__data__.get(key);\n}\n\nexport default stackGet;\n","/**\n * Checks if a stack value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Stack\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction stackHas(key) {\n return this.__data__.has(key);\n}\n\nexport default stackHas;\n","import ListCache from './_ListCache.js';\nimport Map from './_Map.js';\nimport MapCache from './_MapCache.js';\n\n/** Used as the size to enable large array optimizations. */\nvar LARGE_ARRAY_SIZE = 200;\n\n/**\n * Sets the stack `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Stack\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the stack cache instance.\n */\nfunction stackSet(key, value) {\n var data = this.__data__;\n if (data instanceof ListCache) {\n var pairs = data.__data__;\n if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) {\n pairs.push([key, value]);\n this.size = ++data.size;\n return this;\n }\n data = this.__data__ = new MapCache(pairs);\n }\n data.set(key, value);\n this.size = data.size;\n return this;\n}\n\nexport default stackSet;\n","import ListCache from './_ListCache.js';\nimport stackClear from './_stackClear.js';\nimport stackDelete from './_stackDelete.js';\nimport stackGet from './_stackGet.js';\nimport stackHas from './_stackHas.js';\nimport stackSet from './_stackSet.js';\n\n/**\n * Creates a stack cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Stack(entries) {\n var data = this.__data__ = new ListCache(entries);\n this.size = data.size;\n}\n\n// Add methods to `Stack`.\nStack.prototype.clear = stackClear;\nStack.prototype['delete'] = stackDelete;\nStack.prototype.get = stackGet;\nStack.prototype.has = stackHas;\nStack.prototype.set = stackSet;\n\nexport default Stack;\n","/**\n * A specialized version of `_.filter` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n */\nfunction arrayFilter(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (predicate(value, index, array)) {\n result[resIndex++] = value;\n }\n }\n return result;\n}\n\nexport default arrayFilter;\n","/**\n * This method returns a new empty array.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {Array} Returns the new empty array.\n * @example\n *\n * var arrays = _.times(2, _.stubArray);\n *\n * console.log(arrays);\n * // => [[], []]\n *\n * console.log(arrays[0] === arrays[1]);\n * // => false\n */\nfunction stubArray() {\n return [];\n}\n\nexport default stubArray;\n","import arrayFilter from './_arrayFilter.js';\nimport stubArray from './stubArray.js';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Built-in value references. */\nvar propertyIsEnumerable = objectProto.propertyIsEnumerable;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeGetSymbols = Object.getOwnPropertySymbols;\n\n/**\n * Creates an array of the own enumerable symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\nvar getSymbols = !nativeGetSymbols ? stubArray : function(object) {\n if (object == null) {\n return [];\n }\n object = Object(object);\n return arrayFilter(nativeGetSymbols(object), function(symbol) {\n return propertyIsEnumerable.call(object, symbol);\n });\n};\n\nexport default getSymbols;\n","import arrayPush from './_arrayPush.js';\nimport isArray from './isArray.js';\n\n/**\n * The base implementation of `getAllKeys` and `getAllKeysIn` which uses\n * `keysFunc` and `symbolsFunc` to get the enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @param {Function} symbolsFunc The function to get the symbols of `object`.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction baseGetAllKeys(object, keysFunc, symbolsFunc) {\n var result = keysFunc(object);\n return isArray(object) ? result : arrayPush(result, symbolsFunc(object));\n}\n\nexport default baseGetAllKeys;\n","import baseGetAllKeys from './_baseGetAllKeys.js';\nimport getSymbols from './_getSymbols.js';\nimport keys from './keys.js';\n\n/**\n * Creates an array of own enumerable property names and symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction getAllKeys(object) {\n return baseGetAllKeys(object, keys, getSymbols);\n}\n\nexport default getAllKeys;\n","import getNative from './_getNative.js';\nimport root from './_root.js';\n\n/* Built-in method references that are verified to be native. */\nvar DataView = getNative(root, 'DataView');\n\nexport default DataView;\n","import getNative from './_getNative.js';\nimport root from './_root.js';\n\n/* Built-in method references that are verified to be native. */\nvar Promise = getNative(root, 'Promise');\n\nexport default Promise;\n","import getNative from './_getNative.js';\nimport root from './_root.js';\n\n/* Built-in method references that are verified to be native. */\nvar Set = getNative(root, 'Set');\n\nexport default Set;\n","import DataView from './_DataView.js';\nimport Map from './_Map.js';\nimport Promise from './_Promise.js';\nimport Set from './_Set.js';\nimport WeakMap from './_WeakMap.js';\nimport baseGetTag from './_baseGetTag.js';\nimport toSource from './_toSource.js';\n\n/** `Object#toString` result references. */\nvar mapTag = '[object Map]',\n objectTag = '[object Object]',\n promiseTag = '[object Promise]',\n setTag = '[object Set]',\n weakMapTag = '[object WeakMap]';\n\nvar dataViewTag = '[object DataView]';\n\n/** Used to detect maps, sets, and weakmaps. */\nvar dataViewCtorString = toSource(DataView),\n mapCtorString = toSource(Map),\n promiseCtorString = toSource(Promise),\n setCtorString = toSource(Set),\n weakMapCtorString = toSource(WeakMap);\n\n/**\n * Gets the `toStringTag` of `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nvar getTag = baseGetTag;\n\n// Fallback for data views, maps, sets, and weak maps in IE 11 and promises in Node.js < 6.\nif ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) ||\n (Map && getTag(new Map) != mapTag) ||\n (Promise && getTag(Promise.resolve()) != promiseTag) ||\n (Set && getTag(new Set) != setTag) ||\n (WeakMap && getTag(new WeakMap) != weakMapTag)) {\n getTag = function(value) {\n var result = baseGetTag(value),\n Ctor = result == objectTag ? value.constructor : undefined,\n ctorString = Ctor ? toSource(Ctor) : '';\n\n if (ctorString) {\n switch (ctorString) {\n case dataViewCtorString: return dataViewTag;\n case mapCtorString: return mapTag;\n case promiseCtorString: return promiseTag;\n case setCtorString: return setTag;\n case weakMapCtorString: return weakMapTag;\n }\n }\n return result;\n };\n}\n\nexport default getTag;\n","import root from './_root.js';\n\n/** Built-in value references. */\nvar Uint8Array = root.Uint8Array;\n\nexport default Uint8Array;\n","/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/**\n * Adds `value` to the array cache.\n *\n * @private\n * @name add\n * @memberOf SetCache\n * @alias push\n * @param {*} value The value to cache.\n * @returns {Object} Returns the cache instance.\n */\nfunction setCacheAdd(value) {\n this.__data__.set(value, HASH_UNDEFINED);\n return this;\n}\n\nexport default setCacheAdd;\n","/**\n * Checks if `value` is in the array cache.\n *\n * @private\n * @name has\n * @memberOf SetCache\n * @param {*} value The value to search for.\n * @returns {number} Returns `true` if `value` is found, else `false`.\n */\nfunction setCacheHas(value) {\n return this.__data__.has(value);\n}\n\nexport default setCacheHas;\n","import MapCache from './_MapCache.js';\nimport setCacheAdd from './_setCacheAdd.js';\nimport setCacheHas from './_setCacheHas.js';\n\n/**\n *\n * Creates an array cache object to store unique values.\n *\n * @private\n * @constructor\n * @param {Array} [values] The values to cache.\n */\nfunction SetCache(values) {\n var index = -1,\n length = values == null ? 0 : values.length;\n\n this.__data__ = new MapCache;\n while (++index < length) {\n this.add(values[index]);\n }\n}\n\n// Add methods to `SetCache`.\nSetCache.prototype.add = SetCache.prototype.push = setCacheAdd;\nSetCache.prototype.has = setCacheHas;\n\nexport default SetCache;\n","/**\n * A specialized version of `_.some` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n */\nfunction arraySome(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (predicate(array[index], index, array)) {\n return true;\n }\n }\n return false;\n}\n\nexport default arraySome;\n","/**\n * Checks if a `cache` value for `key` exists.\n *\n * @private\n * @param {Object} cache The cache to query.\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction cacheHas(cache, key) {\n return cache.has(key);\n}\n\nexport default cacheHas;\n","import SetCache from './_SetCache.js';\nimport arraySome from './_arraySome.js';\nimport cacheHas from './_cacheHas.js';\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/**\n * A specialized version of `baseIsEqualDeep` for arrays with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Array} array The array to compare.\n * @param {Array} other The other array to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `array` and `other` objects.\n * @returns {boolean} Returns `true` if the arrays are equivalent, else `false`.\n */\nfunction equalArrays(array, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n arrLength = array.length,\n othLength = other.length;\n\n if (arrLength != othLength && !(isPartial && othLength > arrLength)) {\n return false;\n }\n // Check that cyclic values are equal.