protected void Update()
    {
        foreach (SSAction ac in waitingAddAction)
        {
            dictionary[ac.GetInstanceID()] = ac;
        }
        waitingAddAction.Clear();

        foreach (KeyValuePair <int, SSAction> dic in dictionary)
        {
            SSAction ac = dic.Value;
            if (ac.destory)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int id in waitingDelete)
        {
            SSAction ac = dictionary[id];
            dictionary.Remove(id);
            DestroyObject(ac);
        }

        waitingDelete.Clear();
    }
Esempio n. 2
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 protected void Update()
 {
     //将等待增加的动作列表的动作添加到动作列表中
     foreach (SSAction ac in waitingAdd)
     {
         actions[ac.GetInstanceID()] = ac;
     }
     waitingAdd.Clear();
     //向待删除列表添加待删除的动作序号
     foreach (KeyValuePair <int, SSAction> kv in actions)
     {
         SSAction ac = kv.Value;
         if (ac.destroy)
         {
             waitingDelete.Add(ac.GetInstanceID());
         }
         else if (ac.enable)
         {
             ac.Update();
         }
     }
     //删除待删除的动作
     foreach (int key in waitingDelete)
     {
         SSAction ac = actions[key];
         actions.Remove(key);
         DestroyObject(ac);
     }
     waitingDelete.Clear();
 }
Esempio n. 3
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    private List <int> waitingDelete           = new List <int>();                  //等待删除的动作的key

    public void Update()
    {
        foreach (SSAction ac in waitingAdd)
        {
            actions.Add(ac.GetInstanceID(), ac);                                      //获取动作实例的ID作为key
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            Object.Destroy(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 4
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    private List <int> destroyQueue            = new List <int>();                   //等待删除的动作的key

    protected void Update()
    {
        foreach (SSAction ac in actionQueue)
        {
            //存放动作
            actions[ac.GetInstanceID()] = ac;
        }
        actionQueue.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)               //判断动作是否需要销毁
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                destroyQueue.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int key in destroyQueue)            //销毁完成后的动作
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            DestroyObject(ac);
        }
        destroyQueue.Clear();
    }
Esempio n. 5
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    protected void Update()
    {
        foreach (SSAction ac in add_list)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        add_list.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                delete_list.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int key in delete_list)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            // DestroyObject(ac);
        }
        delete_list.Clear();
    }
Esempio n. 6
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    protected void Update()
    {
        foreach (SSAction ac in Add)
        {
            ActionList[ac.GetInstanceID()] = ac;
        }
        Add.RemoveAll(it => true);

        foreach (KeyValuePair <int, SSAction> pair in ActionList)
        {
            SSAction ac = pair.Value;
            if (ac.destroy == true)
            {
                Delete.Add(ac.GetInstanceID());
            }
            else if (ac.enable == true)
            {
                ac.Update();
            }
        }

        foreach (int key in Delete)
        {
            SSAction ac = ActionList[key];
            ActionList.Remove(key);
            DestroyObject(ac);
        }
        Delete.RemoveAll(it => true);
    }
Esempio n. 7
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    protected void Update()
    {
        foreach (SSAction action in waitingAdd)
        {
            actions[action.GetInstanceID()] = action;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> i in actions)
        {
            SSAction value = i.Value;
            if (value.destroy)
            {
                waitingDelete.Add(value.GetInstanceID());
            }
            else if (value.enable)
            {
                value.Update();
            }
        }

        foreach (int i in waitingDelete)
        {
            SSAction ac = actions[i];
            actions.Remove(i);
            DestroyObject(ac);
        }
    }
Esempio n. 8
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 protected void Update()
 {
     foreach (SSAction action in waitingAdd)
     {
         actions[action.GetInstanceID()] = action;
     }
     waitingAdd.Clear();
     foreach (KeyValuePair <int, SSAction> kv in actions)
     {
         SSAction action = kv.Value;
         if (action.enable)
         {
             Debug.Log("SSActionManager.Update()");
             action.Update(); // update action
         }
         else if (action.destroy)
         {
             waitingDelete.Add(action.GetInstanceID()); // release action
         }
     }
     foreach (int key in waitingDelete)
     {
         SSAction action = actions[key];
         actions.Remove(key);
         Destroy(action);
     }
     waitingDelete.Clear();
 }
Esempio n. 9
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    protected void Update()
    {
        foreach (SSAction action in actionToRun)
        {
            actionsRunning[action.GetInstanceID()] = action;
        }
        actionToRun.Clear();

