_decorator
模块
一些 JavaScript 装饰器,目前可以通过 "cc._decorator" 来访问。 (这些 API 仍不完全稳定,有可能随着 JavaScript 装饰器的标准实现而调整)
索引
方法
ccclass
将标准写法的 ES6 Class 声明为 CCClass,具体用法请参阅类型定义。property
定义 CCClass 所用的属性。executeInEditMode
允许继承自 Component 的 CCClass 在编辑器里执行。
默认情况下,所有 Component 都只会在运行时才会执行,也就是说它们的生命周期回调不会在编辑器里触发。requireComponent
为声明为 CCClass 的组件添加依赖的其它组件。当组件添加到节点上时,如果依赖的组件不存在,引擎将会自动将依赖组件添加到同一个节点,防止脚本出错。该设置在运行时同样有效。menu
将当前组件添加到组件菜单中,方便用户查找。例如 "Rendering/CameraCtrl"。executionOrder
设置脚本生命周期方法调用的优先级。优先级小于 0 的组件将会优先执行,优先级大于 0 的组件将会延后执行。优先级仅会影响 onLoad, onEnable, start, update 和 lateUpdate,而 onDisable 和 onDestroy 不受影响。disallowMultiple
防止多个相同类型(或子类型)的组件被添加到同一个节点。playOnFocus
当指定了 "executeInEditMode" 以后,playOnFocus 可以在选中当前组件所在的节点时,提高编辑器的场景刷新频率到 60 FPS,否则场景就只会在必要的时候进行重绘。inspector
自定义当前组件在 属性检查器 中渲染时所用的网页 url。icon
自定义当前组件在编辑器中显示的图标 url。help
指定当前组件的帮助文档的 url,设置过后,在 属性检查器 中就会出现一个帮助图标,用户点击将打开指定的网页。mixins
NOTE:
The old mixins implemented in cc.Class(ES5) behaves exact the same as multiple inheritance. But since ES6, class constructor can't be function-called and class methods become non-enumerable, so we can not mix in ES6 Classes.
See:
https://esdiscuss.org/topic/traits-are-now-impossible-in-es6-until-es7-since-rev32
One possible solution (but IDE unfriendly):
http://justinfagnani.com/2015/12/21/real-mixins-with-javascript-classes
NOTE:
You must manually call mixins constructor, this is different from cc.Class(ES5).
Details
方法
ccclass
将标准写法的 ES6 Class 声明为 CCClass,具体用法请参阅类型定义。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:230 |
参数列表
name
String The class name used for serialization.
示例
const {ccclass} = cc._decorator;
// define a CCClass, omit the name
@ccclass
class NewScript extends cc.Component {
// ...
}
// define a CCClass with a name
@ccclass('LoginData')
class LoginData {
// ...
}
property
定义 CCClass 所用的属性。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:302 |
参数列表
options
Object an object with some property attributes
示例
const {ccclass, property} = cc._decorator;
@ccclass
class NewScript extends cc.Component {
@property({
type: cc.Node
})
targetNode1 = null;
@property(cc.Node)
targetNode2 = null;
@property(cc.Button)
targetButton = null;
@property
_width = 100;
@property
get width () {
return this._width;
}
@property
set width (value) {
this._width = value;
}
@property
offset = new cc.Vec2(100, 100);
@property(cc.Vec2)
offsets = [];
@property(cc.Texture2D)
texture = "";
}
// above is equivalent to (上面的代码相当于):
var NewScript = cc.Class({
properties: {
targetNode1: {
default: null,
type: cc.Node
},
targetNode2: {
default: null,
type: cc.Node
},
targetButton: {
default: null,
type: cc.Button
},
_width: 100,
width: {
get () {
return this._width;
},
set (value) {
this._width = value;
}
},
offset: new cc.Vec2(100, 100)
offsets: {
default: [],
type: cc.Vec2
}
texture: {
default: "",
url: cc.Texture2D
},
}
});
executeInEditMode
允许继承自 Component 的 CCClass 在编辑器里执行。
默认情况下,所有 Component 都只会在运行时才会执行,也就是说它们的生命周期回调不会在编辑器里触发。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:449 |
示例
const {ccclass, executeInEditMode} = cc._decorator;
@ccclass
@executeInEditMode
class NewScript extends cc.Component {
// ...
