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refactor: 新增朝向系统
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docs/dev/common/face-manager.md
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docs/dev/common/face-manager.md
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# 需求综述
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动态图块移动功能完成后,发现 `FaceDirection` 朝向相关操作(位移、反方向、旋转方向、降级)分散在独立工具函数中(`getFaceMovement`、`nextFaceDirection`、`degradeFace` 等),缺乏统一抽象,导致调用点分散、扩展性不足(例如:四方向与八方向切换时需要手动处理,不同移动场景难以共享同一套逻辑)。
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目标是设计一套统一的朝向管理接口:`IFaceHandler<T>` 代表一组朝向并提供相应操作,`IFaceManager` 作为注册中心管理多个 handler,同时内置两个 handler 分别对应四方向和八方向。新接口位于 `@user/data-base/src/common/`,与 `FaceDirection` 同包,同时取代现有的 `DirectionMapper`。
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# 实现思路
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## 1. 设计 IFaceHandler 接口
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`IFaceHandler<T extends number>` 代表**一组朝向**,泛型 `T` 表示本组的朝向类型(通常为 `FaceDirection`,也可以是自定义枚举以支持拓展)。内部隐含一个该组支持的方向集合,通过 `directions` 成员暴露。对于不在集合内的输入方向,通过 `degrade` 方法将其映射到集合内最合适的方向,其余操作方法在调用时**均先执行 degrade**。
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`mapDirection` 同时取代 `DirectionMapper.map()` 的功能,不再需要单独维护 `DirectionMapper`。
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主要成员与方法:
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- `degrade(dir: number): T`:将任意朝向值(含其他枚举类型或 `FaceDirection`)降级为本组支持的方向。对于无法合理降级的方向(包括 `Unknown`),返回 `FaceDirection.Unknown`(数值 `0`,兼容所有 `T`)。
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- `movement(dir: number): IFaceDescriptor`:获取指定方向的坐标偏移量,输入先经过 `degrade`,`Unknown` 返回 `{ x: 0, y: 0 }`。
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- `move(dir: number, count: number): IFaceDescriptor`:获取指定方向走 `count` 步的坐标偏移量,等价于 `movement * count`。`count` 允许为负数,表示反向位移。输入先经过 `degrade`。
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- `opposite(dir: number): T`:获取本组内的反方向,输入先经过 `degrade`,`Unknown` 返回 `Unknown`。
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- `next(dir: number, anticlockwise?: boolean): T`:在本组方向集合内,顺时针(默认)或逆时针旋转一步,输入先经过 `degrade`,`Unknown` 返回 `Unknown`。
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- `mapDirection(): Iterable<T>`:迭代本组支持的所有朝向,包含 `Unknown`(其与其他方向一视同仁,不作特例处理)。
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- `mapMovement(): Iterable<[T, IFaceDescriptor]>`:迭代本组所有朝向及其对应的坐标描述器,包含 `Unknown`(对应 `{ x: 0, y: 0 }`)。
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## 2. 设计 IFaceManager 接口
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`IFaceManager` 是 handler 的注册中心,同时支持数字 key 与字符串 id 两种注册与查找方式。数字 key 适合内置组的高频调用,字符串 id 适合使用频率较低的自定义场景:
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- `register(group: number, handler: IFaceHandler<number>): void`:以数字 key 注册一个 handler。
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- `registerById(id: string, handler: IFaceHandler<number>): void`:以字符串 id 注册一个 handler。
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- `get<T extends number>(group: number): IFaceHandler<T> | null`:按数字 key 查找 handler,未找到返回 `null`。
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- `getById<T extends number>(id: string): IFaceHandler<T> | null`:按字符串 id 查找 handler,未找到返回 `null`。
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内置的数字 key 组用新增的 `InternalFaceGroup` 枚举标识(与现有的 `InternalDirectionGroup` 风格一致)。
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## 3. 内置 Handler 实现
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### Dir8FaceHandler(八方向)
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- `directions`:包含全部八个有效方向与 `Unknown`,共九个成员。
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- `degrade`:直接返回输入(转为 `T`),无需降级。
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- `next`:`Unknown` 返回 `Unknown`;按 45° 步进,顺时针顺序:Up → RightUp → Right → RightDown → Down → LeftDown → Left → LeftUp → Up。
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- `opposite`:`Unknown` 返回 `Unknown`;Up↔Down,Left↔Right,LeftUp↔RightDown,RightUp↔LeftDown。
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- `movement`:与现有 `getFaceMovement` 一致。
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### Dir4FaceHandler(四方向)
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- `directions`:包含 Up、Down、Left、Right 四个方向与 `Unknown`,共五个成员。
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- `degrade`:四方向不变;斜向降级为水平分量(LeftUp/LeftDown → Left,RightUp/RightDown → Right);`Unknown` → `Unknown`。与现有 `degradeFace` 行为一致。
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- `next`:先 degrade,`Unknown` 返回 `Unknown`;再按 90° 步进,顺时针:Up → Right → Down → Left → Up。
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- `opposite`:先 degrade,`Unknown` 返回 `Unknown`;Up↔Down,Left↔Right。
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- `movement`:先 degrade,再返回偏移量。
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## 4. 实现 FaceManager 类
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实现 `IFaceManager`,不导出全局单例,应将实例挂载到游戏实例下。两个内置 handler(`Dir8FaceHandler` 与 `Dir4FaceHandler`)不在构造时注册,而在游戏实例初始化阶段注册,key 分别为 `InternalFaceGroup.Dir8` 和 `InternalFaceGroup.Dir4`。
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## 5. 现有代码处理
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- 现有 `getFaceMovement`、`nextFaceDirection`、`degradeFace`、`fromDirectionString` 等工具函数**暂时保留**,不做删改;新代码直接使用新接口,旧代码的迁移视后续情况另行处理。
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- `@motajs/common` 中的 `DirectionMapper` 及 `IDirectionMapper` 接口将被废弃,其调用方(如 `range.ts`)的迁移视后续情况另行处理。
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# 涉及文件
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## 需要修改的文件
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### `@user/data-base/src/common/faceManager.ts`(新增文件)
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- [ ] 新增 `InternalFaceGroup` 枚举:包含 `Dir4` 与 `Dir8` 两个成员,作为 `IFaceManager` 的内置数字 key
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- [ ] 新增 `IFaceDescriptor` 接口:描述一个方向的坐标增量,包含 `x` 与 `y` 两个只读成员
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- [ ] 新增 `IFaceHandler<T extends number>` 接口:包含 `degrade`、`movement`、`move`、`opposite`、`next`、`mapDirection`、`mapMovement` 七个成员
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- [ ] 新增 `IFaceManager` 接口:包含 `register`、`registerById`、`get`、`getById` 四个方法
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- [ ] 实现 `Dir8FaceHandler` 类(`implements IFaceHandler<FaceDirection>`)
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- [ ] 实现 `Dir4FaceHandler` 类(`implements IFaceHandler<FaceDirection>`)
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- [ ] 实现 `FaceManager` 类(`implements IFaceManager`)
