Options
All
  • Public
  • Public/Protected
  • All
Menu

Class Scene

Scene is a subclass of BaseNode, composed by nodes, representing the root of a runnable environment in the game. It's managed by Director and user can switch from a scene to another using Director.loadScene

Hierarchy

Implements

Index

Constructors

constructor

  • newScene(name: string): Scene

Properties

Protected _active

_active: boolean = true

Protected _activeInHierarchy

_activeInHierarchy: boolean = false

Protected _children

_children: this[] = []

Protected _components

_components: Component[] = []

Protected _dirtyFlags

_dirtyFlags: number = 0

Protected _eventMask

_eventMask: number = 0

Protected _eventProcessor

_eventProcessor: any = new legacyCC.NodeEventProcessor(this)

_globals

_globals: SceneGlobals = new SceneGlobals()

Per-scene level rendering info

Protected _id

_id: string = idGenerator.getNewId()

Protected _inited

_inited: boolean

Protected mat

mat: {} = Mat4.IDENTITY

Type declaration

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _parent

_parent: this | null = null

Protected pos

pos: {} = Vec3.ZERO

Type declaration

Protected _prefab

_prefab: PrefabInfo | null = null

Protected _prefabSyncedInLiveReload

_prefabSyncedInLiveReload: boolean = false

Protected _registerIfAttached

_registerIfAttached: undefined | _registerIfAttached = !EDITOR ? undefined : function _registerIfAttached (this: BaseNode, register) {if (EditorExtends.Node && EditorExtends.Component) {if (register) {EditorExtends.Node.add(this._id, this);for (let i = 0; i < this._components.length; i++) {const comp = this._components[i];EditorExtends.Component.add(comp._id, comp);}} else {for (let i = 0; i < this._components.length; i++) {const comp = this._components[i];EditorExtends.Component.remove(comp._id);}EditorExtends.Node.remove(this._id);}}const children = this._children;for (let i = 0, len = children.length; i < len; ++i) {const child = children[i];child._registerIfAttached!(register);}}

_renderScene

_renderScene: RenderScene | null = null

Protected rot

rot: {} = Quat.IDENTITY

Type declaration

Protected scale

scale: {} = Vec3.ONE

Type declaration

Protected _scene

_scene: Scene = null!

Protected _siblingIndex

_siblingIndex: number = 0

autoReleaseAssets

autoReleaseAssets: boolean = false

Indicates whether all (directly or indirectly) static referenced assets of this scene are releasable by default after scene unloading.

dependAssets

dependAssets: null = null

Static Protected _stackId

_stackId: number = 0

Static Protected _stacks

_stacks: Array<Array<null | BaseNode>> = [[]]

Static Protected idGenerator

idGenerator: IDGenerator = idGenerator

Accessors

Protected persistNode

  • get persistNode(): boolean
  • set persistNode(value: boolean): void
  • If true, the node is an persist node which won't be destroyed during scene transition. If false, the node will be destroyed automatically when loading a new scene. Default is false.

    default

    false

    Returns boolean

  • If true, the node is an persist node which won't be destroyed during scene transition. If false, the node will be destroyed automatically when loading a new scene. Default is false.

    default

    false

    Parameters

    • value: boolean

    Returns void

active

  • get active(): boolean
  • set active(isActive: boolean): void
  • The local active state of this node. Note that a Node may be inactive because a parent is not active, even if this returns true. Use activeInHierarchy if you want to check if the Node is actually treated as active in the scene.

    default

    true

    Returns boolean

  • The local active state of this node. Note that a Node may be inactive because a parent is not active, even if this returns true. Use activeInHierarchy if you want to check if the Node is actually treated as active in the scene.

    default

    true

    Parameters

    • isActive: boolean

    Returns void

activeInHierarchy

  • get activeInHierarchy(): boolean

children

  • get children(): this[]

components

eulerAngles

  • get eulerAngles(): Readonly<Vec3>

eventProcessor

  • get eventProcessor(): any

globals

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

name

  • get name(): string
  • set name(value: string): void

parent

  • get parent(): null | this
  • set parent(value: null | this): void

position

  • get position(): Readonly<Vec3>

renderScene

  • get renderScene(): null | RenderScene

rotation

  • get rotation(): Readonly<Quat>

scale

  • get scale(): Readonly<Vec3>

scene

uuid

  • get uuid(): string

worldMatrix

  • get worldMatrix(): Readonly<Mat4>

worldPosition

  • get worldPosition(): Readonly<Vec3>

worldRotation

  • get worldRotation(): Readonly<Quat>

worldScale

  • get worldScale(): Readonly<Vec3>

Methods

Protected activate

  • activate(active: boolean): void

Protected Optional checkMultipleComp

  • checkMultipleComp<T>(constructor: Constructor<T>): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Protected instantiate

