/// <summary>
            /// 检查对象。
            /// </summary>
            /// <param name="name">对象名称。</param>
            /// <returns>要检查的对象是否存在。</returns>
            public bool CanSpawn(string name)
            {
                GameFrameworkLinkedListRange <Object <T> > objectRange = default(GameFrameworkLinkedListRange <Object <T> >);

                if (m_Objects.TryGetValue(name, out objectRange))
                {
                    foreach (Object <T> internalObject in objectRange)
                    {
                        if (m_AllowMultiSpawn || !internalObject.IsInUse)
                        {
                            return(true);
                        }
                    }
                }

                return(false);
            }
Esempio n. 2
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            /// <summary>
            /// 检查对象。
            /// </summary>
            /// <param name="name">对象名称。</param>
            /// <returns>要检查的对象是否存在。</returns>
            public bool CanSpawn(string name)
            {
                if (name == null)
                {
                    throw new GameFrameworkException("Name is invalid.");
                }

                GameFrameworkLinkedListRange <Object <T> > objectRange = default(GameFrameworkLinkedListRange <Object <T> >);

                if (m_Objects.TryGetValue(name, out objectRange))
                {
                    foreach (Object <T> internalObject in objectRange)
                    {
                        if (m_AllowMultiSpawn || !internalObject.IsInUse)
                        {
                            return(true);
                        }
                    }
                }

                return(false);
            }
Esempio n. 3
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        /// <summary>
        /// 获取文件系统。
        /// </summary>
        /// <param name="name">要获取的文件系统的名称。</param>
        /// <param name="access">要获取的文件系统的访问方式。</param>
        /// <returns>获取的文件系统。</returns>
        public IFileSystem GetFileSystem(string name, FileSystemAccess access)
        {
            if (string.IsNullOrEmpty(name))
            {
                throw new GameFrameworkException("Name is invalid.");
            }

            GameFrameworkLinkedListRange <FileSystem> range = default(GameFrameworkLinkedListRange <FileSystem>);

            if (m_RegisteredFileSystems.TryGetValue(name, out range))
            {
                foreach (FileSystem fileSystem in range)
                {
                    if (access != FileSystemAccess.Unspecified && (fileSystem.Access & access) != access)
                    {
                        continue;
                    }

                    return(fileSystem);
                }
            }

            return(null);
        }
Esempio n. 4
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        private int GetEmptyBlockIndex()
        {
            GameFrameworkLinkedListRange <int> lengthRange = default(GameFrameworkLinkedListRange <int>);

            if (m_FreeBlockIndexes.TryGetValue(0, out lengthRange))
            {
                int blockIndex = lengthRange.First.Value;
                m_FreeBlockIndexes.Remove(0, blockIndex);
                return(blockIndex);
            }

            if (m_BlockDatas.Count < m_HeaderData.MaxBlockCount)
            {
                int blockIndex = m_BlockDatas.Count;
                m_BlockDatas.Add(BlockData.Empty);
                WriteHeaderData();
                return(blockIndex);
            }

            return(-1);
        }