/// <summary> /// 获取连接的导线, /// </summary> public List <CircuitNodeLine> GetLinkLineNode() { List <CircuitNodeLine> lLineNode = new List <CircuitNodeLine>(); NDlabObject obj = NDlabObject.FindLabObject(this.LabID); if (obj == null || (obj is NDCircuitObject) == false) { return(lLineNode); } NDCircuitObject cirobj = (obj as NDCircuitObject); List <EleLine> l = cirobj.GetLeapLinkLine(this.Type); foreach (EleLine v in l) { if (v == null) { continue; } lLineNode.Add(new CircuitNodeLine(this, v)); } return(lLineNode); }
public void SetCurCircuitObject(NDCircuitObject curcirObj) { if (curcirObj != null) { m_curCirObj = curcirObj; } }
/// <summary> /// create lab object by click | drag way. /// </summary> /// <param name="createWay">0:Click 1:Drag</param> private GameObject CreateLabObj(int createWay) { if (m_PerfabName == "") { return(null); } GameObject obj = NDLoad.LoadPrefab(m_PerfabName, LabEnv.NodeLab.transform); if (obj == null) { return(null); } if (createWay == 0) { SetPosOffset(obj); SetPreCreateObjData(); } else { LabEnv.ResetPreCreateLabObj(); } NDCircuitObject o = obj.GetComponent <NDCircuitObject>(); if (o != null) { o.SetDefaultData(); o.SetGameobjectName(); } m_labObject = o; return(obj); }
void BtnDelClick() { if (m_curCirObj != null) { LabEnv.ClearAllHighlightLabObj(); m_curCirObj.DestroyLabObject(); } WndManager.DestoryWnd <ClickMenuWnd>(); NDCircuitObject.CreateCirCuit(); }
/// <summary> /// 连接导线 /// </summary> public void AddLinkLine(EleLine line) { if (line == null) { return; } if (m_linkEleLine.Contains(line) == false) { m_linkEleLine.Add(line); } bool IslinkLine = CheckLinkLine(); ShowLeap(IslinkLine); NDCircuitObject.CreateCirCuit(); }
/// <summary> /// 移除导线 /// </summary> public void RemoveLinkLine(EleLine line) { if (line == null) { return; } if (m_linkEleLine.Contains(line) == true) { m_linkEleLine.Remove(line); } //line.RemoveLinkLeap(this); bool IslinkLine = CheckLinkLine(); ShowLeap(IslinkLine); NDCircuitObject.CreateCirCuit(); }
void Start() { m_obj = GetComponent <NDCircuitObject>(); }