  • _instantiate(): void

Protected load

  • _load(): void

onBatchCreated

  • onBatchCreated(dontSyncChildPrefab: boolean): void

onHierarchyChanged

  • _onHierarchyChanged(): void

Protected onHierarchyChangedBase

  • onHierarchyChangedBase(oldParent: this | null): void

Protected onPostActivated

  • onPostActivated(active: boolean): void

Protected onPreDestroy

  • _onPreDestroy(): void

Protected onPreDestroyBase

  • _onPreDestroyBase(): boolean

Protected onSetParent

  • onSetParent(oldParent: this | null, keepWorldTransform?: boolean): void

Protected Optional onSiblingIndexChanged

  • onSiblingIndexChanged(siblingIndex: number): void

removeComponent

  • removeComponent(component: Component): void

Protected updateScene

  • _updateScene(): void

updateSiblingIndex

  • _updateSiblingIndex(): void

addChild

  • addChild(child: this | Node): void

addComponent

attr

  • attr(attrs: unknown): void
  • Properties configuration function. All properties in attrs will be set to the node, when the setter of the node is available, the property will be set via setter function.

    example
    var attrs = { name: 'New Name', active: false };
    node.attr(attrs);

    Parameters

    • attrs: unknown

      Properties to be set to node

    Returns void

destroy

  • destroy(): boolean

destroyAllChildren

  • destroyAllChildren(): void

dispatchEvent

  • dispatchEvent(event: Event): void

emit

  • emit(type: string, arg0?: any, arg1?: any, arg2?: any, arg3?: any, arg4?: any): void
  • Trigger an event directly with the event name and necessary arguments.

    example
    eventTarget.emit('fire', event);
    eventTarget.emit('fire', message, emitter);

    Parameters

    • type: string

      event type

    • Optional arg0: any
    • Optional arg1: any

      First argument in callback

    • Optional arg2: any

      Second argument in callback

    • Optional arg3: any

      Third argument in callback

    • Optional arg4: any

      Fourth argument in callback

    Returns void

getChildByName

  • getChildByName(name: string): null | this
  • Returns a child with the same name.

    example
    var child = node.getChildByName("Test Node");

    Parameters

    • name: string

      A name to find the child node.

    Returns null | this

    a CCNode object whose name equals to the input parameter

getChildByPath

  • getChildByPath(path: string): null | this
  • Returns a child with the given path.

    example
    var child = node.getChildByPath("subNode/Test Node");

    Parameters

    • path: string

      A path to find the child node.

    Returns null | this

    a Node object whose path equals to the input parameter

getChildByUuid

  • getChildByUuid(uuid: string): null | this

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't. You can also get component in the node by passing in the name of the script.

    example
    // get custom test class.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of the target component

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't. You can also get component in the node by passing in the name of the script.

    example
    // get custom test class.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      The class name of the target component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getParent

  • getParent(): null | this

getPosition

getRotation

getScale

getSiblingIndex

  • getSiblingIndex(): number

getWorldMatrix

getWorldPosition

getWorldRS

getWorldRT

getWorldRotation

getWorldScale

hasEventListener

  • hasEventListener(type: string, callback?: AnyFunction, target?: unknown): any
  • Checks whether the EventTarget object has any callback registered for a specific type of event.

    Parameters

    • type: string

      The type of event.

    • Optional callback: AnyFunction

      The callback function of the event listener, if absent all event listeners for the given type will be removed

    • Optional target: unknown

      The callback callee of the event listener

    Returns any

    True if a callback of the specified type is registered; false otherwise.

insertChild

  • insertChild(child: this | Node, siblingIndex: number): void
  • Inserts a child to the node at a specified index.

    example
    node.insertChild(child, 2);

    Parameters

    • child: this | Node

      the child node to be inserted

    • siblingIndex: number

      the sibling index to place the child in

    Returns void

isChildOf

  • isChildOf(parent: this | Scene | null): boolean

off

  • off(type: string, callback?: AnyFunction, target?: unknown, useCapture?: any): void
  • Removes the callback previously registered with the same type, callback, target and or useCapture. This method is merely an alias to removeEventListener.

    example
    this.node.off(SystemEventType.TOUCH_START, this.memberFunction, this);
    node.off(SystemEventType.TOUCH_START, callback, this.node);

    Parameters

    • type: string

      A string representing the event type being removed.

    • Optional callback: AnyFunction

      The callback to remove.