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### `@user/data-base/src/common/index.ts`
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- [ ] 导出新增的枚举、接口与类
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282
packages-user/data-base/src/common/faceManager.ts
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282
packages-user/data-base/src/common/faceManager.ts
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import { FaceDirection } from './types';
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//#region 接口与枚举
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export const enum InternalFaceGroup {
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/** 四方向(上下左右) */
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Dir4,
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/** 八方向(上下左右+斜向) */
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Dir8
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}
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export interface IFaceDescriptor {
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/** 横坐标增量 */
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readonly x: number;
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/** 纵坐标增量 */
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readonly y: number;
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}
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export interface IFaceHandler<T extends number> {
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/**
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* 将任意朝向值降级为本组支持的方向。
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* 对于无法合理降级的方向(包括 `Unknown`),返回 `FaceDirection.Unknown`
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* @param dir 任意朝向值
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*/
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degrade(dir: number): T;
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/**
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* 获取指定方向的单步坐标偏移量,输入先经过 `degrade`
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* @param dir 朝向
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*/
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movement(dir: number): IFaceDescriptor;
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/**
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* 获取指定方向走 `count` 步的坐标偏移量,等价于 `movement * count`。
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* `count` 允许为负数,表示反向位移,输入先经过 `degrade`
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* @param dir 朝向
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* @param count 步数,允许为负
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*/
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move(dir: number, count: number): IFaceDescriptor;
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/**
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* 获取本组内的反方向,输入先经过 `degrade`,`Unknown` 返回 `Unknown`
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* @param dir 朝向
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*/
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opposite(dir: number): T;
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/**
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* 在本组方向集合内顺时针(默认)或逆时针旋转一步,输入先经过 `degrade`,
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* `Unknown` 返回 `Unknown`
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* @param dir 朝向
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* @param anticlockwise 是否逆时针,默认顺时针
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*/
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next(dir: number, anticlockwise?: boolean): T;
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/**
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* 迭代本组支持的所有朝向,包含 `Unknown`
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*/
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mapDirection(): Iterable<T>;
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/**
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* 迭代本组所有朝向及其对应的坐标描述器,包含 `Unknown`(对应 `{ x: 0, y: 0 }`)
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*/
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mapMovement(): Iterable<[T, IFaceDescriptor]>;
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}
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export interface IFaceManager {
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/**
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* 以数字 key 注册一个 handler
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* @param group 数字 key
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* @param handler 朝向处理器
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*/
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register(group: number, handler: IFaceHandler<number>): void;
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/**
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* 以字符串 id 注册一个 handler
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* @param id 字符串 id
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* @param handler 朝向处理器
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*/
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registerById(id: string, handler: IFaceHandler<number>): void;
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/**
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* 按数字 key 查找 handler,未找到返回 `null`
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* @param group 数字 key
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*/
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get<T extends number>(group: number): IFaceHandler<T> | null;
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/**
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* 按字符串 id 查找 handler,未找到返回 `null`
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* @param id 字符串 id
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*/
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getById<T extends number>(id: string): IFaceHandler<T> | null;
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}
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//#endregion
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//#region 内置 Handler
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const ZERO_DESCRIPTOR: IFaceDescriptor = { x: 0, y: 0 };
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const DIR8_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
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[FaceDirection.Unknown, ZERO_DESCRIPTOR],