\n var arrStacked = stack.get(array);\n var othStacked = stack.get(other);\n if (arrStacked && othStacked) {\n return arrStacked == other && othStacked == array;\n }\n var index = -1,\n result = true,\n seen = (bitmask & COMPARE_UNORDERED_FLAG) ? new SetCache : undefined;\n\n stack.set(array, other);\n stack.set(other, array);\n\n // Ignore non-index properties.\n while (++index < arrLength) {\n var arrValue = array[index],\n othValue = other[index];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, arrValue, index, other, array, stack)\n : customizer(arrValue, othValue, index, array, other, stack);\n }\n if (compared !== undefined) {\n if (compared) {\n continue;\n }\n result = false;\n break;\n }\n // Recursively compare arrays (susceptible to call stack limits).\n if (seen) {\n if (!arraySome(other, function(othValue, othIndex) {\n if (!cacheHas(seen, othIndex) &&\n (arrValue === othValue || equalFunc(arrValue, othValue, bitmask, customizer, stack))) {\n return seen.push(othIndex);\n }\n })) {\n result = false;\n break;\n }\n } else if (!(\n arrValue === othValue ||\n equalFunc(arrValue, othValue, bitmask, customizer, stack)\n )) {\n result = false;\n break;\n }\n }\n stack['delete'](array);\n stack['delete'](other);\n return result;\n}\n\nexport default equalArrays;\n","/**\n * Converts `map` to its key-value pairs.\n *\n * @private\n * @param {Object} map The map to convert.\n * @returns {Array} Returns the key-value pairs.\n */\nfunction mapToArray(map) {\n var index = -1,\n result = Array(map.size);\n\n map.forEach(function(value, key) {\n result[++index] = [key, value];\n });\n return result;\n}\n\nexport default mapToArray;\n","/**\n * Converts `set` to an array of its values.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the values.\n */\nfunction setToArray(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = value;\n });\n return result;\n}\n\nexport default setToArray;\n","import Symbol from './_Symbol.js';\nimport Uint8Array from './_Uint8Array.js';\nimport eq from './eq.js';\nimport equalArrays from './_equalArrays.js';\nimport mapToArray from './_mapToArray.js';\nimport setToArray from './_setToArray.js';\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/** `Object#toString` result references. */\nvar boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n symbolTag = '[object Symbol]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]';\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolValueOf = symbolProto ? symbolProto.valueOf : undefined;\n\n/**\n * A specialized version of `baseIsEqualDeep` for comparing objects of\n * the same `toStringTag`.\n *\n * **Note:** This function only supports comparing values with tags of\n * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {string} tag The `toStringTag` of the objects to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalByTag(object, other, tag, bitmask, customizer, equalFunc, stack) {\n switch (tag) {\n case dataViewTag:\n if ((object.byteLength != other.byteLength) ||\n (object.byteOffset != other.byteOffset)) {\n return false;\n }\n object = object.buffer;\n other = other.buffer;\n\n case arrayBufferTag:\n if ((object.byteLength != other.byteLength) ||\n !equalFunc(new Uint8Array(object), new Uint8Array(other))) {\n return false;\n }\n return true;\n\n case boolTag:\n case dateTag:\n case numberTag:\n // Coerce booleans to `1` or `0` and dates to milliseconds.\n // Invalid dates are coerced to `NaN`.\n return eq(+object, +other);\n\n case errorTag:\n return object.name == other.name && object.message == other.message;\n\n case regexpTag:\n case stringTag:\n // Coerce regexes to strings and treat strings, primitives and objects,\n // as equal. See http://www.ecma-international.org/ecma-262/7.0/#sec-regexp.prototype.tostring\n // for more details.\n return object == (other + '');\n\n case mapTag:\n var convert = mapToArray;\n\n case setTag:\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG;\n convert || (convert = setToArray);\n\n if (object.size != other.size && !isPartial) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked) {\n return stacked == other;\n }\n bitmask |= COMPARE_UNORDERED_FLAG;\n\n // Recursively compare objects (susceptible to call stack limits).\n stack.set(object, other);\n var result = equalArrays(convert(object), convert(other), bitmask, customizer, equalFunc, stack);\n stack['delete'](object);\n return result;\n\n case symbolTag:\n if (symbolValueOf) {\n return symbolValueOf.call(object) == symbolValueOf.call(other);\n }\n }\n return false;\n}\n\nexport default equalByTag;\n","import getAllKeys from './_getAllKeys.js';\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1;\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * A specialized version of `baseIsEqualDeep` for objects with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalObjects(object, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n objProps = getAllKeys(object),\n objLength = objProps.length,\n othProps = getAllKeys(other),\n othLength = othProps.length;\n\n if (objLength != othLength && !isPartial) {\n return false;\n }\n var index = objLength;\n while (index--) {\n var key = objProps[index];\n if (!(isPartial ? key in other : hasOwnProperty.call(other, key))) {\n return false;\n }\n }\n // Check that cyclic values are equal.\n var objStacked = stack.get(object);\n var othStacked = stack.get(other);\n if (objStacked && othStacked) {\n return objStacked == other && othStacked == object;\n }\n var result = true;\n stack.set(object, other);\n stack.set(other, object);\n\n var skipCtor = isPartial;\n while (++index < objLength) {\n key = objProps[index];\n var objValue = object[key],\n othValue = other[key];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, objValue, key, other, object, stack)\n : customizer(objValue, othValue, key, object, other, stack);\n }\n // Recursively compare objects (susceptible to call stack limits).\n if (!(compared === undefined\n ? (objValue === othValue || equalFunc(objValue, othValue, bitmask, customizer, stack))\n : compared\n )) {\n result = false;\n break;\n }\n skipCtor || (skipCtor = key == 'constructor');\n }\n if (result && !skipCtor) {\n var objCtor = object.constructor,\n othCtor = other.constructor;\n\n // Non `Object` object instances with different constructors are not equal.\n if (objCtor != othCtor &&\n ('constructor' in object && 'constructor' in other) &&\n !(typeof objCtor == 'function' && objCtor instanceof objCtor &&\n typeof othCtor == 'function' && othCtor instanceof othCtor)) {\n result = false;\n }\n }\n stack['delete'](object);\n stack['delete'](other);\n return result;\n}\n\nexport default equalObjects;\n","import Stack from './_Stack.js';\nimport equalArrays from './_equalArrays.js';\nimport equalByTag from './_equalByTag.js';\nimport equalObjects from './_equalObjects.js';\nimport getTag from './_getTag.js';\nimport isArray from './isArray.js';\nimport isBuffer from './isBuffer.js';\nimport isTypedArray from './isTypedArray.js';\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1;\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n objectTag = '[object Object]';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * A specialized version of `baseIsEqual` for arrays and objects which performs\n * deep comparisons and tracks traversed objects enabling objects with circular\n * references to be compared.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} [stack] Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction baseIsEqualDeep(object, other, bitmask, customizer, equalFunc, stack) {\n var objIsArr = isArray(object),\n othIsArr = isArray(other),\n objTag = objIsArr ? arrayTag : getTag(object),\n othTag = othIsArr ? arrayTag : getTag(other);\n\n objTag = objTag == argsTag ? objectTag : objTag;\n othTag = othTag == argsTag ? objectTag : othTag;\n\n var objIsObj = objTag == objectTag,\n othIsObj = othTag == objectTag,\n isSameTag = objTag == othTag;\n\n if (isSameTag && isBuffer(object)) {\n if (!isBuffer(other)) {\n return false;\n }\n objIsArr = true;\n objIsObj = false;\n }\n if (isSameTag && !objIsObj) {\n stack || (stack = new Stack);\n return (objIsArr || isTypedArray(object))\n ? equalArrays(object, other, bitmask, customizer, equalFunc, stack)\n : equalByTag(object, other, objTag, bitmask, customizer, equalFunc, stack);\n }\n if (!(bitmask & COMPARE_PARTIAL_FLAG)) {\n var objIsWrapped = objIsObj && hasOwnProperty.call(object, '__wrapped__'),\n othIsWrapped = othIsObj && hasOwnProperty.call(other, '__wrapped__');\n\n if (objIsWrapped || othIsWrapped) {\n var objUnwrapped = objIsWrapped ? object.value() : object,\n othUnwrapped = othIsWrapped ? other.value() : other;\n\n stack || (stack = new Stack);\n return equalFunc(objUnwrapped, othUnwrapped, bitmask, customizer, stack);\n }\n }\n if (!isSameTag) {\n return false;\n }\n stack || (stack = new Stack);\n return equalObjects(object, other, bitmask, customizer, equalFunc, stack);\n}\n\nexport default baseIsEqualDeep;\n","import baseIsEqualDeep from './_baseIsEqualDeep.js';\nimport isObjectLike from './isObjectLike.js';\n\n/**\n * The base implementation of `_.isEqual` which supports partial comparisons\n * and tracks traversed objects.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Unordered comparison\n * 2 - Partial comparison\n * @param {Function} [customizer] The function to customize comparisons.\n * @param {Object} [stack] Tracks traversed `value` and `other` objects.