_decorator
Module
Some JavaScript decorators which can be accessed with "cc._decorator".
Index
Methods
ccclass
Declare the standard ES6 Class...property
Declare property for CCClass.executeInEditMode
Makes a CCClass that inherit from component execute in edit mode.
...requireComponent
Automatically add required component as a dependency for the CCClass that inherit from component.menu
The menu path to register a component to the editors "Component" menu.executionOrder
The execution order of lifecycle methods for Component.disallowMultiple
Prevents Component of the same type (or subtype) to be added more than once to a Node.playOnFocus
If specified, the editor's scene view will keep updating this node in 60 fps when it is selected, otherwise, it will update only if necessary.
...inspector
Specifying the url of the custom html to draw the component in Properties.icon
Specifying the url of the icon to display in the editor.help
The custom documentation URL.mixins
The old mixins implemented in cc.Class(ES5) behaves exact the same as multiple inheritance.
Details
Methods
ccclass
Declare the standard ES6 Class as CCClass, please see Class for details.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:245 |
Parameters
name
String The class name used for serialization.
Examples
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
Declare property for CCClass.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:317 |
Parameters
options
Object an object with some property attributes
Examples
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.SpriteFrame)
frame = null;
}
// 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
}
frame: {
default: null,
type: cc.SpriteFrame
},
}
});
executeInEditMode
Makes a CCClass that inherit from component execute in edit mode.
By default, all components are only executed in play mode,
which means they will not have their callback functions executed while the Editor is in edit mode.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:463 |
Examples
const {ccclass, executeInEditMode} = cc._decorator;
@ccclass
@executeInEditMode
class NewScript extends cc.Component {
// ...
}
requireComponent
Automatically add required component as a dependency for the CCClass that inherit from component.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:487 |
Parameters
requiredComponent
Component
Examples
const {ccclass, requireComponent} = cc._decorator;
@ccclass
@requireComponent(cc.Sprite)
class SpriteCtrl extends cc.Component {
// ...
}
menu
The menu path to register a component to the editors "Component" menu. Eg. "Rendering/CameraCtrl".
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:508 |
Parameters
path
String The path is the menu represented like a pathname.For example the menu could be "Rendering/CameraCtrl".
Examples
const {ccclass, menu} = cc._decorator;
@ccclass
@menu("Rendering/CameraCtrl")
class NewScript extends cc.Component {
// ...
}
executionOrder
The execution order of lifecycle methods for Component. Those less than 0 will execute before while those greater than 0 will execute after. The order will only affect onLoad, onEnable, start, update and lateUpdate while onDisable and onDestroy will not be affected.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:530 |
Parameters
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.
Examples
const {ccclass, executionOrder} = cc._decorator;
@ccclass
@executionOrder(1)
class CameraCtrl extends cc.Component {
// ...
}
disallowMultiple
Prevents Component of the same type (or subtype) to be added more than once to a Node.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:553 |
Examples
const {ccclass, disallowMultiple} = cc._decorator;
@ccclass
@disallowMultiple
class CameraCtrl extends cc.Component {
// ...
}
playOnFocus
If specified, the editor's scene view will keep updating this node in 60 fps when it is selected, otherwise, it will update only if necessary.
This property is only available if executeInEditMode is true.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:574 |
Examples
const {ccclass, playOnFocus, executeInEditMode} = cc._decorator;
@ccclass
@executeInEditMode
@playOnFocus
class CameraCtrl extends cc.Component {
// ...
}
inspector
Specifying the url of the custom html to draw the component in Properties.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:597 |
Parameters
url
String
Examples
const {ccclass, inspector} = cc._decorator;
@ccclass
@inspector("packages://inspector/inspectors/comps/camera-ctrl.js")
class NewScript extends cc.Component {
// ...
}
icon
Specifying the url of the icon to display in the editor.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:618 |
Parameters
url
String
Examples
const {ccclass, icon} = cc._decorator;
@ccclass
@icon("xxxx.png")
class NewScript extends cc.Component {
// ...
}
help
The custom documentation URL.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:640 |
Parameters
url
String
Examples
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 |
---|---|
Defined in | cocos2d/core/platform/CCClassDecorator.js:663 |
Parameters
ctor
Function constructors to mix, only support ES5 constructors or classes defined by usingcc.Class
,not support ES6 Classes.
Examples
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);
}
// ...
}