Esempio n. 1
0
    public static Mapper_Utility Create(GameObject gameObject = null)
    {
        GameObject find = GameObject.Find("Mapper_Utility");

        if (find != null)
        {
            DestroyImmediate(find);
        }

        Mapper_Utility utility = Create <Mapper_Utility>(gameObject);

        utility.path = Application.dataPath + "/Mapper/result.json";
        return(utility);
    }
Esempio n. 2
0
    public void BuildEditor(Vector2 startPoint)
    {
        foreach (Mapper_Node node in editor.nodes)
        {
            if (node is Mapper_Node_Main)
            {
                node.seInfo.depth = 0;
            }
        }
        Mapper_Utility utility = Mapper_Utility.Create();

        path       = utility.GetPath();
        jsonString = File.ReadAllText(path);
        List <Connection> connections = Connection.CreateFromJSON(jsonString);

        foreach (Connection con in connections)
        {
            if (!editor.nodes.Exists(x => x.nodeName == con.first_object))
            {
                editor.nodes.Add(ScriptableObject.CreateInstance <Mapper_Node_Object>().Initialize(editor, Vector2.zero, con.first_object));
            }
            if (!editor.nodes.Exists(x => x.nodeName == con.second_object))
            {
                editor.nodes.Add(ScriptableObject.CreateInstance <Mapper_Node_Object>().Initialize(editor, Vector2.zero, con.second_object));
            }
        }

        if (connections.Count > 0)
        {
            foreach (Mapper_Node node in editor.nodes)
            {
                if (node is Mapper_Node_Main)
                {
                    Mapper_Node objNode = editor.nodes.Find(x => x.nodeName == connections[0].first_object);
                    objNode.seInfo.depth = 1;
                    Mapper_Node.LinkNodes(node, objNode);
                    break;
                }
            }
        }

        List <Connection> temp = new List <Connection>(connections);

        //Set Depth
        while (temp.Count > 0)
        {
            List <Connection> removedCon = new List <Connection>();

            temp.RemoveAll(x =>
            {
                if ((editor.nodes.Find(n1 => n1.nodeName == x.first_object).seInfo.depth == -1 && editor.nodes.Find(n1 => n1.nodeName == x.second_object).seInfo.depth != -1) ||
                    (editor.nodes.Find(n1 => n1.nodeName == x.first_object).seInfo.depth != -1 && editor.nodes.Find(n1 => n1.nodeName == x.second_object).seInfo.depth == -1))
                {
                    removedCon.Add(x);
                    return(true);
                }

                return(false);
            });

            if (removedCon.Count == 0)
            {
                Mapper_Node node = editor.nodes.Find(x => x.nodeName == temp[0].first_object);
                node.seInfo.depth = 0;
            }

            foreach (Connection con in removedCon)
            {
                Mapper_Node first  = editor.nodes.Find(x => x.nodeName == con.first_object);
                Mapper_Node second = editor.nodes.Find(x => x.nodeName == con.second_object);

                if (first.seInfo.depth != -1)
                {
                    second.seInfo.depth = first.seInfo.depth + 1;
                }
                else
                {
                    first.seInfo.depth = second.seInfo.depth - 1;
                }
            }
        }

        //Set Connection
        foreach (Connection con in connections)
        {
            Mapper_Node first  = editor.nodes.Find(x => x.nodeName == con.first_object);
            Mapper_Node second = editor.nodes.Find(x => x.nodeName == con.second_object);

            ConnectionInfo conInfo = new ConnectionInfo(con.distance, -1, con.rotation_side, con.rotation_up);

            Mapper_Node.LinkNodes(first, second, conInfo);
        }

        //Set Position
        List <Mapper_Node> orderedNodes = editor.nodes.OrderBy(x => x.seInfo.depth).ToList();
        int column = orderedNodes[0].seInfo.depth;
        int row    = 0;

        foreach (Mapper_Node node in orderedNodes)
        {
            if (column < node.seInfo.depth)
            {
                column = node.seInfo.depth;
                row    = 0;
            }

            node.rect.x = startPoint.x + column * (node.node_width + 100);
            node.rect.y = startPoint.y + row * (node.node_height + 100);

            row++;
        }
    }