@needle-tools/engine 3.21.2 → 3.21.3
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/CHANGELOG.md +5 -0
- package/dist/needle-engine.js +28 -11
- package/dist/needle-engine.light.js +1397 -1380
- package/dist/needle-engine.light.min.js +93 -93
- package/dist/needle-engine.light.umd.cjs +5 -5
- package/dist/needle-engine.min.js +5 -5
- package/dist/needle-engine.umd.cjs +5 -5
- package/lib/engine/engine_gameobject.js +5 -0
- package/lib/engine/engine_gameobject.js.map +1 -1
- package/lib/engine/engine_input.js +10 -3
- package/lib/engine/engine_input.js.map +1 -1
- package/lib/engine/engine_physics_rapier.js +3 -3
- package/lib/engine/engine_physics_rapier.js.map +1 -1
- package/lib/engine-components/EventList.d.ts +5 -0
- package/lib/engine-components/EventList.js +5 -0
- package/lib/engine-components/EventList.js.map +1 -1
- package/lib/engine-components/ui/Button.js +2 -0
- package/lib/engine-components/ui/Button.js.map +1 -1
- package/lib/engine-components/ui/EventSystem.js +5 -0
- package/lib/engine-components/ui/EventSystem.js.map +1 -1
- package/package.json +1 -1
- package/src/engine/engine_gameobject.ts +5 -0
- package/src/engine/engine_input.ts +12 -3
- package/src/engine/engine_physics_rapier.ts +3 -3
- package/src/engine-components/EventList.ts +6 -0
- package/src/engine-components/ui/Button.ts +2 -0
- package/src/engine-components/ui/EventSystem.ts +6 -0
package/CHANGELOG.md
CHANGED
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@@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file.
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4
4
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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5
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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+
## [3.21.3] - 2023-10-23
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- Fix: Issue where Chrome touch emulation caused "onPointerClick" being called twice per click
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- Fix: EventList instances are now not shared anymore between components created via `instantiate`
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10
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- Fix: Regression where SphereCollider radius was not being applied
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+
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## [3.21.2] - 2023-10-23
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- Change: Expose EventList subscriber count
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- Change: `PointerEventArgs.use()` should not stop propagation
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package/dist/needle-engine.js
CHANGED
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@@ -22100,8 +22100,10 @@ class LV extends EventTarget {
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}
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// moveEvent?: Event;
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onMove(e) {
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-
const t =
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t
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+
const t = e.button;
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this._pointerClick[t] = !1, this._pointerDoubleClick[t] = !1;
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const g = this.getPointerPressed(t);
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g === !1 && !this.isInRect(e) || e.pointerType === "touch" && !g || (co && console.log(e.pointerType, "MOVE", t), this.updatePointerPosition(e), this.setPointerStateT(t, this._pointerEvent, e.source), this.onDispatchEvent(e));
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}
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onUp(e) {
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var o;
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@@ -30186,7 +30188,7 @@ function Zz(i) {
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}
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function KK(i, A, e, t) {
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var g, I;
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if (e != null)
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if (e != null)
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if (e.isComponent === !0) {
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const o = e.gameObject;
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if (o) {
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@@ -30209,9 +30211,12 @@ function KK(i, A, e, t) {
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if (C)
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return Ip && console.log(A, "old", e, "new", C), C;
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}
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-
} else
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-
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-
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} else {
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if (e.isVector4 || e.isVector3 || e.isVector2 || e.isQuaternion || e.isEuler)
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return e.clone();
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if (e.isEventList === !0)
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return new e.constructor();
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}
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}
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const oG = sA("debugnewscripts"), Xz = sA("debughierarchy"), _t = [];
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function $z() {
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@@ -45939,6 +45944,8 @@ class HM extends Event {
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}
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class qg {
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constructor(A) {
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/** checked during instantiate to create a new instance */
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r(this, "isEventList", !0);
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r(this, "target");
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r(this, "key");
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r(this, "_isInvoking", !1);
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@@ -45958,10 +45965,15 @@ class qg {
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this.key = t;
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}
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}
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/** How many callback methods are subscribed to this event */
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get listenerCount() {
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var A;
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return ((A = this.methods) == null ? void 0 : A.length) ?? 0;
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}
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/** If the event is currently being invoked */
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get isInvoking() {
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return this._isInvoking;
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}
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invoke(...A) {
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var e;
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if (this._isInvoking)
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@@ -61291,10 +61303,15 @@ const Us = class extends NA {
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* Propagate up in hiearchy and call the callback for each component that is possibly a handler
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*/
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propagate(e, t, g) {
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-
for (;
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-
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-
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61306
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for (; ; ) {
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if (t.used)
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return;
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if (IA.foreachComponent(e, (I) => {
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g(I);
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}, !1), !e.parent)
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break;
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e = e.parent;
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}
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}
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/**
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* Propagate up in hiearchy and call handlers based on the pointer event data
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@@ -89625,8 +89642,8 @@ const lh = class {
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const t = e.shape;
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switch (t.type) {
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case Ve.Ball: {
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89628
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-
const o = t, s = A, C =
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89629
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o.radius =
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89645
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const o = t, s = A, C = A.gameObject, n = Ng(C, this._tempPosition).multiplyScalar(s.radius), a = s.radius * Math.abs(n.x), B = o.radius !== a;
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o.radius = a, B && e.setShape(o);
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break;
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}
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case Ve.Cuboid:
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