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n */\nfunction baseIsEqual(value, other, bitmask, customizer, stack) {\n if (value === other) {\n return true;\n }\n if (value == null || other == null || (!isObjectLike(value) && !isObjectLike(other))) {\n return value !== value && other !== other;\n }\n return baseIsEqualDeep(value, other, bitmask, customizer, baseIsEqual, stack);\n}\n\nexport default baseIsEqual;\n","import baseIsEqual from './_baseIsEqual.js';\n\n/**\n * Performs a deep comparison between two values to determine if they are\n * equivalent.\n *\n * **Note:** This method supports comparing arrays, array buffers, booleans,\n * date objects, error objects, maps, numbers, `Object` objects, regexes,\n * sets, strings, symbols, and typed arrays. `Object` objects are compared\n * by their own, not inherited, enumerable properties. Functions and DOM\n * nodes are compared by strict equality, i.e. `===`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.isEqual(object, other);\n * // => true\n *\n * object === other;\n * // => false\n */\nfunction isEqual(value, other) {\n return baseIsEqual(value, other);\n}\n\nexport default isEqual;\n","import { isEqual, isObject } from 'lodash-es';\nimport Component from './Component';\nimport System from './System';\nimport type { ObserverEvent } from './ComponentObserver';\n\n/** Observer event type */\nexport enum ObserverType {\n ADD = 'ADD',\n REMOVE = 'REMOVE',\n CHANGE = 'CHANGE',\n}\n\n/**\n * Observer property\n * @remarks\n * If `deep` is true then all descendants of `prop` will be observed\n * @example\n * ```typescript\n * @observerComponent({\n * Transform: [{ prop: 'size', deep: true }]\n * })\n * class TestSystem extends System {}\n * ```\n */\nexport interface PureObserverProp {\n deep: boolean;\n prop: string[];\n}\n\n/**\n * Observer Info\n * @remarks\n * The key of this map always be component's name, the value of this map is an array of `PureObserverProp`\n */\nexport type PureObserverInfo = Record<string, PureObserverProp[]>;\n\ntype GameObjectId = number; // gameObject.id\ntype CacheKey = string; // `component.name_${keys.join(',')}`\ninterface ObservableItem {\n property?: Component;\n key?: string;\n}\nconst objectCache: Record<GameObjectId, Record<CacheKey, ObservableItem>> = {};\n\nconst systemInstance: Record<string, System> = {};\nconst observerInfos: Record<string, PureObserverInfo> = {};\nconst componentProps: Record<string, PureObserverProp[]> = {};\n\n// code for test\nexport const testUtils = {\n getLocal: undefined,\n clearLocal: undefined,\n};\nfunction getLocal(): Record<string, any> {\n return { systemInstance, observerInfos, componentProps, objectCache };\n}\nfunction clearLocal() {\n for (let key in componentProps) {\n delete componentProps[key];\n }\n for (let key in systemInstance) {\n delete systemInstance[key];\n }\n for (let key in observerInfos) {\n delete observerInfos[key];\n }\n for (let key in objectCache) {\n delete objectCache[key];\n }\n}\n/* istanbul ignore next */\nif (__TEST__) {\n testUtils.getLocal = getLocal;\n testUtils.clearLocal = clearLocal;\n}\n\n/**\n * Get the `ObjectCache` on `component` access by `keys`\n * @example\n * ```typescript\n * expect(getObjectCache(testComponent, ['style', 'transform', 'scale'])).toMatchObject({\n * property: { scale: 1.1, rotation: 45 },\n * key: 'scale'\n * })\n * ```\n * @param {Component} component\n * @param {string[]} keys - access path to properties, such as ['style', 'transform', 'scale', 'x']\n * @returns {ObservableItem}\n */\nfunction getObjectCache(component: Component, keys: string[]): ObservableItem {\n if (!objectCache[component.gameObject.id]) {\n objectCache[component.gameObject.id] = {};\n }\n const cache = objectCache[component.gameObject.id];\n const key = component.name + '_' + keys.join(',');\n if (cache[key]) {\n return cache[key];\n }\n\n const keyIndex = keys.length - 1;\n let property = component;\n // FIXME: Bug is here, property[keys[i]] maybe undefined\n for (let i = 0; i < keyIndex; i++) {\n property = property[keys[i]];\n }\n\n cache[key] = { property, key: keys[keyIndex] };\n return cache[key];\n}\n\n/**\n * Remove property cache by component\n * @remarks\n * The component should added to a gameObject, otherwise there is no gameObject on component\n * @param {Component} component - a component that has been added to gameObject\n */\nfunction removeObjectCache(component: Component) {\n if (component.gameObject) {\n delete objectCache[component.gameObject.id];\n }\n}\n\n/**\n * Add observe event to `componentObserver` on system\n * @param {string} param0.systemName - system name\n * @param {string} param0.componentName - compnent name\n * @param {Component} param0.component - component instance\n * @param {pureObserverProp} param0.prop - pure observer prop\n * @param {ObserverType} param0.type - observer type\n */\nfunction addObserver({ systemName, componentName, component, prop, type }: ObserverEvent) {\n systemInstance[systemName].componentObserver.add({\n component,\n prop,\n type,\n componentName,\n });\n}\n\nfunction pushToQueue({\n prop,\n component,\n componentName,\n}: {\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (!info) continue;\n\n const index = info.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index > -1) {\n addObserver({\n systemName,\n componentName,\n component,\n prop,\n type: ObserverType.CHANGE,\n });\n }\n }\n}\n\n/**\n * Define property `key` for obj, make `key` observable\n * @param {Object} param0.obj - object contains the 'key'\n * @param {string} param0.key - the key will be observed\n * @param {PureObserverProp} param0.prop\n * @param {Component} param0.component\n * @param {strng} param0.componentName\n */\nfunction defineProperty({\n obj,\n key,\n prop,\n component,\n componentName,\n}: {\n obj: Record<any, any>;\n key: string;\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n if (obj === undefined) {\n return;\n }\n if (!(key in obj)) {\n console.error(`prop ${key} not in component: ${componentName}, Can not observer`);\n return;\n }\n\n Object.defineProperty(obj, `_${key}`, {\n enumerable: false,\n writable: true,\n value: obj[key],\n });\n\n if (prop.deep && isObject(obj[key])) {\n for (const childKey of Object.keys(obj[key])) {\n defineProperty({\n obj: obj[key],\n key: childKey, // Bug is here\n prop,\n component,\n componentName,\n });\n }\n }\n Object.defineProperty(obj, key, {\n enumerable: true,\n set(val) {\n if (obj[`_${key}`] === val) return;\n obj[`_${key}`] = val;\n pushToQueue({ prop, component, componentName });\n },\n get() {\n return obj[`_${key}`];\n },\n });\n}\n\n/**\n * Return true if parameter is a component\n * @param comp - any thing\n * @returns {bool}\n */\nfunction isComponent(comp): comp is Component {\n return comp && comp.constructor && 'componentName' in comp.constructor;\n}\n\n/**\n * Collect observerInfo on system\n * @param Systems - array of system or just a system\n */\nexport function initObserver(Systems: typeof System[] | typeof System) {\n const Ss = [];\n if (Systems instanceof Array) {\n Ss.push(...Systems);\n } else {\n Ss.push(Systems);\n }\n for (const S of Ss) {\n for (const componentName in S.observerInfo) {\n componentProps[componentName] = componentProps[componentName] || [];\n const props = componentProps[componentName];\n for (const prop of S.observerInfo[componentName]) {\n const index = props.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index === -1) {\n componentProps[componentName].push(prop);\n }\n }\n }\n }\n}\n\n/**\n * Make component observerable\n * @remarks\n * Throw an error if component not added to a gameObject\n * @param {Component} component\n * @param {string} componentName - default value is `component.name`, it will be deprecated\n */\nexport function observer(component: Component, componentName: string = component.name) {\n if (!componentName || !componentProps[componentName]) {\n return;\n }\n\n if (!component || !isComponent(component)) {\n throw new Error('component param must be an instance of Component');\n }\n\n if (!component.gameObject || !component.gameObject.id) {\n throw new Error('component should be add to a gameObject');\n }\n\n for (const item of componentProps[componentName]) {\n const { property, key } = getObjectCache(component, item.prop);\n defineProperty({\n obj: property,\n key,\n prop: item,\n component,\n componentName,\n });\n }\n}\n\n/**\n * Push a `Add` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerAdded(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.ADD,\n componentName,\n });\n }\n }\n}\n\n/**\n * Push a `Remove` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerRemoved(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.REMOVE,\n componentName,\n });\n }\n }\n removeObjectCache(component);\n}\n\n/**\n * Collect observerInfo from system\n * @param system - system instance\n * @param S - system constructor\n */\nexport function setSystemObserver(system: System, S: typeof System) {\n observerInfos[S.systemName] = S.observerInfo;\n systemInstance[S.systemName] = system;\n}\n","/**\n * Collect property which react in Editor, such as EVA Design\n * @param target - component instance\n * @param propertyKey - property name\n */\nexport function IDEProp(target, propertyKey) {\n if (!target.constructor.IDEProps) {\n target.constructor.IDEProps = [];\n }\n target.constructor.IDEProps.push(propertyKey);\n}\n","import { IDEProp } from '../decorators/ide';\nimport Component from './Component';\nimport type { ComponentParams } from './Component';\n\n/**\n * Two dimensional vector\n */\ninterface Vector2 {\n x: number;\n y: number;\n}\n\n/**\n * Two dimensional size\n */\ninterface Size2 {\n width: number;\n height: number;\n}\n\n/**\n * Radiation transformation martix\n *\n * {@link https://developer.mozilla.org/zh-CN/docs/Web/CSS/transform-function/matrix() }\n */\nexport interface TransformMatrix {\n a: number;\n b: number;\n c: number;\n d: number;\n tx: number;\n ty: number;\n array?: number[];\n}\n\n/**\n * Transform propterty\n */\nexport interface TransformParams extends ComponentParams {\n position?: Vector2;\n size?: Size2;\n origin?: Vector2;\n anchor?: Vector2;\n scale?: Vector2;\n skew?: Vector2;\n rotation?: number;\n}\n\n/** Basic component for gameObject, See {@link TransformParams} */\nclass Transform extends Component<TransformParams> {\n /**\n * component's name\n * @readonly\n */\n static componentName: string = 'Transform';\n readonly name: string = 'Transform';\n private _parent: Transform = null;\n\n /** Whether this transform in a scene object */\n inScene: boolean = false;\n\n /** World coordinate system transformation matrix */\n worldTransform: TransformMatrix;\n\n /** Child transform components */\n children: Transform[] = [];\n\n /**\n * Init component\n * @param params - Transform init data\n */\n init(params: TransformParams = {}) {\n const props = ['position', 'size', 'origin', 'anchor', 'scale', 'skew'];\n for (const key of props) {\n Object.assign(this[key], params[key]);\n }\n this.rotation = params.rotation || this.rotation;\n }\n\n @IDEProp position: Vector2 = { x: 0, y: 0 };\n @IDEProp size: Size2 = { width: 0, height: 0 };\n @IDEProp origin: Vector2 = { x: 0, y: 0 };\n @IDEProp anchor: Vector2 = { x: 0, y: 0 };\n @IDEProp scale: Vector2 = { x: 1, y: 1 };\n @IDEProp skew: Vector2 = { x: 0, y: 0 };\n @IDEProp rotation: number = 0;\n\n set parent(val: Transform) {\n if (val) {\n val.addChild(this);\n } else if (this.parent) {\n this.parent.removeChild(this);\n }\n }\n\n /**\n * Get parent of this component\n */\n get parent(): Transform {\n return this._parent;\n }\n\n /**\n * Add Child Transform\n * @remarks\n * If `child` is already a child of this component, `child` will removed to the last of children list\n * If `child` is already a child of other component, `child` will removed from its parent first\n * @param child - child gameObject's transform component\n */\n addChild(child: Transform) {\n if (child.parent === this) {\n const index = this.children.findIndex(item => item === child);\n this.children.splice(index, 1);\n } else if (child.parent) {\n child.parent.removeChild(child);\n }\n child._parent = this;\n this.children.push(child);\n }\n\n /**\n * Remove child transform\n * @param child - child gameObject's transform component\n */\n removeChild(child: Transform) {\n const index = this.children.findIndex(item => item === child);\n if (index > -1) {\n this.children.splice(index, 1);\n child._parent = null;\n }\n }\n\n /** Clear all child transform */\n clearChildren() {\n this.children.length = 0;\n }\n}\n\nexport default Transform;\n","import Scene from '../game/Scene';\nimport Transform, { TransformParams } from './Transform';\nimport Component, { ComponentConstructor, ComponentParams, getComponentName } from './Component';\nimport { observer, observerAdded, observerRemoved } from './observer';\n\nlet _id = 0;\n/** Generate unique id for gameObject */\nfunction getId() {\n return ++_id;\n}\n\n/**\n * GameObject is a general purpose object. It consists of a unique id and components.\n * @public\n */\nclass GameObject {\n /** Name of this gameObject */\n private _name: string;\n\n /** Scene is an abstraction, represent a canvas layer */\n private _scene: Scene;\n\n /** A key-value map for components on this gameObject */\n private _componentCache: Record<string, Component<ComponentParams>> = {};\n\n /** Identifier of this gameObject */\n public id: number;\n\n /** Components apply to this gameObject */\n public components: Component<ComponentParams>[] = [];\n\n /**\n * Consruct a new gameObject\n * @param name - the name of this gameObject\n * @param obj - optional transform parameters for default Transform component\n */\n constructor(name: string, obj?: TransformParams) {\n this._name = name;\n this.id = getId();\n this.addComponent(Transform, obj);\n }\n\n /**\n * Get default transform component\n * @returns transform component on this gameObject\n * @readonly\n */\n get transform(): Transform {\n return this.getComponent(Transform);\n }\n\n /**\n * Get parent gameObject\n * @returns parent gameObject\n * @readonly\n */\n get parent(): GameObject {\n return this.transform && this.transform.parent && this.transform.parent.gameObject;\n }\n\n /**\n * Get the name of this gameObject\n * @readonly\n */\n get name() {\n return this._name;\n }\n\n set scene(val: Scene) {\n if (this._scene === val) return;\n const scene = this._scene;\n this._scene = val;\n if (this.transform && this.transform.children) {\n for (const child of this.transform.children) {\n child.gameObject.scene = val;\n }\n }\n if (val) {\n val.addGameObject(this);\n } else {\n scene && scene.removeGameObject(this);\n }\n }\n\n /**\n * Get the scene which this gameObject added on\n * @returns scene\n * @readonly\n */\n get scene() {\n return this._scene;\n }\n\n /**\n * Add child gameObject\n * @param gameObject - child gameobject\n */\n addChild(gameObject: GameObject) {\n if (!gameObject || !gameObject.transform || gameObject === this) return;\n\n if (!(gameObject instanceof GameObject)) {\n throw new Error('addChild only receive GameObject');\n }\n\n if (!this.transform) {\n throw new Error(`gameObject '${this.name}' has been destroy`);\n }\n gameObject.transform.parent = this.transform;\n gameObject.scene = this.scene;\n }\n\n /**\n * Remove child gameObject\n * @param gameObject - child gameobject\n */\n removeChild(gameObject: GameObject): GameObject {\n if (!(gameObject instanceof GameObject) || !gameObject.parent || gameObject.parent !== this) {\n return gameObject;\n }\n\n gameObject.transform.parent = null;\n gameObject.scene = null;\n return gameObject;\n }\n\n /**\n * Add component to this gameObject\n * @remarks\n * If component has already been added on a gameObject, it will throw an error\n * @param C - component instance or Component class\n */\n addComponent<T extends Component<ComponentParams>>(C: T): T;\n addComponent<T extends Component<ComponentParams>>(C: ComponentConstructor<T>, obj?: ComponentParams): T;\n addComponent<T extends Component<ComponentParams>>(C: T | ComponentConstructor<T>, obj?: ComponentParams): T {\n const componentName = getComponentName(C);\n if (this._componentCache[componentName]) return;\n\n let component;\n if (C instanceof Function) {\n component = new C(obj);\n } else if (C instanceof Component) {\n component = C;\n } else {\n throw new Error('addComponent recieve Component and Component Constructor');\n }\n if (component.gameObject) {\n throw new Error(`component has been added on gameObject ${component.gameObject.name}`);\n }\n\n component.gameObject = this;\n component.init && component.init(component.__componentDefaultParams);\n observerAdded(component, component.name);\n observer(component, component.name);\n\n this.components.push(component);\n this._componentCache[componentName] = component;\n\n component.awake && component.awake();\n\n return component;\n }\n\n /**\n * Remove component on this gameObject\n * @remarks\n * default Transform component can not be removed, if the paramter represent a transform component, an error will be thrown.\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n removeComponent<T extends Component<ComponentParams>>(c: string): T;\n removeComponent<T extends Component<ComponentParams>>(c: T): T;\n removeComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n removeComponent<T extends Component<ComponentParams>>(c: string | T | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n\n if (componentName === 'Transform') {\n throw new Error(\"Transform can't be removed\");\n }\n\n return this._removeComponent(componentName);\n }\n\n private _removeComponent<T extends Component>(componentName: string) {\n const index = this.components.findIndex(({ name }) => name === componentName);\n if (index === -1) return;\n\n const component = this.components.splice(index, 1)[0] as T;\n delete this._componentCache[componentName];\n delete component.__componentDefaultParams;\n component.onDestroy && component.onDestroy();\n observerRemoved(component, componentName);\n component.gameObject = undefined;\n return component;\n }\n\n /**\n * Get component on this gameObject\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n getComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n getComponent<T extends Component>(c: string): T;\n getComponent<T extends Component>(c: string | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n if (typeof this._componentCache[componentName] !