Creating a Data Access Layer

#SceneScript Reference SceneScript is follows the ECMAScript 2018 specification, so you can utilize all functionalities from ECMAScript that you would also find in similar languages such as JavaScript. This is very useful as you can make use of various helpful classes. For example, allows you to access the current date and time, allows you to access various mathematical utility functions.DateMath This page only covers all additions that SceneScript adds to make working with wallpapers possible. #Globals SceneScript introduces a handful of globals which you can access at any point in your code. Global Description engine Access to general features of the application. class.IEngine input Input related data, mainly the mouse cursor. class.IInput thisScene The currently loaded scene wallpaper. classIScene thisLayer The layer this script has been loaded on. class.ILayer thisObject The object this script belongs to. class.IThisPropertyObject console Access the console log for debugging purposes. class.IConsole shared Empty by default, allows you to share data between multiple scripts. class.Shared #Events SceneScript uses an event system that allows you to run specific code whenever certain events take place. Most notably, the event is most commonly used to execute SceneScript code at every frame that Wallpaper Engine calculates. The event is good for running code once when the wallpaper is first loaded and the event allows you to react to changes to user properties of your wallpaper. Additionally, there are a handful of events which related to mouse movement and mouse input which you can incorporate into your wallpaper.updateinitapplyUserPropertiescursor Event Description init This initialization function will be called once after the object it belongs to has been created. update This event function will be called every frame for all scripts that export it. destroy This event function will be called just before the object it belongs to gets destroyed. resizeScreen This function will be called every time the wallpaper resizes because of a change to the current resolution. applyUserProperties This event function will be called once initially when the wallpaper is loaded and whenever any user properties are being adjusted by the user. cursorEnter This event function will be called when the cursor enters the bounds of the object. cursorLeave This event function will be called when the cursor leaves the bounds of the object. cursorMove This event function will be called when the cursor has been moved. cursorDown This event function will be called when the cursor is being pressed down on an object. cursorUp This event function will be called when the cursor is being released over an object. cursorClick This event function will be called when the cursor has been pressed and released on the same object. mediaStatusChanged This event function will be called when the media integration is turned on or off by the user. mediaPlaybackChanged This event function will be called when the users starts, stops or pauses media. mediaPropertiesChanged This event function will be called when the properties of the currently playing media change. mediaThumbnailChanged This event function will be called when the thumbnail of the currently playing media changes. mediaTimelineChanged This event function will be called when the current time of the playing media changes and is only provided by certain applications. #Classes All components of Wallpaper Engine are provided with a fitting class so that you can access everything programmatically. The following list contains all relevant classes introduced by SceneScript: Class Description AnimationEvent This object describes an animation event that has been fired from a timeline