Esempio n. 1
0
        public static void Remove(GameObject pNode)
        {
            // Keenan(delete.E)
            Debug.Assert(pNode != null);
            //GameObjectMan pMan = GameObjectMan.privGetInstance();
            GameObjectMan pMan = GameObjectMan.pActiveGOMan;

            GameObject pSafetyNode = pNode;

            // OK so we have a linked list of trees (Remember that)

            // 1) find the tree root (we already know its the most parent)

            GameObject pTmp  = pNode;
            GameObject pRoot = null;

            while (pTmp != null)
            {
                pRoot = pTmp;
                pTmp  = (GameObject)Iterator.GetParent(pTmp);
            }

            // 2) pRoot is the tree we are looking for
            // now walk the active list looking for pRoot

            GameObjectNode pTree = (GameObjectNode)pMan.baseGetActive();

            while (pTree != null)
            {
                if (pTree.pGameObj == pRoot)
                {
                    // found it
                    break;
                }
                // Goto Next tree
                pTree = (GameObjectNode)pTree.pNext;
            }

            // 3) pTree is the tree that holds pNode
            //  Now remove the node from that tree
            //Debug.Assert(pTree != null);
            //Debug.Assert(pTree.pGameObj != null);

            // Is pTree.poGameObj same as the node we are trying to delete?
            // Answer: should be no... since we always have a group (that was a good idea)
            //Debug.Assert(pTree.pGameObj != pNode);

            GameObject pParent = (GameObject)Iterator.GetParent(pNode);

            Debug.Assert(pParent != null);

            GameObject pChild = (GameObject)Iterator.GetChild(pNode);

            Debug.Assert(pChild == null);

            // remove the node
            pParent.Remove(pNode);

            // TODO - Recycle pNode
        }
Esempio n. 2
0
        public static void Update()
        {
            //GameObjectMan pMan = GameObjectMan.privGetInstance();
            GameObjectMan pMan = GameObjectMan.pActiveGOMan;

            Debug.Assert(pMan != null);

            GameObjectNode pGameObjectNode = (GameObjectNode)pMan.baseGetActive();

            while (pGameObjectNode != null)
            {
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.pGameObj);

                Component pNode = pRev.First();
                while (!pRev.IsDone())
                {
                    GameObject pGameObj = (GameObject)pNode;

                    //Debug.WriteLine("update: {0} ({1})", pGameObj, pGameObj.GetHashCode());
                    pGameObj.Update();

                    pNode = pRev.Next();
                }

                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Esempio n. 3
0
        public static void Remove(GameObject pNode)
        {
            Debug.Assert(pNode != null);
            GameObjectMan pMan = GameObjectMan.privGetInstance();

            GameObject pSafetyNode = pNode;

            GameObject pTmp  = pNode;
            GameObject pRoot = null;

            while (pTmp != null)
            {
                pRoot = pTmp;
                pTmp  = (GameObject)Iterator.GetParent(pTmp);
            }

            GameObjectNode pTree = (GameObjectNode)pMan.baseGetActive();

            while (pTree != null)
            {
                if (pTree.poGameObj == pRoot)
                {
                    break;
                }
                pTree = (GameObjectNode)pTree.pNext;
            }

            Debug.Assert(pTree != null);
            Debug.Assert(pTree.poGameObj != null);

            if (pTree.poGameObj == pNode)
            {
                return;
            }
            Debug.Assert(pTree.poGameObj != pNode);

            GameObject pParent = (GameObject)Iterator.GetParent(pNode);

            Debug.Assert(pParent != null);

            GameObject pChild = (GameObject)Iterator.GetChild(pNode);

            Debug.Assert(pChild == null);

            pParent.Remove(pNode);
            pParent.Update();

            // TODO - Recycle pNode
        }