== 'undefined') {\n return this._componentCache[componentName] as T;\n } else {\n return;\n }\n }\n\n /**\n * Remove this gameObject on its parent\n * @returns return this gameObject\n */\n remove() {\n if (this.parent) return this.parent.removeChild(this);\n }\n\n /** Destory this gameObject */\n destroy() {\n Array.from(this.transform.children).forEach(({ gameObject }) => {\n gameObject.destroy();\n });\n this.remove();\n this.transform.clearChildren();\n for (const key in this._componentCache) {\n this._removeComponent(key);\n }\n this.components.length = 0;\n }\n}\n\nexport default GameObject;\n","import { isEqual } from 'lodash-es';\nimport GameObject from './GameObject';\nimport Component from './Component';\nimport { PureObserverProp, ObserverType } from './observer';\n\nexport interface ObserverEventParams {\n type: ObserverType;\n component: Component;\n componentName: string;\n prop?: PureObserverProp;\n}\n\nexport interface ObserverEvent extends ObserverEventParams {\n gameObject?: GameObject;\n systemName?: string;\n}\n\n/**\n * Management observe events\n * @remarks\n * See {@link System} for more details\n * @public\n */\nclass ComponentObserver {\n /**\n * Component property change events\n * @defaultValue []\n */\n private events: ObserverEvent[] = [];\n\n /**\n * Add event\n * @remarks\n * The same event will be placed last\n * @param component - changed component\n * @param prop - changed property on `component`\n * @param type - change event type\n * @param componentName - `component.name` this parameter will deprecated\n */\n add({ component, prop, type, componentName }: ObserverEventParams) {\n if (type === ObserverType.REMOVE) {\n this.events = this.events.filter(changed => changed.component !== component);\n }\n\n const index = this.events.findIndex(\n changed => changed.component === component && isEqual(changed.prop, prop) && changed.type === type,\n );\n if (index > -1) {\n this.events.splice(index, 1);\n }\n\n this.events.push({\n gameObject: component.gameObject,\n component,\n prop: prop,\n type,\n componentName,\n });\n }\n\n /** Return change events */\n getChanged() {\n return this.events;\n }\n\n /**\n * Return change events\n * @readonly\n */\n get changed() {\n return this.events;\n }\n\n /** Clear events */\n clear() {\n const events = this.events;\n this.events = [];\n return events;\n }\n}\n\nexport default ComponentObserver;\n","import { PureObserverInfo } from './observer';\nimport { UpdateParams } from './Component';\nimport ComponentObserver from './ComponentObserver';\nimport Game from '../game/Game';\n\n/**\n * Each System runs continuously and performs global actions on every Entity that possesses a Component of the same aspect as that System.\n * @public\n */\nclass System {\n /** System name */\n static systemName: string;\n name: string;\n\n /**\n * The collection of component properties observed by the System. System will respond to these changes\n * @example\n * ```typescript\n * // TestSystem will respond to changes of `size` and `position` property of the Transform component\n * class TestSystem extends System {\n * static observerInfo = {\n * Transform: [{ prop: 'size', deep: true }, { prop: 'position', deep: true }]\n * }\n * }\n * ```\n */\n static observerInfo: PureObserverInfo;\n\n /** Component Observer */\n componentObserver: ComponentObserver;\n\n /** Game instance */\n game: Game;\n\n /** Represents the status of the component, if component has started, the value is true */\n started = false;\n\n /** Default paramaters for this system */\n __systemDefaultParams: any;\n\n constructor(params?: any) {\n this.componentObserver = new ComponentObserver();\n this.__systemDefaultParams = params;\n // @ts-ignore\n this.name = this.constructor.systemName;\n }\n\n /**\n * Called when system is added to a gameObject\n * @remarks\n * The difference between init and awake is that `init` method recieves params.\n * Both of those methods are called early than `start` method.\n * Use this method to prepare data, ect.\n * @param param - optional params\n * @override\n */\n init?(param?: any): void;\n\n /**\n * Calleen system installed\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all system `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in each tick\n * @example\n * ```typescript\n * // run TWEEN `update` method in main requestAnimationFrame loop\n * class TransitionSystem extends System {\n * update() {\n * TWEEN.update()\n * }\n * }\n * ```\n * @param e - info about this tick\n * @override\n */\n update?(e: UpdateParams): void;\n\n /**\n * Called after all system have called the `update` method\n * @param e - info about this tick\n * @override\n */\n lateUpdate?(e: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while the system be destroyed.\n * @override\n */\n onDestroy?(): void;\n\n /** Default destory method */\n destroy() {\n this.componentObserver = null;\n this.__systemDefaultParams = null;\n this.onDestroy?.();\n }\n}\n\nexport type SystemType = typeof System;\nexport default System;\n","export function createNowTime(syncLocker = true) {\n let nowtime = null;\n if (Date.now) {\n nowtime = Date.now;\n } else {\n nowtime = () => new Date().getTime();\n }\n\n return nowtime;\n}\n\n/*\n delay = 100 -> delay = {delay: 100}\n delay = {entropy: 100} -> delay = {delay: 100, isEntropy: true}\n */\nexport function formatDelay(delay) {\n if (typeof delay === 'number') {\n delay = { delay };\n } else if ('entropy' in delay) {\n delay = { delay: delay.entropy, isEntropy: true };\n }\n return delay;\n}\n","import { createNowTime, formatDelay } from './utils';\n\nconst _nowtime = createNowTime();\n\nconst defaultOptions = {\n originTime: 0,\n playbackRate: 1.0,\n};\n\nconst _timeMark = Symbol('timeMark'),\n _playbackRate = Symbol('playbackRate'),\n _timers = Symbol('timers'),\n _originTime = Symbol('originTime'),\n _setTimer = Symbol('setTimer'),\n _parent = Symbol('parent');\n\nclass Timeline {\n constructor(options, parent) {\n if (options instanceof Timeline) {\n parent = options;\n options = {};\n }\n\n options = Object.assign({}, defaultOptions, options);\n\n if (parent) {\n this[_parent] = parent;\n }\n\n const nowtime = options.nowtime || _nowtime;\n if (!parent) {\n const createTime = nowtime();\n Object.defineProperty(this, 'globalTime', {\n get() {\n return nowtime() - createTime;\n },\n });\n } else {\n Object.defineProperty(this, 'globalTime', {\n get() {\n return parent.currentTime;\n },\n });\n }\n\n // timeMark records the reference points on timeline\n // Each time we change the playbackRate or currentTime or entropy\n // A new timeMark will be generated\n // timeMark sorted by entropy\n // If you reset entropy, all the timeMarks behind the new entropy\n // should be dropped\n this[_timeMark] = [\n {\n globalTime: this.globalTime,\n localTime: -options.originTime,\n entropy: -options.originTime,\n playbackRate: options.playbackRate,\n globalEntropy: 0,\n },\n ];\n\n if (this[_parent]) {\n this[_timeMark][0].globalEntropy = this[_parent].entropy;\n }\n\n this[_originTime] = options.originTime;\n this[_playbackRate] = options.playbackRate;\n this[_timers] = new Map();\n }\n\n get parent() {\n return this[_parent];\n }\n\n get lastTimeMark() {\n return this[_timeMark][this[_timeMark].length - 1];\n }\n\n markTime({ time = this.currentTime, entropy = this.entropy, playbackRate = this.playbackRate } = {}) {\n const timeMark = {\n globalTime: this.globalTime,\n localTime: time,\n entropy,\n playbackRate,\n globalEntropy: this.globalEntropy,\n };\n this[_timeMark].push(timeMark);\n }\n\n get currentTime() {\n const { localTime, globalTime } = this.lastTimeMark;\n return localTime + (this.globalTime - globalTime) * this.playbackRate;\n }\n\n set currentTime(time) {\n const from = this.currentTime,\n to = time,\n timers = this[_timers];\n\n this.markTime({ time });\n Array.from(Object.entries(timers)).forEach(([id, timer]) => {\n if (!timers.has(id)) return; // Need check because it maybe clearTimeout by former handler().\n const { isEntropy, delay, heading } = timer.time,\n { handler, startTime } = timer;\n\n if (!isEntropy) {\n const endTime = startTime + delay;\n if (\n delay === 0 ||\n (heading !== false && (to - from) * delay <= 0) ||\n (from <= endTime && endTime <= to) ||\n (from >= endTime && endTime >= to)\n ) {\n handler();\n this.clearTimeout(id);\n }\n } else if (delay === 0) {\n handler();\n this.clearTimeout(id);\n }\n });\n this.updateTimers();\n }\n\n // Both currentTime and entropy should be influenced by playbackRate.\n // If current playbackRate is negative, the currentTime should go backwards\n // while the entropy remain to go forwards.\n // Both of the initial values is set to -originTime\n get entropy() {\n const { entropy, globalEntropy } = this.lastTimeMark;\n return entropy + Math.abs((this.globalEntropy - globalEntropy) * this.playbackRate);\n }\n\n get globalEntropy() {\n return this[_parent] ? this[_parent].entropy : this.globalTime;\n }\n\n // get globalTime() {\n // if(this[_parent]) {\n // return this[_parent].currentTime;\n // }\n\n // return nowtime();\n // }\n\n // change entropy will NOT cause currentTime changing but may influence the pass\n // and the future of the timeline. (It may change the result of seek***Time)\n // While entropy is set, all the marks behind will be droped\n // eslint-disable-next-line @typescript-eslint/adjacent-overload-signatures\n set entropy(entropy) {\n if (this.entropy > entropy) {\n const idx = this.seekTimeMark(entropy);\n this[_timeMark].length = idx + 1;\n }\n this.markTime({ entropy });\n this.updateTimers();\n }\n\n fork(options) {\n return new Timeline(options, this);\n }\n\n seekGlobalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { entropy, playbackRate, globalTime } = timeMark;\n\n return globalTime + (seekEntropy - entropy) / Math.abs(playbackRate);\n }\n\n seekLocalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { localTime, entropy, playbackRate } = timeMark;\n\n if (playbackRate > 0) {\n return localTime + (seekEntropy - entropy);\n }\n return localTime - (seekEntropy - entropy);\n }\n\n seekTimeMark(entropy) {\n const timeMark = this[_timeMark];\n\n let l = 0,\n r = timeMark.length - 1;\n\n if (entropy <= timeMark[l].entropy) {\n return l;\n }\n if (entropy >= timeMark[r].entropy) {\n return r;\n }\n\n let m = Math.floor((l + r) / 2); // binary search\n\n while (m > l && m < r) {\n if (entropy === timeMark[m].entropy) {\n return m;\n }\n if (entropy < timeMark[m].entropy) {\n r = m;\n } else if (entropy > timeMark[m].entropy) {\n l = m;\n }\n m = Math.floor((l + r) / 2);\n }\n\n return l;\n }\n\n get playbackRate() {\n return this[_playbackRate];\n }\n\n set playbackRate(rate) {\n if (rate !