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@akashic/akashic-engine
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Globals
"lib/main.d"
g
LoadingScene
Class LoadingScene
Hierarchy
Scene
LoadingScene
DefaultLoadingScene
Implements
Destroyable
Registrable
<
E
>
StorageLoaderHandler
Index
Constructors
constructor
Properties
_asset
Holders
_explicit
End
_loaded
_loading
State
_prefetch
Requested
_ready
_scene
Asset
Holder
_storage
Loader
_target
Scene
_timer
asset
Load
Completed
asset
Load
Failed
asset
Loaded
assets
children
game
loaded
local
message
name
operation
point
Down
Capture
point
Move
Capture
point
UpCapture
state
state
Changed
storage
Values
target
Asset
Loaded
target
Ready
target
Reset
tick
Generation
Mode
update
Methods
_activate
_clear
Target
Scene
_deactivate
_do
Reset
_fire
Loaded
_fire
Ready
_fire
Trigger
OnTarget
Asset
Load
_fire
Trigger
OnTarget
Ready
_load
_needs
Loading
_notify
Scene
Ready
_on
Scene
Assets
Load
_on
Storage
Load
Error
_on
Storage
Loaded
_on
Target
Asset
Load
append
clear
Interval
clear
Timeout
create
Timer
delete
Timer
destroy
destroyed
end
find
Point
Source
ByPoint
get
Target
Waiting
Assets
Count
goto
Scene
insert
Before
is
Current
Scene
modified
prefetch
register
remove
request
Assets
reset
serialize
Storage
Values
set
Interval
set
Timeout
unregister
Constructors
constructor
new
Loading
Scene
(
param
:
LoadingSceneParameterObject
)
:
LoadingScene
Parameters
param:
LoadingSceneParameterObject
Returns
LoadingScene
Properties
Private
_asset
Holders
_asset
Holders
:
SceneAssetHolder
[]
Private
_explicit
End
_explicit
End
:
boolean
Private
_loaded
_loaded
:
boolean
Private
_loading
State
_loading
State
:
SceneLoadState
Private
_prefetch
Requested
_prefetch
Requested
:
boolean
Private
_ready
_ready
:
Trigger
<
Scene
>
Private
_scene
Asset
Holder
_scene
Asset
Holder
:
SceneAssetHolder
Private
_storage
Loader
_storage
Loader
:
StorageLoader
Private
_target
Scene
_target
Scene
:
Scene
Private
_timer
_timer
:
TimerManager
asset
Load
Completed
asset
Load
Completed
:
Trigger
<
Asset
>
asset
Load
Failed
asset
Load
Failed
:
Trigger
<
AssetLoadFailureInfo
>
asset
Loaded
asset
Loaded
:
Trigger
<
Asset
>
assets
assets
:
object
Type declaration
[
key:
string
]:
Asset
children
children
:
E
[]
game
game
:
Game
loaded
loaded
:
Trigger
<
Scene
>
local
local
:
LocalTickMode
message
message
:
Trigger
<
MessageEvent
>
name
name
:
string
operation
operation
:
Trigger
<
OperationEvent
>
point
Down
Capture
point
Down
Capture
:
Trigger
<
PointDownEvent
>
point
Move
Capture
point
Move
Capture
:
Trigger
<
PointMoveEvent
>
point
UpCapture
point
UpCapture
:
Trigger
<
PointUpEvent
>
state
state
:
SceneState
state
Changed
state
Changed
:
Trigger
<
SceneState
>
storage
Values
storage
Values
:
StorageValueStore
target
Asset
Loaded
target
Asset
Loaded
:
Trigger
<
Asset
>
target
Ready
target
Ready
:
Trigger
<
Scene
>
target
Reset
target
Reset
:
Trigger
<
Scene
>
tick
Generation
Mode
tick
Generation
Mode
:
TickGenerationMode
update
update
:
Trigger
<
void
>
Methods
Private
_activate
_activate
(
)
:
void
Returns
void
Private
_clear
Target
Scene
_clear
Target
Scene
(
)
:
void
Returns
void
Private
_deactivate
_deactivate
(
)
:
void
Returns
void
Private
_do
Reset
_do
Reset
(
)
:
boolean
Returns
boolean
Private
_fire
Loaded
_fire
Loaded
(
)
:
void
Returns
void
Private
_fire
Ready
_fire
Ready
(
)
:
void
Returns
void
Private
_fire
Trigger
OnTarget
Asset
Load
_fire
Trigger
OnTarget
Asset
Load
(
asset
:
Asset
)
:
void
Parameters
asset:
Asset
Returns
void
Private
_fire
Trigger
OnTarget
Ready
_fire
Trigger
OnTarget
Ready
(
scene
:
Scene
)
:
void
Parameters
scene:
Scene
Returns
void
Private
_load
_load
(
)
:
void
Returns
void
Private
_needs
Loading
_needs
Loading
(
)
:
boolean
Returns
boolean
Private
_notify
Scene
Ready
_notify
Scene
Ready
(
)
:
void
Returns
void
Private
_on
Scene
Assets
Load
_on