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[FaceDirection.Left, { x: -1, y: 0 }],
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[FaceDirection.Up, { x: 0, y: -1 }],
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[FaceDirection.Right, { x: 1, y: 0 }],
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[FaceDirection.Down, { x: 0, y: 1 }],
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[FaceDirection.LeftUp, { x: -1, y: -1 }],
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[FaceDirection.RightUp, { x: 1, y: -1 }],
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[FaceDirection.LeftDown, { x: -1, y: 1 }],
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[FaceDirection.RightDown, { x: 1, y: 1 }]
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]);
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/** 顺时针旋转顺序(不含 Unknown) */
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const DIR8_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.RightUp],
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[FaceDirection.RightUp, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.LeftUp],
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[FaceDirection.LeftUp, FaceDirection.Up]
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]);
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/** 逆时针旋转顺序(不含 Unknown) */
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const DIR8_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.LeftUp],
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[FaceDirection.LeftUp, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.RightUp],
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[FaceDirection.RightUp, FaceDirection.Up]
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]);
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const DIR8_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Up],
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[FaceDirection.Left, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Left],
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[FaceDirection.LeftUp, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.LeftUp],
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[FaceDirection.RightUp, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.RightUp]
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]);
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export class Dir8FaceHandler implements IFaceHandler<FaceDirection> {
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degrade(dir: number): FaceDirection {
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return dir as FaceDirection;
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}
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movement(dir: number): IFaceDescriptor {
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return DIR8_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
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}
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move(dir: number, count: number): IFaceDescriptor {
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const { x, y } = this.movement(dir);
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return { x: x * count, y: y * count };
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}
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opposite(dir: number): FaceDirection {
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const degraded = this.degrade(dir);
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return DIR8_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
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}
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next(dir: number, anticlockwise: boolean = false): FaceDirection {
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const degraded = this.degrade(dir);
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if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
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const map = anticlockwise ? DIR8_CCW : DIR8_CW;
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return map.get(degraded) ?? FaceDirection.Unknown;
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}
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mapDirection(): Iterable<FaceDirection> {
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return DIR8_MOVEMENTS.keys();
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}
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mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
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return DIR8_MOVEMENTS.entries();
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}
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}
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const DIR4_DEGRADE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Left, FaceDirection.Left],
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[FaceDirection.Up, FaceDirection.Up],
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[FaceDirection.Right, FaceDirection.Right],
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[FaceDirection.Down, FaceDirection.Down],
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[FaceDirection.LeftUp, FaceDirection.Left],
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[FaceDirection.LeftDown, FaceDirection.Left],
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[FaceDirection.RightUp, FaceDirection.Right],
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[FaceDirection.RightDown, FaceDirection.Right]
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]);
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const DIR4_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
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[FaceDirection.Unknown, ZERO_DESCRIPTOR],
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[FaceDirection.Left, { x: -1, y: 0 }],
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[FaceDirection.Up, { x: 0, y: -1 }],
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[FaceDirection.Right, { x: 1, y: 0 }],
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[FaceDirection.Down, { x: 0, y: 1 }]
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]);
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const DIR4_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.Up]
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]);
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const DIR4_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Up]
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]);