== this.playbackRate) {\n this.markTime({ playbackRate: rate });\n this[_playbackRate] = rate;\n this.updateTimers();\n }\n }\n\n get paused() {\n if (this.playbackRate === 0) return true;\n let parent = this.parent;\n while (parent) {\n if (parent.playbackRate === 0) return true;\n parent = parent.parent;\n }\n return false;\n }\n\n updateTimers() {\n const timers = Array.from(this[_timers].entries());\n timers.forEach(([id, timer]) => {\n this[_setTimer](timer.handler, timer.time, id);\n });\n }\n\n clearTimeout(id) {\n const timer = this[_timers].get(id);\n\n if (timer && timer.timerID != null) {\n if (this[_parent]) {\n this[_parent].clearTimeout(timer.timerID);\n } else {\n clearTimeout(timer.timerID);\n }\n }\n this[_timers].delete(id);\n }\n\n clearInterval(id) {\n return this.clearTimeout(id);\n }\n\n clear() {\n // clear all running timers\n const timers = this[_timers];\n Array.from(Object.keys(timers)).forEach(id => {\n this.clearTimeout(id);\n });\n }\n\n /*\n setTimeout(func, {delay: 100, isEntropy: true})\n setTimeout(func, {entropy: 100})\n setTimeout(func, 100})\n */\n setTimeout(handler, time = { delay: 0 }) {\n return this[_setTimer](handler, time);\n }\n\n setInterval(handler, time = { delay: 0 }) {\n const that = this;\n const id = this[_setTimer](function step() {\n // reset timer before handler cause we may clearTimeout in handler()\n that[_setTimer](step, time, id);\n handler();\n }, time);\n\n return id;\n }\n\n [_setTimer](handler, time, id = Symbol('timerID')) {\n time = formatDelay(time);\n\n const timer = this[_timers].get(id);\n let delay,\n timerID = null,\n startTime,\n startEntropy;\n\n if (timer) {\n this.clearTimeout(id);\n if (time.isEntropy) {\n delay = (time.delay - (this.entropy - timer.startEntropy)) / Math.abs(this.playbackRate);\n } else {\n delay = (time.delay - (this.currentTime - timer.startTime)) / this.playbackRate;\n }\n startTime = timer.startTime;\n startEntropy = timer.startEntropy;\n } else {\n delay = time.delay / (time.isEntropy ? Math.abs(this.playbackRate) : this.playbackRate);\n startTime = this.currentTime;\n startEntropy = this.entropy;\n }\n\n const parent = this[_parent],\n globalTimeout = parent ? parent.setTimeout.bind(parent) : setTimeout;\n\n const heading = time.heading;\n // console.log(heading, parent, delay)\n if (!parent && heading === false && delay < 0) {\n delay = Infinity;\n }\n\n // if playbackRate is zero, delay will be infinity.\n // For wxapp bugs, cannot use Number.isFinite yet.\n if (isFinite(delay) || parent) {\n // eslint-disable-line no-restricted-globals\n delay = Math.ceil(delay);\n if (globalTimeout !== setTimeout) {\n delay = { delay, heading };\n }\n timerID = globalTimeout(() => {\n this[_timers].delete(id);\n handler();\n }, delay);\n }\n\n this[_timers].set(id, {\n timerID,\n handler,\n time,\n startTime,\n startEntropy,\n });\n\n return id;\n }\n}\n\nexport default Timeline;\n","import { UpdateParams } from '../core/Component';\nimport Timeline from '../sprite-timeline/index';\n\ninterface TickerOptions {\n autoStart?: boolean;\n frameRate?: number;\n}\n\n/** Default Ticker Options */\nconst defaultOptions: Partial<TickerOptions> = {\n autoStart: true,\n frameRate: 60,\n};\n\n/**\n * Timeline tool\n */\nclass Ticker {\n /** Whether or not ticker should auto start */\n autoStart: boolean;\n\n /** FPS, The number of times that raf method is called per second */\n frameRate: number;\n\n /** Global Timeline **/\n private timeline: Timeline;\n\n /** Time between two frame */\n private _frameDuration: number;\n\n /** Ticker is a function will called in each raf */\n private _tickers: Set<unknown>;\n\n /** raf handle id */\n _requestId: number;\n\n /** Last frame render time */\n private _lastFrameTime: number;\n\n /** Frame count since from ticker beigning */\n private _frameCount: number;\n\n // private _activeWithPause: boolean;\n\n /** Main ticker method handle */\n private _ticker: (time?: any) => void;\n\n /** Represents the status of the Ticker, If ticker has started, the value is true */\n private _started: boolean;\n\n /**\n * @param autoStart - auto start game\n * @param frameRate - game frame rate\n */\n constructor(options?: TickerOptions) {\n options = Object.assign({}, defaultOptions, options);\n\n this._frameCount = 0;\n this._frameDuration = 1000 / options.frameRate;\n this.autoStart = options.autoStart;\n this.frameRate = options.frameRate;\n\n this.timeline = new Timeline({ originTime: 0, playbackRate: 1.0 });\n this._lastFrameTime = this.timeline.currentTime;\n\n this._tickers = new Set();\n this._requestId = null;\n\n this._ticker = () => {\n if (this._started) {\n this._requestId = requestAnimationFrame(this._ticker);\n this.update();\n }\n };\n\n if (this.autoStart) {\n this.start();\n }\n }\n\n /** Main loop, all _tickers will called in this method */\n update() {\n const currentTime = this.timeline.currentTime;\n\n const durationTime = currentTime - this._lastFrameTime;\n if (durationTime >= this._frameDuration) {\n const frameTime = currentTime - (durationTime % this._frameDuration);\n const deltaTime = frameTime - this._lastFrameTime;\n this._lastFrameTime = frameTime;\n\n const options: UpdateParams = {\n deltaTime,\n time: currentTime,\n currentTime: currentTime,\n frameCount: ++this._frameCount,\n fps: Math.round(1000 / deltaTime),\n };\n\n for (const func of this._tickers) {\n if (typeof func === 'function') {\n func(options);\n }\n }\n }\n }\n\n /** Add ticker function */\n add(fn) {\n this._tickers.add(fn);\n }\n\n /** Remove ticker function */\n remove(fn) {\n this._tickers.delete(fn);\n }\n\n /** Start main loop */\n start() {\n if (this._started) return;\n this._started = true;\n this.timeline.playbackRate = 1.0;\n this._requestId = requestAnimationFrame(this._ticker);\n }\n\n /** Pause main loop */\n pause() {\n this._started = false;\n this.timeline.playbackRate = 0;\n }\n}\n\nexport default Ticker;\n","import GameObject from '../core/GameObject';\nimport { TransformParams } from '../core/Transform';\n\n/**\n * Scene is a gameObject container\n */\nclass Scene extends GameObject {\n gameObjects: GameObject[] = [];\n canvas: HTMLCanvasElement;\n\n constructor(name, obj?: TransformParams) {\n super(name, obj);\n this.scene = this; // gameObject.scene = this\n }\n\n /**\n * Add gameObject\n * @param gameObject - game object\n */\n addGameObject(gameObject: GameObject) {\n this.gameObjects.push(gameObject);\n if (gameObject.transform) {\n gameObject.transform.inScene = true;\n }\n }\n\n /**\n * Remove gameObject\n * @param gameObject - game object\n */\n removeGameObject(gameObject: GameObject) {\n const index = this.gameObjects.indexOf(gameObject);\n if (index === -1) return;\n if (gameObject.transform) {\n gameObject.transform.inScene = false;\n }\n this.gameObjects.splice(index, 1);\n }\n\n /**\n * Destroy scene\n */\n destroy() {\n this.scene = null;\n super.destroy();\n this.gameObjects = null;\n this.canvas = null;\n }\n}\n\nexport default Scene;\n","import Ticker from './Ticker';\nimport Scene from './Scene';\nimport System, { SystemType } from '../core/System';\nimport Component from '../core/Component';\nimport { setSystemObserver, initObserver } from '../core/observer';\nimport EventEmitter from 'eventemitter3';\n\n/** eva plugin struct */\nexport interface PluginStruct {\n Components?: typeof Component[];\n Systems?: typeof System[];\n}\n\ninterface GameParams {\n /** isn't game will auto start */\n autoStart?: boolean;\n\n /** fps for this game */\n frameRate?: number;\n\n /** systems in this game */\n systems?: System[];\n\n /** whether or not need to create scene */\n needScene?: boolean;\n}\n\nexport enum LOAD_SCENE_MODE {\n SINGLE = 'SINGLE',\n MULTI_CANVAS = 'MULTI_CANVAS',\n}\n\ninterface LoadSceneParams {\n scene: Scene;\n mode?: LOAD_SCENE_MODE;\n params?: any;\n}\n\nconst triggerStart = (obj: System | Component) => {\n if (!(obj instanceof System) && !