Esempio n. 1
0
        public static void Update()
        {
            GameObjectManager pMan = GameObjectManager.pActiveManager;

            Debug.Assert(pMan != null);

            // Debug.WriteLine("---------------");

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

            while (pGameObjectNode != null)
            {
                // Debug.WriteLine("update: GameObjectTree {0} ({1})", pGameObjectNode.poGameObj, pGameObjectNode.poGameObj.GetHashCode());
                // Debug.WriteLine("   +++++");
                ReverseIterator pRev = new ReverseIterator(pGameObjectNode.poGameObj);

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

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

                    pNode = pRev.Next();
                }

                // Debug.WriteLine("   ------");
                pGameObjectNode = (GameObjectNode)pGameObjectNode.pNext;
            }
        }
Esempio n. 2
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        //Remove from GameObject PCSTree
        public static void Remove(GameObject pNode)
        {
            Debug.Assert(pNode != null);
            GameObjectManager pMan = GameObjectManager.privGetInstance();

            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)pTmp.pParent;
            }

            // 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.pMNext;
            }

            // 3) pTree is the tree that holds pNode
            //  Now remove it

            Debug.Assert(pTree != null);
            Debug.Assert(pTree.pGameObj != null);
            pMan.pRootTree.SetRoot(pTree.pGameObj);
            pMan.pRootTree.Remove(pNode);
        }
Esempio n. 3
0
        //public static GameObject Find(GameObject.Name name)
        //{
        //    //get the singleton
        //    GameObjectManager pMan = privGetInstance();

        //    // Compare functions only compares two Nodes
        //    GameObjectManager.pRefNode.pGameObj.SetName(name);

        //    GameObjectNode pNode = (GameObjectNode)pMan.baseFindNode(GameObjectManager.pRefNode);
        //    Debug.Assert(pNode != null);

        //    return pNode.pGameObj;
        //}
        public static GameObject Find(GameObject.Name name, int index = 0)
        {
            GameObjectManager pMan = GameObjectManager.privGetInstance();

            // Compare functions only compares two Nodes
            GameObjectManager.pRefNode.pGameObj.SetName(name);
            GameObjectManager.pRefNode.pGameObj.index = index;

            GameObjectNode pRoot    = (GameObjectNode)pMan.baseGetActive();
            GameObject     pGameObj = null;

            bool found = false;

            while (pRoot != null && found == false)
            {
                // OK at this point, I have a Root tree,
                // need to walk the tree completely before moving to next tree
                //forward navigation
                PCSTreeForwardIterator pIterator = new PCSTreeForwardIterator(pRoot.pGameObj);

                // Initialize
                pGameObj = (GameObject)pIterator.First();
                //while (pGameObj != null)
                while (!pIterator.IsDone())
                {
                    //check for both matching name and index
                    if (pGameObj.GetName() == GameObjectManager.pRefNode.pGameObj.GetName() &&
                        pGameObj.index == GameObjectManager.pRefNode.pGameObj.index)
                    {
                        found = true;
                        break;
                    }

                    // Advance
                    pGameObj = (GameObject)pIterator.Next();
                }

                // Goto Next tree
                pRoot = (GameObjectNode)pRoot.pMNext;
            }

            return(pGameObj);
        }
Esempio n. 4
0
        public static void Update()
        {
            GameObjectManager pMan = GameObjectManager.privGetInstance();

            //get the root game object
            GameObjectNode pRoot = (GameObjectNode)pMan.baseGetActive();

            while (pRoot != null)
            {
                // OK at this point, I have a Root tree,
                // need to walk the tree completely before moving to next tree

                //todo double check on forward or reverse iteration
                //PCSTreeIterator pIterator = new PCSTreeIterator(pRoot.pGameObj);
                PCSTreeForwardIterator pIterator = new PCSTreeForwardIterator(pRoot.pGameObj);
                //PCSTreeReverseIterator pIterator = new PCSTreeReverseIterator(pRoot.pGameObj);


                // Initialize the first game object pointer
                GameObject pGameObj = (GameObject)pIterator.First();

                //iterate through and update all GameObjects in this tree/subtree
                //Debug.WriteLine("-------");
                while (!pIterator.IsDone())
                {
                    //Debug.WriteLine("  {0}", pGameObj.GetName());
                    pGameObj.Update();

                    // Advance
                    pGameObj = (GameObject)pIterator.Next();
                }

                // Go to next tree
                pRoot = (GameObjectNode)pRoot.pMNext;
            }
        }
Esempio n. 5
0
        public static void Remove(GameObject pNode)
        {
            // Keenan(delete.E)
            Debug.Assert(pNode != null);
            GameObjectManager pMan = GameObjectManager.pActiveManager;

            Debug.Assert(pMan != null);

            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.poGameObj == 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.poGameObj != 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.poGameObj != pNode);

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

            Debug.Assert(pParent != null);

            // Make sure there is no child before the delete
            GameObject pChild = (GameObject)Iterator.GetChild(pNode);

            Debug.Assert(pChild == null);

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

            // FOUND the bug!!!!
            pParent.Update();

            // TODO - Recycle pNode
        }