我有一个简单的系统,我通过从单独的基类继承它们然后将另一个类混合到每个类来生成类。这是我的混合类:
type Constructor<T = {}> = new (...args: any[]) => T;
/**
* Based on the Mixin idea explained here:
* https://mariusschulz.com/blog/typescript-2-2-mixin-classes
*
* @param base
* @constructor
*/
export function EntityServices<TBase extends Constructor>(base: TBase) {
return class extends base {
private _components = {};
public addComponent(component: Component) {
throw new Error('Not implemented');
}
public removeComponent(component: Component) {
throw new Error('Not implemented');
}
};
}
这个 mixin 用于另一个模块来创建几个类,如下所示:
class ContainerEntityBase extends Phaser.GameObjects.Container {}
class ImageEntityBase extends Phaser.GameObjects.Image {}
class SpriteEntityBase extends Phaser.GameObjects.Sprite {}
class TextEntityBase extends Phaser.GameObjects.Text {}
export const ContainerEntity = EntityServices(ContainerEntityBase);
export const ImageEntity = EntityServices(ImageEntityBase);
export const SpriteEntity = EntityServices(SpriteEntityBase);
export const TextEntity = EntityServices(TextEntityBase);
// Type definitions have to be exported separately so that they can be used as types elsewhere, not as values
// Same name with values (classes) does not matter since TS stores values and types into separate
// namespaces.
export type ContainerEntity = InstanceType<typeof ContainerEntity>;
export type ImageEntity = InstanceType<typeof ImageEntity>;
export type SpriteEntity = InstanceType<typeof SpriteEntity>;
export type TextEntity = InstanceType<typeof TextEntity>;
export type BlackbirdEntity = ContainerEntity | ImageEntity | SpriteEntity | TextEntity;
如您所见,我已使用一个额外的联合类型导出了实际创建的类及其类型BlackBirdEntity
。有时我会使用可能是任何生成类型的变量,因为在这些情况下,这些实例是通过它们共同的混合接口操作的。
接下来,我有以下使用联合类型的简单定义:
import { Component } from '../core/Component';
import { BlackbirdEntity } from '../core/entities';
export interface IEntityDefinition {
name: string;
components: Component[];
type: BlackbirdEntity;
}
我像这样使用它来创建一个实现上述接口的对象:
import { SpriteEntity } from '../core/entities';
import { IEntityDefinition } from './EntityDefinition';
const clickableEntity: IEntityDefinition = {
components: [],
name: 'Clickable',
type: SpriteEntity
};
但是,这使我在 IDE 上出现以下错误并SpriteEntity
突出显示:
TS2322: Type '{ new (...args: any[]): EntityServices<typeof SpriteEntityBase>.(Anonymous class); prototype: EntityServices<any>.(Anonymous class); } & typeof SpriteEntityBase' is not assignable to type 'BlackbirdEntity'. Type '{ new (...args: any[]): EntityServices<typeof SpriteEntityBase>.(Anonymous class); prototype: EntityServices<any>.(Anonymous class); } & typeof SpriteEntityBase' is not assignable to type 'EntityServices<typeof TextEntityBase>.(Anonymous class) & TextEntityBase'. Type '{ new (...args: any[]): EntityServices<typeof SpriteEntityBase>.(Anonymous class); prototype: EntityServices<any>.(Anonymous class); } & typeof SpriteEntityBase' is missing the following properties from type 'EntityServices<typeof TextEntityBase>.(Anonymous class)': _components, addComponent, removeComponent
为什么?以及如何解决这个问题?该错误似乎表明SpriteEntity
缺少实际上在TextEntity
的父类中的属性。那么有没有办法告诉编译器这种类型应该没问题,即使它们的父母定义不同?
你的问题是,IEntityDefinition
希望它的type
属性是实例的BlackbirdEntity
,而不是一个构造函数之一。您可能会感到困惑,因为class
构造函数的值通常与实例类型共享一个名称,即使它们不是一回事。
无论如何,您已经有了一个Constructor<T>
类型别名,所以让我们使用它:
export interface IEntityDefinition {
name: string;
components: Component[];
type: Constructor<BlackbirdEntity>; // you want a constructor, not an instance here
}
这应该使您的clickableEntity
变量初始化编译没有错误。
希望有所帮助;祝你好运!
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