        foreach (KeyValuePair <int, SSAction> actionKV in actionsRunning)
        {
            SSAction action = actionKV.Value;
            if (action.enable)
            {
                action.Update();
                action.FixedUpdate();
            }
            else
            {
                actionToDel.Add(action.GetInstanceID());
            }
        }

        foreach (int key in actionToDel)
        {
            SSAction action = actionsRunning[key];
            actionsRunning.Remove(key);
            Object.Destroy(action);
        }
        actionToDel.Clear();
    }
Esempio n. 10
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    // Update is called once per frame
    protected void Update()
    {
        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();
        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 11
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    protected void Update()
    {
        foreach (SSAction action in waitingForAdd)
        {
            actions[action.GetInstanceID()] = action;
        }

        waitingForAdd.Clear();

        foreach (KeyValuePair <int, SSAction> pair in actions)
        {
            SSAction action = pair.Value;
            if (action.destroy)
            {
                waitingForDelete.Add(action.GetInstanceID());
            }
            else if (action.enable)
            {
                action.Update();
            }
        }

        foreach (int key in waitingForDelete)
        {
            SSAction action = actions[key];
            actions.Remove(key);
            Destroy(action);
        }

        waitingForDelete.Clear();
    }
Esempio n. 12
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    protected void Update()
    {
        if (Director.getInstance().CurrentSceneController.getGameStatus() != "running")
        {
            actions.Clear();
        }

        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.gameobject.active == false || ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }
        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 13
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    private List <int> waitingDelete           = new List <int>();      // actions need to be deleted

    protected void Update()
    {
        foreach (SSAction action in waitingAdd)
        {
            actions[action.GetInstanceID()] = action;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction action = kv.Value;
            if (action.destroy)         // delete this action
            {
                waitingDelete.Add(action.GetInstanceID());
            }
            else if (action.enable)     // run this action
            {
                action.Update();
                action.FixedUpdate();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction action = actions[key];
            actions.Remove(key);
            Destroy(action);
        }
        waitingDelete.Clear();
    }
Esempio n. 14
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    protected void Update()
    {
        foreach (SSAction myaction in waitingAdd)
        {
            actions[myaction.GetInstanceID()] = myaction;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction myaction = kv.Value;
            if (myaction.destroy)
            {
                waitingDelete.Add(myaction.GetInstanceID());
            }
            else if (myaction.enable)
            {
                myaction.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction myaction = actions[key];
            actions.Remove(key);
            DestroyObject(myaction);
        }
        waitingDelete.Clear();
    }
Esempio n. 15
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    protected void Update()
    {
        foreach (SSAction ac in watingAddAction)
        {
            dictionary[ac.GetInstanceID()] = ac;
        }
        watingAddAction.Clear();
        // 将待加入动作加入dictionary执行

        foreach (KeyValuePair <int, SSAction> dic in dictionary)
        {
            SSAction ac = dic.Value;
            if (ac.destroy)
            {
                watingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }
        // 如果要删除,加入要删除的list,否则更新

        foreach (int id in watingDelete)
        {
            SSAction ac = dictionary[id];
            dictionary.Remove(id);
            DestroyObject(ac);
        }
        watingDelete.Clear();
        // 将deletelist中的动作删除
    }
Esempio n. 16
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    private List <int> waitingDelete           = new List <int>();                  //等待删除动作的key的列表

    protected void Update()
    {
        //获取动作实例将等待执行的动作加入字典并清空待执行列表
        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        //对于字典中每一个pair,看是执行还是删除
        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
                ac.FixedUpdate(); // 物理引擎
            }
        }

        //删除所有已完成的动作并清空待删除列表
        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            Object.Destroy(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 17
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    protected void Update()
    {
        foreach (SSAction act in waitToDo)
        {
            executing[act.GetInstanceID()] = act;
        }
        waitToDo.Clear();

        foreach (KeyValuePair <int, SSAction> kv in executing)
        {
            SSAction act = kv.Value;
            //当前动作做完就该被销毁,否则继续执行
            if (act.destroy)
            {
                waitToDestroy.Add(act.GetInstanceID());
            }
            else
            {
                act.Update();
            }
        }

        foreach (int key in waitToDestroy)
        {
            SSAction act = executing[key];
            executing.Remove(key);
            Destroy(act);
        }

        waitToDestroy.Clear();
    }
    // Update is called once per frame
    protected void Update()
    {
        //把等待队列里所有的动作注册到动作管理器里
        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        //管理所有的动作,如果动作被标志为删除,则把它加入删除队列,被标志为激活,则调用其对应的Update函数
        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        //把删除队列里所有的动作删除
        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            DestroyObject(ac);
        }
    }
Esempio n. 19
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    //清楚所有action,


    protected void Update()
    {
        if (roundCtrl.status == "pause")         //停止玩就不更新action了
        {
            return;
        }
        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.gameobject.active == false || ac.destroy)            //gameobject的active是false就不更新action了
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 20
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    protected void Update()