}
requireComponent
为声明为 CCClass 的组件添加依赖的其它组件。当组件添加到节点上时,如果依赖的组件不存在,引擎将会自动将依赖组件添加到同一个节点,防止脚本出错。该设置在运行时同样有效。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:473 |
参数列表
requiredComponent
Component
示例
const {ccclass, requireComponent} = cc._decorator;
@ccclass
@requireComponent(cc.Sprite)
class SpriteCtrl extends cc.Component {
// ...
}
menu
将当前组件添加到组件菜单中,方便用户查找。例如 "Rendering/CameraCtrl"。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:494 |
参数列表
path
String The path is the menu represented like a pathname.For example the menu could be "Rendering/CameraCtrl".
示例
const {ccclass, menu} = cc._decorator;
@ccclass
@menu("Rendering/CameraCtrl")
class NewScript extends cc.Component {
// ...
}
executionOrder
设置脚本生命周期方法调用的优先级。优先级小于 0 的组件将会优先执行,优先级大于 0 的组件将会延后执行。优先级仅会影响 onLoad, onEnable, start, update 和 lateUpdate,而 onDisable 和 onDestroy 不受影响。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:516 |
参数列表
order
Number The execution order of lifecycle methods for Component. Those less than 0 will execute before while those greater than 0 will execute after.
示例
const {ccclass, executionOrder} = cc._decorator;
@ccclass
@executionOrder(1)
class CameraCtrl extends cc.Component {
// ...
}
disallowMultiple
防止多个相同类型(或子类型)的组件被添加到同一个节点。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:539 |
示例
const {ccclass, disallowMultiple} = cc._decorator;
@ccclass
@disallowMultiple
class CameraCtrl extends cc.Component {
// ...
}
playOnFocus
当指定了 "executeInEditMode" 以后,playOnFocus 可以在选中当前组件所在的节点时,提高编辑器的场景刷新频率到 60 FPS,否则场景就只会在必要的时候进行重绘。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:560 |
示例
const {ccclass, playOnFocus, executeInEditMode} = cc._decorator;
@ccclass
@executeInEditMode
@playOnFocus
class CameraCtrl extends cc.Component {
// ...
}
inspector
自定义当前组件在 属性检查器 中渲染时所用的网页 url。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:583 |
参数列表
url
String
示例
const {ccclass, inspector} = cc._decorator;
@ccclass
@inspector("packages://inspector/inspectors/comps/camera-ctrl.js")
class NewScript extends cc.Component {
// ...
}
icon
自定义当前组件在编辑器中显示的图标 url。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:604 |
参数列表
url
String
示例
const {ccclass, icon} = cc._decorator;
@ccclass
@icon("xxxx.png")
class NewScript extends cc.Component {
// ...
}
help
指定当前组件的帮助文档的 url,设置过后,在 属性检查器 中就会出现一个帮助图标,用户点击将打开指定的网页。
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:626 |
参数列表
url
String
示例
const {ccclass, help} = cc._decorator;
@ccclass
@help("app://docs/html/components/spine.html")
class NewScript extends cc.Component {
// ...
}
mixins
NOTE:
The old mixins implemented in cc.Class(ES5) behaves exact the same as multiple inheritance.
But since ES6, class constructor can't be function-called and class methods become non-enumerable,
so we can not mix in ES6 Classes.
See:
https://esdiscuss.org/topic/traits-are-now-impossible-in-es6-until-es7-since-rev32
One possible solution (but IDE unfriendly):
http://justinfagnani.com/2015/12/21/real-mixins-with-javascript-classes
NOTE:
You must manually call mixins constructor, this is different from cc.Class(ES5).
meta | description |
---|---|
定义于 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCClassDecorator.js:649 |
参数列表
ctor
Function constructors to mix, only support ES5 constructors or classes defined by usingcc.Class
,not support ES6 Classes.
示例
const {ccclass, mixins} = cc._decorator;
class Animal { ... }
const Fly = cc.Class({
constructor () { ... }
});
@ccclass
@mixins(cc.EventTarget, Fly)
class Bird extends Animal {
constructor () {
super();
// You must manually call mixins constructor, this is different from cc.Class(ES5)
cc.EventTarget.call(this);
Fly.call(this);
}
// ...
}