private void CreateLabel(ref int nextLabelIndex) { Label label = Program.branchLabelList[nextLabelIndex]; Divider labelDivider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>(); labelDivider.Init(label.val, label); Dividers.Add(labelDivider); // TODO: Need to test on bad devices to see if there's a performance hit when the code list is reset // NOTE: Maybe if there is, we can use pooling and continue to do a full reset GameObject labelBlock = Instantiate(labelBlockPrefab, transform, false); labelBlock.GetComponent <LabelBlock>().Init(label, labelDivider, this); ++nextLabelIndex; }
private void Generate() { cg.blocksRaycasts = initialCGBlocksRaycasts; Dividers.Clear(); SlotFields.Clear(); // Create code block for each instruction in program instructionBlockTransforms = new Transform[Program.instructions.Count]; int lineNumber = 0; int nextLabelIndex = 0; foreach (Instruction instruction in Program.instructions) { // Create any labels for the current line while (nextLabelIndex < Program.branchLabelList.Count && Program.branchLabelList[nextLabelIndex].val == lineNumber) { CreateLabel(ref nextLabelIndex); } // Create divider Divider divider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>(); divider.Init(lineNumber); Dividers.Add(divider); // Create code block GameObject instructionBlock = Instantiate(instructionBlockPrefab, transform, false); instructionBlock.GetComponent <InstructionBlock>().Init(lineNumber, instruction, divider, this); instructionBlockTransforms[lineNumber] = instructionBlock.transform; ++lineNumber; } // Create any remaining labels while (nextLabelIndex < Program.branchLabelList.Count) { CreateLabel(ref nextLabelIndex); } // Create end divider Divider endDivider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>(); endDivider.Init(lineNumber); Dividers.Add(endDivider); OnRectTransformDimensionsChange(); }