    {
        if (sceneController.moveMode == FirstSceneController.MoveMode.CCMove)
        {
            if (sceneController.isPaused == false && sceneController.isStarted == true)
            {
                foreach (SSAction ac in waitingAdd)
                {
                    actions[ac.GetInstanceID()] = ac;
                }

                waitingAdd.Clear();



                foreach (KeyValuePair <int, SSAction> kv in actions)
                {
                    SSAction ac = kv.Value;

                    if (ac.destroy)
                    {
                        waitingDelete.Add(ac.GetInstanceID());
                    }
                    else if (ac.enable)
                    {
                        ac.Update();
                    }
                }



                foreach (int key in waitingDelete)
                {
                    SSAction ac = actions[key];

                    actions.Remove(key);

                    DestroyObject(ac);

                    sceneController.diskComp++;
                }

                waitingDelete.Clear();
            }
        }
    }
Esempio n. 21
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    //动作管理器每一帧都对需要执行的动作进行执行
    protected void Update()
    {
        //首先将等待添加链表中动作加入动作字典中
        foreach (SSAction action in waitingAdd)
        {
            actions[action.GetInstanceID()] = action;
        }
        //清空等待添加链表
        waitingAdd.Clear();

        //依次执行当前词典中需要执行的所有动作
        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction action = kv.Value;
            if (action.destory)
            {
                waitingDelete.Add(action.GetInstanceID());
            }
            else if (action.enable)
            {
                action.Update();
            }
        }

        //依次对等待删除链表中的动作进行删除
        foreach (int key in waitingDelete)
        {
            SSAction action = actions[key];
            //从词典中移除动作
            actions.Remove(key);
            //对动作进行销毁
            //组合动作之所以要写OnDestory,原因就在这里
            //组合动作被唯一的记录在词典中,销毁时,需要额外对其中包含的子动作进行销毁回收
            DestroyObject(action);
        }
        //清空等待删除链表
        waitingDelete.Clear();
    }
Esempio n. 22
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    void Update()
    {
        List <int> willDelete = new List <int>();

        foreach (var item in this.actions)
        {
            SSAction action = item.Value;
            if (action.enable)
            {
                action.Update();
            }
            else if (action.destroy)
            {
                willDelete.Add(item.Key);
            }
        }
        foreach (int id in willDelete)
        {
            var action = this.actions[id];
            this.actions.Remove(id);
            Destroy(action);
        }
    }
Esempio n. 23
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    private List <int> waitingDelete           = new List <int>();                  //等待删除的动作的key

    public void Update()
    {
        // Debug.Log("Add"+waitingAdd.Count);
        // Debug.Log("Delete"+waitingDelete.Count);
        // Debug.Log("SSAction Manager called RunAction, "+actions.Count);
        // Debug.Log(this.GetInstanceID());
        foreach (SSAction ac in waitingAdd)
        {
            // Debug.Log("Add action");
            actions.Add(ac.GetInstanceID(), ac);                                      //获取动作实例的ID作为key
        }
        waitingAdd.Clear();

        foreach (KeyValuePair <int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                // Debug.Log("Destory");
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                // Debug.Log("Enable");
                ac.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            Object.Destroy(ac);
        }
        waitingDelete.Clear();
    }
Esempio n. 24
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    protected void Update()
    {
        if (sceneController.currentMoveMode == FirstController.MoveMode.CCMove)
        {
            if (sceneController.isPaused == false && sceneController.isStarted == true)
            {
                foreach (SSAction act in waitAdd)
                {
                    actions [act.GetInstanceID()] = act;
                }
                waitAdd.Clear();

                foreach (KeyValuePair <int, SSAction> kv in actions)
                {
                    SSAction act = kv.Value;
                    if (act.destory)
                    {
                        waitDel.Add(act.GetInstanceID());
                    }
                    else if (act.enable)
                    {
                        act.Update();
                    }
                }

                foreach (int _key in waitDel)
                {
                    SSAction act = actions [_key];
                    actions.Remove(_key);
                    DestroyObject(act);
                    sceneController.diskComp++;
                }
                waitDel.Clear();
            }
        }
    }