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const DIR4_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Up],
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[FaceDirection.Left, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Left]
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]);
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export class Dir4FaceHandler implements IFaceHandler<FaceDirection> {
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degrade(dir: number): FaceDirection {
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return DIR4_DEGRADE.get(dir as FaceDirection) ?? FaceDirection.Unknown;
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}
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movement(dir: number): IFaceDescriptor {
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return DIR4_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
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}
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move(dir: number, count: number): IFaceDescriptor {
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const { x, y } = this.movement(dir);
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return { x: x * count, y: y * count };
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}
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opposite(dir: number): FaceDirection {
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const degraded = this.degrade(dir);
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return DIR4_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
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}
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next(dir: number, anticlockwise: boolean = false): FaceDirection {
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const degraded = this.degrade(dir);
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if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
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const map = anticlockwise ? DIR4_CCW : DIR4_CW;
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return map.get(degraded) ?? FaceDirection.Unknown;
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}
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mapDirection(): Iterable<FaceDirection> {
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return DIR4_MOVEMENTS.keys();
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}
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mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
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return DIR4_MOVEMENTS.entries();
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}
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}
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//#endregion
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//#region FaceManager
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export class FaceManager implements IFaceManager {
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private readonly byGroup: Map<number, IFaceHandler<number>> = new Map();
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private readonly byId: Map<string, IFaceHandler<number>> = new Map();
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register(group: number, handler: IFaceHandler<number>): void {
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this.byGroup.set(group, handler);
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}
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registerById(id: string, handler: IFaceHandler<number>): void {
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this.byId.set(id, handler);
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}
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get<T extends number>(group: number): IFaceHandler<T> | null {
|
||||
return (this.byGroup.get(group) as IFaceHandler<T>) ?? null;
|
||||
}
|
||||
|
||||
getById<T extends number>(id: string): IFaceHandler<T> | null {
|
||||
return (this.byId.get(id) as IFaceHandler<T>) ?? null;
|
||||
}
|
||||
}
|
||||
|
||||
//#endregion
|
||||
@ -1,4 +1,5 @@
|
||||
export * from './face';
|
||||
export * from './faceManager';
|
||||
export * from './mover';
|
||||
export * from './types';
|
||||
export * from './utils';
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
import { IHeroFollower, IHeroState } from './hero';
|
||||
import { IEnemyManager } from './enemy';
|
||||
import { IFlagSystem } from './flag';
|
||||
import { IRoleFaceBinder, ISaveableContent } from './common';
|
||||
import { IFaceManager, IRoleFaceBinder, ISaveableContent } from './common';
|
||||
import { IMapStore } from './map';
|
||||
|
||||
export interface IStateSaveData {
|
||||
@ -12,6 +12,8 @@ export interface IStateSaveData {
|
||||
export interface IStateBase<TEnemy, THero> {
|
||||
/** 朝向绑定 */
|
||||
readonly roleFace: IRoleFaceBinder;
|
||||
/** 朝向管理 */
|
||||
readonly faceManager: IFaceManager;
|
||||
/** id 到图块数字的映射 */
|
||||
readonly idNumberMap: Map<string, number>;
|
||||
/** 图块数字到 id 的映射 */
|
||||
|
||||
@ -22,7 +22,12 @@ import {
|
||||
SaveCompression,
|
||||
IReadonlyEnemy,
|
||||
IMapStore,
|
||||
MapStore
|
||||
MapStore,
|
||||
IFaceManager,
|
||||
FaceManager,
|
||||
InternalFaceGroup,
|
||||
Dir4FaceHandler,
|
||||
Dir8FaceHandler
|
||||
} from '@user/data-base';
|
||||
import {
|
||||
CommonAuraConverter,
|
||||
@ -55,6 +60,7 @@ import { ISaveSystem, SaveSystem } from './save';
|
||||
export class CoreState implements ICoreState {
|
||||
// 全局内容
|
||||
readonly roleFace: IRoleFaceBinder;
|
||||
readonly faceManager: IFaceManager;
|
||||
readonly idNumberMap: Map<string, number>;
|
||||
readonly numberIdMap: Map<number, string>;
|
||||
|
||||
@ -82,7 +88,6 @@ export class CoreState implements ICoreState {
|
||||
|
||||
constructor() {
|
||||
this.maps = new MapStore();
|
||||
this.roleFace = new RoleFaceBinder();
|
||||
this.idNumberMap = new Map();
|
||||
this.numberIdMap = new Map();
|
||||
|
||||
@ -151,6 +156,16 @@ export class CoreState implements ICoreState {
|
||||
|
||||
//#region 其他初始化
|
||||
|
||||
// 朝向
|
||||
this.roleFace = new RoleFaceBinder();
|
||||
this.faceManager = new FaceManager();
|
||||
const dir4 = new Dir4FaceHandler();
|
||||
const dir8 = new Dir8FaceHandler();
|
||||
this.faceManager.register(InternalFaceGroup.Dir4, dir4);
|
||||
this.faceManager.registerById('dir4', dir4);
|
||||
this.faceManager.register(InternalFaceGroup.Dir8, dir8);
|
||||
this.faceManager.registerById('dir8', dir8);
|
||||
|
||||
this.flags = new FlagSystem();
|
||||
|
||||
// 加载先使用兼容层实现
|
||||
|
||||
Loading…
Reference in New Issue
Block a user