(obj instanceof Component)) return;\n if (obj.started) return;\n obj.started = true;\n\n try {\n obj.start && obj.start();\n } catch (e) {\n if (obj instanceof Component) {\n // @ts-ignore\n console.error(`${obj.constructor.componentName} start error`, e);\n } else {\n // @ts-ignore\n console.error(`${obj.constructor.systemName} start error`, e);\n }\n }\n};\n\nconst getAllGameObjects = game => {\n const mainSceneGameObjects = game?.scene?.gameObjects || [];\n\n const gameObjectsArray = game?.multiScenes.map(({ gameObjects }) => gameObjects);\n let otherSceneGameObjects = [];\n for (const gameObjects of gameObjectsArray) {\n otherSceneGameObjects = [...otherSceneGameObjects, ...gameObjects];\n }\n return [...mainSceneGameObjects, ...otherSceneGameObjects];\n};\n\nconst gameObjectLoop = (e, gameObjects = []) => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n triggerStart(component);\n component.update && component.update(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} update error`, e);\n }\n }\n }\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.lateUpdate && component.lateUpdate(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} lateUpdate error`, e);\n }\n }\n }\n};\n\nconst gameObjectResume = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onResume && component.onResume();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nconst gameObjectPause = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onPause && component.onPause();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nclass Game extends EventEmitter {\n _scene: Scene;\n canvas: HTMLCanvasElement;\n\n /**\n * State of game\n * @defaultValue false\n */\n playing: boolean = false;\n started: boolean = false;\n multiScenes: Scene[] = [];\n\n /**\n * Ticker\n */\n ticker: Ticker;\n\n /** Systems alled to this game */\n systems: System[] = [];\n\n constructor({ systems, frameRate = 60, autoStart = true, needScene = true }: GameParams = {}) {\n super();\n\n this.ticker = new Ticker({ autoStart: false, frameRate });\n this.initTicker();\n\n if (systems && systems.length) {\n for (const system of systems) {\n this.addSystem(system);\n }\n }\n\n if (needScene) {\n this.loadScene(new Scene('scene'));\n }\n\n if (autoStart) {\n this.start();\n }\n }\n\n /**\n * Get scene on this game\n */\n get scene() {\n return this._scene;\n }\n\n set scene(scene: Scene) {\n this._scene = scene;\n }\n\n get gameObjects() {\n return getAllGameObjects(this);\n }\n\n addSystem<T extends System>(S: T): T;\n addSystem<T extends SystemType>(S: T, obj?: any): InstanceType<T>;\n\n /**\n * Add system\n * @param S - system instance or system Class\n * @typeParam T - system which extends base `System` class\n * @typeparam U - type of system class\n */\n addSystem<T extends System, U extends SystemType>(S: T | U, obj?: any): T | InstanceType<U> {\n let system;\n if (S instanceof Function) {\n system = new S(obj);\n } else if (S instanceof System) {\n system = S;\n } else {\n console.warn('can only add System');\n return;\n }\n\n const hasTheSystem = this.systems.find(item => {\n return item.constructor === system.constructor;\n });\n if (hasTheSystem) {\n console.warn(`${system.constructor.systemName} System has been added`);\n return;\n }\n\n system.game = this;\n system.init && system.init(system.__systemDefaultParams);\n\n setSystemObserver(system, system.constructor);\n initObserver(system.constructor);\n\n try {\n system.awake && system.awake();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} awake error`, e);\n }\n\n this.systems.push(system);\n return system;\n }\n\n /**\n * Remove system from this game\n * @param system - one of system instance / system Class or system name\n */\n removeSystem(system: System | SystemType | string) {\n if (!system) return;\n\n let index = -1;\n if (typeof system === 'string') {\n index = this.systems.findIndex(s => s.name === system);\n } else if (system instanceof Function) {\n index = this.systems.findIndex(s => s.constructor === system);\n } else if (system instanceof System) {\n index = this.systems.findIndex(s => s === system);\n }\n\n if (index > -1) {\n this.systems[index].destroy && this.systems[index].destroy();\n this.systems.splice(index, 1);\n }\n }\n\n /**\n * Get system\n * @param S - system class or system name\n * @returns system instance\n */\n getSystem(S: SystemType | string): System {\n return this.systems.find(system => {\n if (typeof S === 'string') {\n return system.name === S;\n } else {\n return system instanceof S;\n }\n });\n }\n\n /** Pause game */\n pause() {\n if (!this.playing) return;\n this.playing = false;\n this.ticker.pause();\n this.triggerPause();\n }\n\n /** Start game */\n start() {\n if (this.playing) return;\n this.playing = true;\n this.started = true;\n this.ticker.start();\n }\n\n /** Resume game */\n resume() {\n if (this.playing) return;\n this.playing = true;\n this.ticker.start();\n this.triggerResume();\n }\n\n /**\n * add main render method to ticker\n * @remarks\n * the method added to ticker will called in each requestAnimationFrame,\n * 1. call update method on all gameObject\n * 2. call lastUpdate method on all gameObject\n * 3. call update method on all system\n * 4. call lastUpdate method on all system\n */\n initTicker() {\n this.ticker.add(e => {\n this.scene && gameObjectLoop(e, this.gameObjects);\n for (const system of this.systems) {\n try {\n triggerStart(system);\n system.update && system.update(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} update error`, e);\n }\n }\n for (const system of this.systems) {\n try {\n system.lateUpdate && system.lateUpdate(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} lateUpdate error`, e);\n }\n }\n });\n }\n\n /** Call onResume method on all gameObject's, and then call onResume method on all system */\n triggerResume() {\n gameObjectResume(this.gameObjects);\n for (const system of this.systems) {\n try {\n system.onResume && system.onResume();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onResume error`, e);\n }\n }\n }\n\n /** Call onPause method on all gameObject */\n triggerPause() {\n gameObjectPause(this.gameObjects);\n\n for (const system of this.systems) {\n try {\n system.onPause && system.onPause();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onPause error`, e);\n }\n }\n }\n\n // TODO: call system destroy method\n /** remove all system on this game */\n destroySystems() {\n for (const system of [...this.systems]) {\n this.removeSystem(system);\n }\n this.systems.length = 0;\n }\n\n /** Destroy game instance */\n destroy() {\n this.removeAllListeners();\n this.pause();\n this.scene.destroy();\n this.destroySystems();\n this.ticker = null;\n this.scene = null;\n this.canvas = null;\n this.multiScenes = null;\n }\n\n loadScene({ scene, mode = LOAD_SCENE_MODE.SINGLE, params = {} }: LoadSceneParams) {\n if (!scene) {\n return;\n }\n switch (mode) {\n case LOAD_SCENE_MODE.SINGLE:\n this.scene = scene;\n break;\n\n case LOAD_SCENE_MODE.MULTI_CANVAS:\n this.multiScenes.push(scene);\n break;\n }\n this.emit('sceneChanged', { scene, mode, params });\n }\n}\n\nexport default Game;\n","import { PureObserverInfo } from '../core/observer';\n\ntype observableKeys = string | string[];\n\ninterface ObserverProp {\n deep: boolean;\n prop: observableKeys;\n}\n\ntype ObserverValue = observableKeys | ObserverProp;\n\ntype ComponentName = string;\n\n/**\n * Normailized observer info\n * @example\n * ```typescript\n * {\n * Transform: [{ prop: ['size'], deep: false }],\n * OtherComponent: [{ prop: ['style', 'transform'], deep: true }]\n * }\n * ```\n */\nexport type ObserverInfo = Record<ComponentName, ObserverValue[]>;\n\n/**\n * Normailize system observer info\n * @param obj - system observer info\n */\nexport function componentObserver(observerInfo: ObserverInfo = {}) {\n return function (constructor) {\n if (!constructor.observerInfo) {\n for (const key in observerInfo) {\n for (const index in observerInfo[key]) {\n if (typeof observerInfo[key][index] === 'string') {\n observerInfo[key][index] = [observerInfo[key][index]] as string[];\n }\n let observerProp: ObserverProp;\n if (Array.isArray(observerInfo[key][index])) {\n observerProp = {\n prop: observerInfo[key][index] as string[],\n deep: false,\n };\n observerInfo[key][index] = observerProp;\n }\n observerProp = observerInfo[key][index] as ObserverProp;\n if (typeof observerProp.prop === 'string') {\n observerProp.prop = [observerProp.prop];\n }\n }\n }\n constructor.observerInfo = observerInfo as PureObserverInfo;\n }\n };\n}\n","import EE from 'eventemitter3';\nimport { LOAD_EVENT } from '..';\nimport Resource, { ResourceStruct } from './Resource';\n\nexport interface EventParam {\n name: string;\n resource: ResourceStruct;\n success: boolean;\n errMsg?: string;\n}\n\nexport default class Progress extends EE {\n public progress: number = 0;\n public resourceTotal: number = 0;\n public resourceLoadedCount: number = 0;\n resource: Resource;\n constructor({ resource, resourceTotal }) {\n super();\n this.resource = resource;\n this.resourceTotal = resourceTotal;\n if (resourceTotal === 0) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n\n onStart() {\n this.resource.emit(LOAD_EVENT.START, this);\n }\n\n onProgress(param: EventParam) {\n this.resourceLoadedCount++;\n this.progress = Math.floor((this.resourceLoadedCount / this.resourceTotal) * 100) / 100;\n if (param.success) {\n this.resource.emit(LOAD_EVENT.LOADED, this, param);\n } else {\n this.resource.emit(LOAD_EVENT.ERROR, this, param);\n }\n this.resource.emit(LOAD_EVENT.PROGRESS, this, param);\n if (this.resourceLoadedCount === this.resourceTotal) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n}\n","import { Loader, XhrResponseType, ImageLoadStrategy, XhrLoadStrategy, VideoLoadStrategy } from 'resource-loader';\nimport EE from 