public static void Remove(GameObject pNode)
        {
            Debug.Assert(pNode != null);
            GameObjectManager pMan = GameObjectManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            // pNode may be part of a tree. If so, find it's root.
            // The root will be on the GameObjectManager's Linked list
            GameObject pRoot = null;
            GameObject pTmp  = pNode;

            while (pTmp != null)
            {
                pRoot = pTmp;
                pTmp  = (GameObject)pTmp.GetParent();
            }

            Debug.Assert(pRoot != null);

            // Now that we have the root of pNode's tree, or we have pNode if it has no parent
            // lets find that node on the GameObjectManager's Linked list
            GameObjectNode pTree = (GameObjectNode)pMan.BaseGetActive();

            while (pTree != null)
            {
                if (pTree.pGameObj == pRoot)
                {
                    // found it
                    break;
                }
                // Goto Next tree
                pTree = (GameObjectNode)pTree.GetNext();
            }

            // pTree should now be holding the node that matches Root
            Debug.Assert(pTree != null);

            // we shouldn't kills nodes with families right?
            // we aren't monsters
            Debug.Assert(pNode.GetFirstChild() == null);

            // check to see if pTree is just holding pNode or if
            // it is holding a tree containing pNode
            GameObject pNodeParent = (GameObject)pNode.GetParent();

            if (pTree.pGameObj == pNode)
            {
                // pNode is not part of a tree so just remove it.
                Debug.Assert(pNodeParent == null);
                Remove(pTree);
            }
            else
            {
                // pNode is a part of a tree so we'll use the node's
                // parent composite remove method to remove it.
                Debug.Assert(pNodeParent != null);
                pNodeParent.Remove(pNode);
            }
        }
        public static void Update()
        {
            GameObjectManager pMan = GameObjectManager.pActiveMan;

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.BaseGetActive();

            while (pGameObjectNode != null)
            {
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.pGameObj);

                Component pNode = pRev.First();
                while (!pRev.IsDone())
                {
                    GameObject pGameObj = (GameObject)pNode;

                    //Debug.WriteLine("update: {0} ({1})", pGameObj, pGameObj.GetHashCode());
                    pGameObj.Update();

                    pNode = pRev.Next();
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Example #3
0
        public static void Update()
        {
            GameObjectManager pMan = GameObjectManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pNode = (GameObjectNode)pMan.BaseGetActive();

            //= new ReverseIterator(pNode.pGameObject);

            while (pNode != null)
            {
                // Update the node
                Debug.Assert(pNode.pGameObject != null);

                //ReverseIterator pRIter = new ReverseIterator(pNode.pGameObject);
                GameObjectManager.poReverseIterator.TakeHierachy(pNode.pGameObject);
                GameObject pComponent = (GameObject)GameObjectManager.poReverseIterator.First();
                while (!poReverseIterator.IsDone())
                {
                    //pComponent.Print();
                    pComponent.Update();
                    pComponent = (GameObject)GameObjectManager.poReverseIterator.Next();
                }
                //pNode.pGameObject.Update();

                pNode = (GameObjectNode)pNode.pNext;
            }
        }
        public static void Update()
        {
            GameObjectManager pMan = GameObjectManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pNode = (GameObjectNode)pMan.BaseGetActive();

            while (pNode != null)
            {
                // Update the node
                Debug.Assert(pNode.pGameObj != null);

                pNode.pGameObj.Update();

                pNode = (GameObjectNode)pNode.GetNext();
            }
        }
        public static void NonTreeRemove(GameObject pNode)
        {
            Debug.Assert(pNode != null);
            GameObjectManager pMan = GameObjectManager.PrivGetInstance();

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjNode = (GameObjectNode)pMan.BaseGetActive();

            while (pGameObjNode != null)
            {
                if (pGameObjNode.pGameObj == pNode)
                {
                    // found it
                    break;
                }
                // Goto Next tree
                pGameObjNode = (GameObjectNode)pGameObjNode.GetNext();
            }

            Debug.Assert(pGameObjNode != null);
            Remove(pGameObjNode);
        }
        //CHANGE THIS
        public static void Remove(GameObject pNode)
        {
            // Keenan(delete.E)
            Debug.Assert(pNode != null);
            GameObjectManager pMan = GameObjectManager.pActiveMan;

            GameObject pSafetyNode = pNode;

            // OK so we have a linked list of trees (Remember that)

            // 1) find the tree root (we already know its the most parent)

            GameObject pTmp  = pNode;
            GameObject pRoot = null;

            while (pTmp != null)
            {
                pRoot = pTmp;
                pTmp  = (GameObject)Iterator.GetParent(pTmp);
            }

            // 2) pRoot is the tree we are looking for
            // now walk the active list looking for pRoot

            GameObjectNode pTree = (GameObjectNode)pMan.BaseGetActive();

            while (pTree != null)
            {
                if (pTree.pGameObj == pRoot)
                {
                    // found it
                    break;
                }
                // Goto Next tree
                pTree = (GameObjectNode)pTree.pNext;
            }

            // 3) pTree is the tree that holds pNode
            //  Now remove the node from that tree

            Debug.Assert(pTree != null);
            Debug.Assert(pTree.pGameObj != null);

            // Is pTree.poGameObj same as the node we are trying to delete?
            // Answer: should be no... since we always have a group (that was a good idea)

            Debug.Assert(pTree.pGameObj != pNode);

            GameObject pParent = (GameObject)Iterator.GetParent(pNode);

            Debug.Assert(pParent != null);

            GameObject pChild = (GameObject)Iterator.GetChild(pNode);

            Debug.Assert(pChild == null);

            // remove the node
            pParent.Remove(pNode);

            // TODO - Recycle pNode
        }