or puppet warp animation. AudioBuffers Provides access to the left and right audio spectrum values and their combined average for audio visualization purposes. CameraTransforms Objects of this class describe the camera orientation and position. CursorEvent Provides information about the cursor position during cursor events. IAnimation This class represents a timeline property animation. IAnimationLayer This class represents a puppet warp or 3D model animation layer. IConsole You can access this interface anywhere in your SceneScript code through the global object to interact with the console log.console IEffect Provides access to image effects used on image layers. IEffectLayer Base class for image and text layers. IEngine Provides general information about the user device and the running wallpaper. IImageLayer This class provides access to functions specific to image layers. ITextLayer This class provides access to functions specific to text layers. IModelLayer This class provides access to functions specific to 3D model layers. IInput Provides access to input related data, mainly the mouse cursor. ILayer Provides access to data related to a layer. ILocalStorage Provides access to the local storage functionality. IMaterial Provides access to dynamic properties of materials / shader properties. IParticleSystem Provides access to particle systems and lets you modify their playback state. IParticleSystemInstance Provides access to instance modifiers for particle systems. You can use this to adjust details of a particle system dynamically. IScene Provides access to properties of the currently loaded scene. ISoundLayer Provides access functions specific to sound layers. ITextureAnimation This class represents a texture animation. IVideoTexture This class represents a video texture animation. Mat4 Utility class used for creating a 4 dimensional identity matrix. MediaPlaybackEvent Media integration event, fired when the user starts, stops or pauses media. MediaPropertiesEvent Media integration event, fired when the properties of the current media session are changing. MediaStatusEvent Media integration event, fired when the user turns the media integration on or off. MediaThumbnailEvent Media integration event, fired when the thumbnail pertaining to the current media changes. MediaTimelineEvent Optional media integration event, fired irregularly when the current time of the media session changes. Shared Related to the global object which you may use to share data between multiple scripts.shared Vec2 Utility class which holds a 2 dimensional value pair: and .xy Vec3 Utility class which holds a 3 dimensional value pair: , and .xyz #Modules Wallpaper Engine also provides some modules which can be used to access certain utility functions. These can be helpful to easily implement certain use-cases. Module Description WEColor Module which provides utility functions related to color manipulation. WEMath Module which provides utility functions related to general mathematical functions. WEVector Module which provides utility functions related to working with vectors.我让你写的代码是在wallpaer引擎内使用的,这是他的语言参考
08-06
<think>根据用户需求,我们需要在Wallpaper Engine中使用SceneScript编写一个脚本,实现每隔15秒循环切换7个图层(layer1到layer7),每次只显示一个图层,隐藏其余六个图层。 参考Wallpaper Engine的SceneScript文档,我们可以使用以下方法: 1. 使用`setOpacity()`方法控制图层的显示(不透明度为1)和隐藏(不透明度为0)。 2. 使用定时器(`setInterval`)每隔15秒切换一次图层。 假设我们有7个图层,它们的名称分别为:layer1, layer2, layer3, layer4, layer5, layer6, layer7。 步骤: 1. 在Wallpaper Engine编辑器中,为每个图层添加一个SceneScript(可以添加到一个图层上,然后通过该脚本控制其他图层,或者每个图层都添加,但通常我们只需要在一个地方写控制脚本)。 2. 我们可以在一个初始化图层(例如,一个隐藏的控制层)上添加以下脚本。 