'eventemitter3';\nimport Progress, { EventParam } from './Progress';\n\n/** Load event */\nexport enum LOAD_EVENT {\n 'START' = 'start',\n 'PROGRESS' = 'progress',\n 'LOADED' = 'loaded',\n 'COMPLETE' = 'complete',\n 'ERROR' = 'error',\n}\n\n/** Resource type */\nexport enum RESOURCE_TYPE {\n 'IMAGE' = 'IMAGE',\n 'SPRITE' = 'SPRITE',\n 'SPRITE_ANIMATION' = 'SPRITE_ANIMATION',\n 'DRAGONBONE' = 'DRAGONBONE',\n 'SPINE' = 'SPINE',\n 'AUDIO' = 'AUDIO',\n 'VIDEO' = 'VIDEO',\n}\n\n/** Resource item */\ninterface SrcBase {\n type: string;\n url?: string;\n data?: any;\n}\n\n/** Eva resource base */\nexport interface ResourceBase {\n name?: string;\n type?: RESOURCE_TYPE;\n src?: {\n json?: SrcBase;\n image?: SrcBase;\n tex?: SrcBase;\n ske?: SrcBase;\n video?: SrcBase;\n audio?: SrcBase;\n [propName: string]: SrcBase;\n };\n complete?: boolean;\n preload?: boolean;\n}\n\n/** Resource with entity */\nexport interface ResourceStruct extends ResourceBase {\n data?: {\n json?: any;\n image?: HTMLImageElement;\n tex?: any;\n ske?: any;\n video?: HTMLVideoElement;\n audio?: ArrayBuffer;\n [propName: string]: any;\n };\n instance?: any;\n}\n\nXhrLoadStrategy.setExtensionXhrType('json', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('tex', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('ske', XhrResponseType.Json);\n\nXhrLoadStrategy.setExtensionXhrType('mp3', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('wav', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('aac', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('ogg', XhrResponseType.Buffer);\n\nconst STRATEGY = {\n png: ImageLoadStrategy,\n jpg: ImageLoadStrategy,\n jpeg: ImageLoadStrategy,\n webp: ImageLoadStrategy,\n json: XhrLoadStrategy,\n tex: XhrLoadStrategy,\n ske: XhrLoadStrategy,\n audio: XhrLoadStrategy,\n video: VideoLoadStrategy,\n};\n\ntype ResourceName = string;\ntype ResourceProcessFn = (resource: ResourceStruct) => any;\n\n/**\n * Resource manager\n * @public\n */\nclass Resource extends EE {\n // TODO: specify timeout in config to overwrite it\n /** load resource timeout */\n public timeout: number = 6000;\n\n /** Resource cache */\n private resourcesMap: Record<ResourceName, ResourceStruct> = {};\n\n /** Collection of make resource instance function */\n private makeInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Collection of destroy resource instance function */\n private destroyInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Resource load promise */\n private promiseMap = {};\n\n private loaders: Loader[] = [];\n\n progress: Progress;\n\n constructor(options?: { timeout: number }) {\n super();\n if (options && typeof options.timeout === 'number') {\n this.timeout = options.timeout;\n }\n }\n\n /** Add resource configs and then preload */\n public loadConfig(resources: ResourceBase[]): void {\n this.addResource(resources);\n this.preload();\n }\n\n /** Add single resource config and then preload */\n public loadSingle(resource: ResourceBase): Promise<ResourceStruct> {\n this.addResource([resource]);\n return this.getResource(resource.name);\n }\n\n /** Add resource configs */\n public addResource(resources: ResourceBase[]): void {\n if (!resources || resources.length < 1) {\n console.warn('no resources');\n return;\n }\n for (const res of resources) {\n if (this.resourcesMap[res.name]) {\n console.warn(res.name + ' was already added');\n continue;\n }\n this.resourcesMap[res.name] = res;\n this.resourcesMap[res.name].data = {};\n }\n }\n\n /** Start preload */\n public preload(): void {\n const names = [];\n for (const key in this.resourcesMap) {\n const resource = this.resourcesMap[key];\n if (resource.preload) {\n names.push(resource.name);\n }\n }\n this.progress = new Progress({\n resource: this,\n resourceTotal: names.length,\n });\n this.loadResource({ names, preload: true });\n }\n\n /** Get resource by name */\n public async getResource(name: string): Promise<ResourceStruct> {\n this.loadResource({ names: [name] });\n return this.promiseMap[name] || Promise.resolve({});\n }\n\n /** Make resource instance by resource type */\n private async instance(name) {\n const res = this.resourcesMap[name];\n return this.makeInstanceFunctions[res.type] && (await this.makeInstanceFunctions[res.type](res));\n }\n\n /** destory this resource manager */\n async destroy(name: string) {\n await this._destroy(name);\n }\n private async _destroy(name, loadError = false) {\n const resource = this.resourcesMap[name];\n if (!resource) return;\n if (!loadError) {\n try {\n if (this.destroyInstanceFunctions[resource.type]) {\n await this.destroyInstanceFunctions[resource.type](resource);\n }\n } catch (e) {\n console.warn(`destroy resource ${resource.name} error with '${e.message}'`);\n }\n }\n delete this.promiseMap[name];\n resource.data = {};\n resource.complete = false;\n resource.instance = undefined;\n }\n\n /** Add resource instance function */\n public registerInstance(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.makeInstanceFunctions[type] = callback;\n }\n\n /** Add resource destroy function */\n public registerDestroy(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.destroyInstanceFunctions[type] = callback;\n }\n\n private loadResource({ names = [], preload = false }) {\n const unLoadNames = names.filter(name => !this.promiseMap[name] && this.resourcesMap[name]);\n if (!unLoadNames.length) return;\n\n const resolves = {};\n const loader = this.getLoader(preload);\n\n unLoadNames.forEach(name => {\n this.promiseMap[name] = new Promise(r => (resolves[name] = r));\n const res = this.resourcesMap[name];\n for (const key in res.src) {\n const resourceType = res.src[key].type;\n if (resourceType === 'data') {\n res.data[key] = res.src[key].data;\n this.doComplete(name, resolves[name], preload);\n } else {\n loader.add({\n url: res.src[key].url,\n name: `${res.name}_${key}`,\n strategy: STRATEGY[resourceType],\n metadata: {\n key,\n name: res.name,\n resolves,\n },\n });\n }\n }\n });\n\n loader.load();\n }\n\n async doComplete(name, resolve, preload = false) {\n const res = this.resourcesMap[name];\n const param: EventParam = {\n name,\n resource: this.resourcesMap[name],\n success: true,\n };\n if (this.checkAllLoaded(name)) {\n try {\n res.instance = await this.instance(name);\n res.complete = true;\n if (preload) {\n this.progress.onProgress(param);\n }\n resolve(res);\n } catch (err) {\n res.complete = false;\n if (preload) {\n param.errMsg = err.message;\n param.success = false;\n this.progress.onProgress(param);\n }\n resolve({});\n }\n }\n }\n\n checkAllLoaded(name) {\n const res = this.resourcesMap[name];\n return Array.from(Object.keys(res.src)).every(resourceKey => res.data[resourceKey]);\n }\n\n getLoader(preload: boolean = false) {\n let loader = this.loaders.find(({ loading }) => !loading);\n if (!loader) {\n loader = new Loader();\n this.loaders.push(loader);\n }\n if (preload) {\n loader.onStart.once(() => {\n this.progress.onStart();\n });\n }\n loader.onLoad.add((_, resource) => {\n this.onLoad({ preload, resource });\n });\n // @ts-ignore\n loader.onError.add((errMsg, _, resource) => {\n this.onError({ errMsg, resource, preload });\n });\n loader.onComplete.once(() => {\n loader.onLoad.detachAll();\n loader.onError.detachAll();\n loader.reset();\n });\n return loader;\n }\n\n private async onLoad({ preload = false, resource }) {\n const {\n metadata: { key, name, resolves },\n data,\n } = resource;\n const res = this.resourcesMap[name];\n res.data[key] = data;\n this.doComplete(name, resolves[name], preload);\n }\n\n private async onError({ errMsg, preload = false, resource }) {\n const {\n metadata: { name, resolves },\n } = resource;\n this._destroy(name, true);\n resolves[name]({});\n if (preload) {\n const param = {\n name,\n resource: this.resourcesMap[name],\n success: false,\n errMsg,\n };\n this.progress.onProgress(param);\n }\n }\n}\n\n/** Resource manager single instance */\nexport const resource: Resource = new Resource();\nexport default Resource;\n","import Component, { UpdateParams as _UpdateParams } from './core/Component';\nimport { ObserverType, PureObserverInfo as _PureObserverInfo } from './core/observer';\nimport GameObject from './core/GameObject';\nimport System from './core/System';\nimport Transform, { TransformParams as _TransformParams } from './core/Transform';\nimport Game, { LOAD_SCENE_MODE } from './game/Game';\nimport Scene from './game/Scene';\nimport { IDEProp } from './decorators/ide';\nimport { componentObserver } from './decorators/system';\nimport { resource, LOAD_EVENT, RESOURCE_TYPE } from './loader/Resource';\n\n/** Decorators util */\nconst decorators = {\n IDEProp,\n componentObserver,\n};\n\n// for typescript\nexport type { PluginStruct } from './game/Game';\nexport type { TransformParams } from './core/Transform';\nexport type { ObserverEvent as ComponentChanged } from './core/ComponentObserver';\nexport type { PureObserverInfo } from './core/observer';\nexport type { UpdateParams, ComponentParams } from './core/Component';\nexport type { ObserverInfo } from './decorators/system';\nexport type { ResourceBase } from './loader/Resource';\n\nexport {\n Game,\n Scene,\n GameObject,\n Component,\n System,\n Transform,\n resource,\n decorators,\n LOAD_EVENT,\n RESOURCE_TYPE,\n ObserverType as OBSERVER_TYPE,\n LOAD_SCENE_MODE,\n IDEProp,\n 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