    • Optional target: unknown

      The target (this object) to invoke the callback, if it's not given, only callback without target will be removed

    • Default value useCapture: any = false

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

    Returns void

on

  • on(type: string | SystemEventType, callback: AnyFunction, target?: unknown, useCapture?: any): void
  • Register a callback of a specific event type on Node. Use this method to register touch or mouse event permit propagation based on scene graph, These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:

    1. Capturing phase: dispatch in capture targets (_getCapturingTargets), e.g. parents in node tree, from root to the real target
    2. At target phase: dispatch to the listeners of the real target
    3. Bubbling phase: dispatch in bubble targets (_getBubblingTargets), e.g. parents in node tree, from the real target to root In any moment of the dispatching process, it can be stopped via event.stopPropagation() or event.stopPropagationImmediate(). It's the recommended way to register touch/mouse event for Node, please do not use eventManager directly for Node. You can also register custom event and use emit to trigger custom event on Node. For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node. You can also pass event callback parameters with emit by passing parameters after type.
    example
    this.node.on(SystemEventType.TOUCH_START, this.memberFunction, this);  // if "this" is component and the "memberFunction" declared in CCClass.
    node.on(SystemEventType.TOUCH_START, callback, this);
    node.on(SystemEventType.TOUCH_MOVE, callback, this);
    node.on(SystemEventType.TOUCH_END, callback, this);

    Parameters

    • type: string | SystemEventType

      A string representing the event type to listen for.
      See {{#crossLink "Node/EventType/POSITION_CHANGED"}}Node Events{{/crossLink}} for all builtin events.

    • callback: AnyFunction

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

    • Optional target: unknown

      The target (this object) to invoke the callback, can be null

    • Default value useCapture: any = false

      When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.

    Returns void

    • Just returns the incoming callback so you can save the anonymous function easier.

once

  • once(type: string, callback: AnyFunction, target?: unknown, useCapture?: any): void
  • Register an callback of a specific event type on the Node, the callback will remove itself after the first time it is triggered.

    Parameters

    • type: string

      A string representing the event type to listen for.

    • callback: AnyFunction

      The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

    • Optional target: unknown

      The target (this object) to invoke the callback, can be null

    • Optional useCapture: any

    Returns void

removeAllChildren

  • removeAllChildren(): void

removeChild

  • removeChild(child: this | Node): void

removeComponent

  • removeComponent<T>(classConstructor: Constructor<T>): void
  • removeComponent(classNameOrInstance: string | Component): void
  • Removes a component identified by the given name or removes the component object given. You can also use component.destroy() if you already have the reference.

    deprecated

    please destroy the component to remove it.

    example
    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
        node.removeComponent(sprite);
    }
    node.removeComponent('Sprite');

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of the component to remove

    Returns void

  • Removes a component identified by the given name or removes the component object given. You can also use component.destroy() if you already have the reference.

    deprecated

    please destroy the component to remove it.

    example
    import { Sprite } from 'cc';
    const sprite = node.getComponent(Sprite);
    if (sprite) {
        node.removeComponent(sprite);
    }
    node.removeComponent('Sprite');

    Parameters

    • classNameOrInstance: string | Component

      The class name of the component to remove or the component instance to be removed

    Returns void

removeFromParent

  • removeFromParent(): void

setParent

  • setParent(value: this | Scene | null, keepWorldTransform?: boolean): void

setSiblingIndex

  • setSiblingIndex(index: number): void

targetOff

  • targetOff(target: string | unknown): void

updateWorldTransform

  • updateWorldTransform(): void

walk

  • walk(preFunc: (target: this) => void, postFunc?: undefined | ((target: this) => void)): void
  • Walk though the sub children tree of the current node. Each node, including the current node, in the sub tree will be visited two times, before all children and after all children. This function call is not recursive, it's based on stack. Please don't walk any other node inside the walk process.

    example
    node.walk(function (target) {
        console.log('Walked through node ' + target.name + ' for the first time');
    }, function (target) {
        console.log('Walked through node ' + target.name + ' after walked all children in its sub tree');
    });

    Parameters

    • preFunc: (target: this) => void

      The callback to process node when reach the node for the first time

        • (target: this): void
        • Parameters

          • target: this

          Returns void

    • Optional postFunc: undefined | ((target: this) => void)

      The callback to process node when re-visit the node after walked all children in its sub tree

    Returns void

Static deferredDestroy

  • _deferredDestroy(): void

Static Protected findChildComponent

Static Protected findChildComponents

  • findChildComponents(children: BaseNode[], constructor: any, components: any): void

Static Protected findComponent

Static Protected findComponents

Static Protected setScene

Generated using TypeDoc