Scene
Assets
Load
(
)
:
void
Returns
void
Private
_on
Storage
Load
Error
_on
Storage
Load
Error
(
error
:
StorageLoadError
)
:
void
Parameters
error:
StorageLoadError
Returns
void
Private
_on
Storage
Loaded
_on
Storage
Loaded
(
)
:
void
Returns
void
Private
_on
Target
Asset
Load
_on
Target
Asset
Load
(
asset
:
Asset
)
:
boolean
Parameters
asset:
Asset
Returns
boolean
append
append
(
e
:
E
)
:
void
Parameters
e:
E
Returns
void
clear
Interval
clear
Interval
(
identifier
:
TimerIdentifier
)
:
void
Parameters
identifier:
TimerIdentifier
Returns
void
clear
Timeout
clear
Timeout
(
identifier
:
TimerIdentifier
)
:
void
Parameters
identifier:
TimerIdentifier
Returns
void
create
Timer
create
Timer
(
interval
:
number
)
:
Timer
Parameters
interval:
number
Returns
Timer
delete
Timer
delete
Timer
(
timer
:
Timer
)
:
void
Parameters
timer:
Timer
Returns
void
destroy
destroy
(
)
:
void
Returns
void
destroyed
destroyed
(
)
:
boolean
Returns
boolean
end
end
(
)
:
void
Returns
void
find
Point
Source
ByPoint
find
Point
Source
ByPoint
(
point
:
CommonOffset
, force
?:
boolean
, camera
?:
Camera
)
:
PointSource
Parameters
point:
CommonOffset
Optional
force:
boolean
Optional
camera:
Camera
Returns
PointSource
get
Target
Waiting
Assets
Count
get
Target
Waiting
Assets
Count
(
)
:
number
Returns
number
goto
Scene
goto
Scene
(
next
:
Scene
, toPush
?:
boolean
)
:
void
Parameters
next:
Scene
Optional
toPush:
boolean
Returns
void
insert
Before
insert
Before
(
e
:
E
, target
:
E
)
:
void
Parameters
e:
E
target:
E
Returns
void
is
Current
Scene
is
Current
Scene
(
)
:
boolean
Returns
boolean
modified
modified
(
isBubbling
?:
boolean
)
:
void
Parameters
Optional
isBubbling:
boolean
Returns
void
prefetch
prefetch
(
)
:
void
Returns
void
register
register
(
e
:
E
)
:
void
Parameters
e:
E
Returns
void
remove
remove
(
e
:
E
)
:
void
Parameters
e:
E
Returns
void
request
Assets
request
Assets
(
assetIds
:
(
string
|
DynamicAssetConfiguration
)
[]
, handler
:
function
)
:
void
Parameters
assetIds:
(
string
|
DynamicAssetConfiguration
)
[]
handler:
function
(
)
:
void
Returns
void
Returns
void
reset
reset
(
targetScene
:
Scene
)
:
void
Parameters
targetScene:
Scene
Returns
void
serialize
Storage
Values
serialize
Storage
Values
(
)
:
StorageValueStoreSerialization
Returns
StorageValueStoreSerialization
set
Interval
set
Interval
(
interval
:
number
, owner
:
any
, handler
?:
function
)
:
TimerIdentifier
Parameters
interval:
number
owner:
any
Optional
handler:
function
(
)
:
void
Returns
void
Returns
TimerIdentifier
set
Timeout
set
Timeout
(
milliseconds
:
number
, owner
:
any
, handler
?:
function
)
:
TimerIdentifier
Parameters
milliseconds:
number
owner:
any
Optional
handler:
function
(
)
:
void
Returns
void
Returns
TimerIdentifier
unregister
unregister
(
e
:
E
)
:
void
Parameters
e:
E
Returns
void
Globals
Loading
Scene
constructor
_asset
Holders
_explicit
End
_loaded
_loading
State
_prefetch
Requested
_ready
_scene
Asset
Holder
_storage
Loader
_target
Scene
_timer
asset
Load
Completed
asset
Load
Failed
asset
Loaded
assets
children
game
loaded
local
message
name
operation
point
Down
Capture
point
Move
Capture
point
UpCapture
state
state
Changed
storage
Values
target
Asset
Loaded
target
Ready
target
Reset
tick
Generation
Mode
update
_activate
_clear
Target
Scene
_deactivate
_do
Reset
_fire
Loaded
_fire
Ready
_fire
Trigger
OnTarget
Asset
Load
_fire
Trigger
OnTarget
Ready
_load
_needs
Loading
_notify
Scene
Ready
_on
Scene
Assets
Load
_on
Storage
Load
Error
_on
Storage
Loaded
_on
Target
Asset
Load
append
clear
Interval
clear
Timeout
create
Timer
delete
Timer
destroy
destroyed
end
find
Point
Source
ByPoint
get
Target
Waiting
Assets
Count
goto
Scene
insert
Before
is
Current
Scene
modified
prefetch
register
remove
request
Assets
reset
serialize
Storage
Values
set
Interval
set
Timeout
unregister
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