@galacean/engine-core 0.0.0-experimental-double11.8 → 0.0.0-experimental-double11.10
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/main.js +31 -31
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +31 -31
- package/dist/module.js +31 -31
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
package/dist/main.js
CHANGED
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@@ -15893,6 +15893,7 @@ __decorate([
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15893
15893
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case "pointercancel":
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pointer.phase = exports.PointerPhase.Leave;
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pointer._firePointerExitAndEnter(null);
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15896
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+
break;
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}
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}
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events.length = 0;
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@@ -16020,7 +16021,7 @@ __decorate([
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var point = PointerManager._tempPoint, ray = PointerManager._tempRay, hitResult = PointerManager._tempHitResult;
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for(var i = scenes.length - 1; i >= 0; i--){
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var scene = scenes[i];
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16023
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-
if (scene.destroyed) {
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+
if (!scene.isActive || scene.destroyed) {
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continue;
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}
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var cameras = scene._activeCameras;
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@@ -16761,57 +16762,56 @@ ShaderPool.init();
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this._textRenderDataPool.resetPool();
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var _this = this, inputManager = _this.inputManager, physicsInitialized = _this._physicsInitialized;
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inputManager._update();
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16764
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var
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var sceneCount =
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16765
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var scenes = this._sceneManager._scenes.getLoopArray();
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var sceneCount = scenes.length;
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// Sort cameras and fire script `onStart`
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for(var i = 0; i < sceneCount; i++){
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16768
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var scene =
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if (scene.destroyed) continue;
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16769
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var scene = scenes[i];
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if (!scene.isActive || scene.destroyed) continue;
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scene._cameraNeedSorting && scene._sortCameras();
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scene._componentsManager.callScriptOnStart();
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}
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// Update physics and fire `onPhysicsUpdate`
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if (physicsInitialized) {
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for(var i1 = 0; i1 < sceneCount; i1++){
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var scene1 =
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if (scene1.destroyed) continue;
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var scene1 = scenes[i1];
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if (!scene1.isActive || scene1.destroyed) continue;
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scene1.physics._update(deltaTime);
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}
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}
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// Fire `onPointerXX`
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-
physicsInitialized && inputManager._firePointerScript(
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16783
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physicsInitialized && inputManager._firePointerScript(scenes);
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// Fire `onUpdate`
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for(var i2 = 0; i2 < sceneCount; i2++){
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var scene2 =
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if (scene2.destroyed) continue;
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var scene2 = scenes[i2];
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if (!scene2.isActive || scene2.destroyed) continue;
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scene2._componentsManager.callScriptOnUpdate(deltaTime);
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}
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// Update `Animator` logic
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for(var i3 = 0; i3 < sceneCount; i3++){
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var scene3 =
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if (scene3.destroyed) continue;
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var scene3 = scenes[i3];
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if (!scene3.isActive || scene3.destroyed) continue;
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scene3._componentsManager.callAnimationUpdate(deltaTime);
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}
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// Fire `onLateUpdate`
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for(var i4 = 0; i4 < sceneCount; i4++){
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var scene4 =
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if (scene4.destroyed) continue;
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var scene4 = scenes[i4];
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if (!scene4.isActive || scene4.destroyed) continue;
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scene4._componentsManager.callScriptOnLateUpdate(deltaTime);
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}
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// Render scene and fire `onBeginRender` and `onEndRender`
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if (!this._isDeviceLost) {
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16803
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this._render(
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16804
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}
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16805
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// Handling invalid scripts and fire `onDestroy`
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for(var i5 = 0; i5 < sceneCount; i5++){
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var scene5 = loopScenes[i5];
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if (scene5.destroyed) continue;
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if (!this._waitingDestroy) {
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scene5._componentsManager.handlingInvalidScripts();
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}
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this._render(scenes);
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}
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if (this._waitingDestroy) {
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this._destroy();
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} else {
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// Handling invalid scripts and fire `onDestroy`
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for(var i5 = 0; i5 < sceneCount; i5++){
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var scene5 = scenes[i5];
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if (!scene5.isActive || scene5.destroyed) continue;
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scene5._componentsManager.handlingInvalidScripts();
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}
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}
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if (this._waitingGC) {
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this._gc();
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@@ -16890,19 +16890,19 @@ ShaderPool.init();
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};
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/**
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* @internal
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16893
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-
*/ _proto._render = function _render(
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*/ _proto._render = function _render(scenes) {
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// Update `Renderer` logic and shader data
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16895
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-
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16896
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-
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16897
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-
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16898
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-
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+
var deltaTime = this.time.deltaTime;
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for(var i = 0, n = scenes.length; i < n; i++){
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var scene = scenes[i];
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if (!scene.isActive || scene.destroyed) continue;
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scene._componentsManager.callRendererOnUpdate(deltaTime);
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scene._updateShaderData();
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}
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// Fire script `onBeginRender` and `onEndRender`
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-
for(var i1 = 0, n1 =
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var scene1 =
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-
if (scene1.destroyed) continue;
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for(var i1 = 0, n1 = scenes.length; i1 < n1; i1++){
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var scene1 = scenes[i1];
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if (!scene1.isActive || scene1.destroyed) continue;
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var cameras = scene1._activeCameras;
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var cameraCount = cameras.length;
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if (cameraCount > 0) {
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