SceneScript代码示例: ```javascript // 获取所有图层对象(通过名称) var layers = [ layer1, // 假设这些变量是Wallpaper Engine自动生成的,对应每个图层的名称 layer2, layer3, layer4, layer5, layer6, layer7 ]; // 当前显示的图层索引 var currentIndex = 0; // 初始化:隐藏所有图层,然后显示第一个图层 function init() { // 先隐藏所有图层 for (var i = 0; i < layers.length; i++) { layers[i].setOpacity(0); } // 显示第一个图层 layers[0].setOpacity(1); } // 切换图层函数 function switchLayer() { // 隐藏当前图层 layers[currentIndex].setOpacity(0); // 计算下一个图层索引(循环) currentIndex = (currentIndex + 1) % layers.length; // 显示下一个图层 layers[currentIndex].setOpacity(1); } // 初始化 init(); // 设置定时器,每隔15000毫秒(15秒)切换一次 setInterval(switchLayer, 15000); ``` 注意:在Wallpaper Engine中,每个图层的对象可以通过其名称直接访问(前提是你在编辑器中为图层设置了名称,并且该名称是有效的变量名)。如果图层名称包含特殊字符或空格,则需要使用`thisScene.getLayer("图层名称")`来获取。 因此,如果图层名称不是有效的变量名(例如,有空格),我们可以这样获取: ```javascript var layers = [ thisScene.getLayer("My Layer 1"), thisScene.getLayer("My Layer 2"), // ... 以此类推 ]; ``` 但是,通常为了方便,我们可以在编辑器中为图层设置简单的名称(如layer1, layer2等),这样可以直接使用。 另外,我们也可以将脚本直接写在每个图层上,但这样不利于统一控制。因此,建议在一个单独的控制图层上编写该脚本。 实现步骤(在Wallpaper Engine编辑器中): 1. 创建一个新的图层(例如,命名为“ControlLayer”),将其设置为不可见(不透明度0,或者不添加任何内容)。 2. 在该图层的“SceneScript”标签页中,粘贴上面的代码(根据实际情况修改图层名称数组)。 3. 确保所有目标图层已经存在,并且名称正确。 这样,当壁纸加载时,控制图层会初始化并设置定时器,每隔15秒切换一次图层。 注意:如果壁纸被暂停(例如,当用户切换到其他窗口时),定时器也会暂停,这是Wallpaper Engine的默认行为。当壁纸恢复时,定时器会继续运行。 另外,我们也可以使用`thisScene.onShow`和`thisScene.onHide`事件来处理壁纸的显示和隐藏,但定时器在壁纸隐藏时会自动暂停,所以不需要额外处理。 如果用户希望从壁纸暂停后恢复时立即切换,可以考虑记录时间差,但通常不需要,因为定时器是累计的,暂停后恢复会继续剩余时间。 因此,以上脚本可以满足需求。 引用说明:关于Wallpaper Engine的SceneScript API,可以参考官方文档[^1]中关于图层操作和定时器的部分。 相关问题: 1. 如何调整图层切换的时间间隔? 2. 如何实现随机切换图层而不是顺序切换? 3. 如何在图层切换时添加淡入淡出效果?</think>在 Wallpaper Engine 中使用 SceneScript 实现图层循环切换功能,需要结合场景的图层属性和定时器功能。以下是完整的实现方案: ```javascript // 获取所有图层引用 var layers = [ thisScene.getLayer("layer1"), thisScene.getLayer("layer2"), thisScene.getLayer("layer3"), thisScene.getLayer("layer4"), thisScene.getLayer("layer5"), thisScene.getLayer("layer6"), thisScene.getLayer("layer7") ]; // 当前显示图层的索引 var currentIndex = 0; // 初始化函数 - 壁纸加载时执行 function init() { // 初始隐藏所有图层 for (var i = 0; i < layers.length; i++) { layers[i].setOpacity(0); } // 显示第一个图层 layers[0].setOpacity(1); // 设置定时器,每15秒切换一次 setInterval(switchLayer, 15000); // 15000毫秒 = 15秒 } // 图层切换函数 function switchLayer() { // 隐藏当前图层 layers[currentIndex].setOpacity(0); // 计算下一个图层索引(循环) currentIndex = (currentIndex + 1) % layers.length; // 显示新图层 layers[currentIndex].setOpacity(1); // 调试信息(可选) // debugLog("切换到图层: " + (currentIndex + 1)); } // 启动初始化 init(); ``` ### 实现说明 1. **图层获取**: - 使用 `thisScene.getLayer()` 获取场景中的图层对象 - 将7个图层存储在数组中便于管理 2. **初始化**: - `init()` 函数在壁纸加载时执行 - 初始隐藏所有图层(设置不透明度为0) - 显示第一个图层(设置不透明度为1) - 设置15秒间隔的定时器调用切换函数 3. **切换逻辑**: - `switchLayer()` 函数执行实际切换 - 使用取模运算 `%` 实现循环索引 - 通过 `setOpacity(0)` 隐藏当前图层 - 通过 `setOpacity(1)` 显示新图层 ### 在 Wallpaper Engine 中的配置步骤 1. **创建图层**: - 在壁纸编辑器中创建7个图层(layer1 - layer7) - 确保每个图层有唯一的名称标识 2. **添加 SceneScript**: - 创建一个新的脚本层或添加到现有图层 - 粘贴上述代码到脚本编辑器中 - 确保图层名称与代码中的 `getLayer()` 参数匹配 3. **调整定时器**: - 修改 `setInterval(switchLayer, 15000)` 中的毫秒值 - 例如 `30000` 表示30秒切换一次 ### 添加过渡动画(可选) 要添加淡入淡出效果,修改切换函数: ```javascript function switchLayer() { // 当前图层淡出 layers[currentIndex].animate("opacity", 0, 1000); // 1秒淡出 // 计算下一个索引 currentIndex = (currentIndex + 1) % layers.length; // 新图层淡入 layers[currentIndex].setOpacity(0); // 初始透明 layers[currentIndex].animate("opacity", 1, 1000); // 1秒淡入 } ``` ### 性能优化建议 1. **图层预加载**: ```javascript function init() { // 预加载所有图层资源 for (var i = 0; i < layers.length; i++) { layers[i].preload(); } // ...其他初始化代码 } ``` 2. **暂停处理**: ```javascript // 壁纸不可见时暂停切换 thisScene.onHide = function() { clearInterval(timer); } // 壁纸恢复可见时继续切换 thisScene.onShow = function() { timer = setInterval(switchLayer, 15000); } ``` ### 注意事项 1. 确保所有图层在场景中的 **z-index** 设置正确 2. 复杂图层建议使用 **预渲染** 优化性能[^1] 3. 使用 `debugLog()` 函数调试图层切换状态 4. 图层尺寸应适配不同分辨率(参考引用中的850x850示例)[^1] 此实现满足需求:每15秒自动循环切换layer1-layer7,每次只显示一个图层,隐藏其余六个图层。定时器机制确保切换持续运行,取模运算实现无缝循环。
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