/// <summary>
        /// Build Input views, including field views, and calucate block size
        /// including dispose old input views with disposed input models
        /// </summary>
        public static void BuildInputViews(Block block, BlockView blockView)
        {
            bool          inputsInline = block.GetInputsInline();
            LineGroupView groupView    = blockView.GetLineGroup(0);

            //1. check dispose old inputviews
            List <InputView> oldInputViews = blockView.GetInputViews();

            foreach (InputView view in oldInputViews)
            {
                if (!block.InputList.Contains(view.Input))
                {
                    view.UnBindModel();
                    GameObject.DestroyImmediate(view.gameObject);
                }
            }

            //2. build new inputviews
            for (int i = 0; i < block.InputList.Count; i++)
            {
                Input input = block.InputList[i];

                // build new line group view
                bool newLine = i > 0 &&
                               (!inputsInline ||
                                input.Connection != null && input.Connection.Type == Define.EConnection.NextStatement);
                if (newLine)
                {
                    groupView = blockView.GetLineGroup(i);
                    if (groupView == null)
                    {
                        groupView = BuildNewLineGroup(blockView);
                    }
                }

                // build input view
                bool needBuild = true;
                foreach (InputView view in oldInputViews)
                {
                    if (view.Input == input)
                    {
                        needBuild = false;
                        if (view.Parent == null)
                        {
                            //bug fixed: this view may be removed from parent by removing its old previous sibling
                            groupView.AddChild(view);
                        }
                        else if (view.Parent != groupView)
                        {
                            //bug fixed: need to remove from the original groupview, maybe it's different now
                            view.Parent.RemoveChild(view);
                            groupView.AddChild(view);
                        }
                        break;
                    }
                }
                if (needBuild)
                {
                    InputView inputView = BuildInputView(input, groupView, blockView);
                    groupView.AddChild(inputView, newLine ? 0 : i);
                    if (Application.isPlaying)
                    {
                        inputView.BindModel(input);
                    }
                    else
                    {
                        //static build block only needs to bind fields' model for initializing fields' properties
                        for (int j = 0; j < inputView.Childs.Count; j++)
                        {
                            FieldView fieldView = inputView.Childs[j] as FieldView;
                            if (fieldView != null)
                            {
                                fieldView.BindModel(input.FieldRow[j]);
                            }
                        }
                    }
                }
            }

            //3. dispose group view without children
            for (int i = blockView.Childs.Count - 1; i >= 0; i--)
            {
                BaseView view = blockView.Childs[i];
                if (view.Type == ViewType.LineGroup && view.Childs.Count == 0)
                {
                    GameObject.DestroyImmediate(view.gameObject);
                }
            }
        }
        public static InputView BuildInputView(Input input, LineGroupView groupView, BlockView blockView)
        {
            GameObject inputPrefab;
            ConnectionInputViewType viewType;

            if (input.Type == Define.EConnection.NextStatement)
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputStatement;
                viewType    = ConnectionInputViewType.Statement;
            }
            else if (input.SourceBlock.InputList.Count > 1 && input.SourceBlock.GetInputsInline())
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputValueSlot;
                viewType    = ConnectionInputViewType.ValueSlot;
            }
            else
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputValue;
                viewType    = ConnectionInputViewType.Value;
            }

            GameObject inputObj = GameObject.Instantiate(inputPrefab);

            inputObj.name = "Input_" + (!string.IsNullOrEmpty(input.Name) ? input.Name : "");
            RectTransform inputTrans = inputObj.GetComponent <RectTransform>();

            inputTrans.SetParent(groupView.transform, false);
            UniformRectTransform(inputTrans);

            Transform conInputTrans = inputTrans.GetChild(0);

            InputView inputView = AddViewComponent <InputView>(inputObj);

            inputView.AlignRight = input.Align == Define.EAlign.Right;

            // build child field views of this input view
            List <Field> fields = input.FieldRow;

            foreach (Field field in fields)
            {
                FieldView fieldView = BuildFieldView(field);
                inputView.AddChild(fieldView);
                RectTransform fieldTrans = fieldView.GetComponent <RectTransform>();
                UniformRectTransform(fieldTrans);
            }

            if (input.Type == Define.EConnection.DummyInput)
            {
                //dummy input doesn't need to have a connection point
                GameObject.DestroyImmediate(conInputTrans.gameObject);
            }
            else
            {
                ConnectionInputView conInputView = AddViewComponent <ConnectionInputView>(conInputTrans.gameObject);
                conInputView.ConnectionType          = input.Type;
                conInputView.ConnectionInputViewType = viewType;
                inputView.AddChild(conInputView);

                conInputView.BgImage.raycastTarget = false;
                if (viewType != ConnectionInputViewType.ValueSlot)
                {
                    blockView.AddBgImage(conInputView.BgImage);
                }
            }

            return(inputView);
        }
Beispiel #3
0
 public MemorySafeFieldObserver(FieldView viewRef)
 {
     mViewRef = viewRef;
 }