Esempio n. 1
0
        public int rebuildIndexInOrder(CCSprite pobParent, int uIndex)
        {
            List <Node> pChildren = pobParent.Children;

            if (pChildren != null && pChildren.Count > 0)
            {
                CCObject pObject = null;

                for (int i = 0; i < pChildren.Count; i++)
                {
                    pObject = pChildren[i];
                    CCSprite pChild = pObject as CCSprite;

                    if (pChild != null && (pChild.ZOrder < 0))
                    {
                        uIndex = rebuildIndexInOrder(pChild, uIndex);
                    }
                }
            }

            // ignore self (batch node)
            if (!pobParent.Equals(this))
            {
                pobParent.atlasIndex = uIndex;
                uIndex++;
            }

            if (pChildren != null && pChildren.Count > 0)
            {
                CCObject pObject = null;

                for (int i = 0; i < pChildren.Count; i++)
                {
                    pObject = pChildren[i];
                    CCSprite pChild = pObject as CCSprite;

                    if (pChild != null && (pChild.ZOrder >= 0))
                    {
                        uIndex = rebuildIndexInOrder(pChild, uIndex);
                    }
                }
            }

            return(uIndex);
        }
Esempio n. 2
0
        public int rebuildIndexInOrder(CCSprite pobParent, int uIndex)
        {
            List <CCNode> children = pobParent.children;

            if ((children != null) && (children.Count > 0))
            {
                CCObject obj2 = null;
                for (int i = 0; i < children.Count; i++)
                {
                    obj2 = children[i];
                    CCSprite sprite = obj2 as CCSprite;
                    if ((sprite != null) && (sprite.zOrder < 0))
                    {
                        uIndex = this.rebuildIndexInOrder(sprite, uIndex);
                    }
                }
            }
            if (!pobParent.Equals(this))
            {
                pobParent.atlasIndex = uIndex;
                uIndex++;
            }
            if ((children != null) && (children.Count > 0))
            {
                CCObject obj3 = null;
                for (int j = 0; j < children.Count; j++)
                {
                    obj3 = children[j];
                    CCSprite sprite2 = obj3 as CCSprite;
                    if ((sprite2 != null) && (sprite2.zOrder >= 0))
                    {
                        uIndex = this.rebuildIndexInOrder(sprite2, uIndex);
                    }
                }
            }
            return(uIndex);
        }
Esempio n. 3
0
        public int RebuildIndexInOrder(CCSprite pobParent, int uIndex)
        {
            RawList<CCNode> pChildren = pobParent.Children;

            if (pChildren != null && pChildren.count > 0)
            {
                CCNode[] elements = pChildren.Elements;
                for (int i = 0, count = pChildren.count; i < count; i++)
                {
                    if (elements[i].ZOrder < 0)
                    {
                        uIndex = RebuildIndexInOrder((CCSprite) pChildren[i], uIndex);
                    }
                }
            }

            // ignore self (batch node)
            if (!pobParent.Equals(this))
            {
                pobParent.AtlasIndex = uIndex;
                uIndex++;
            }

            if (pChildren != null && pChildren.count > 0)
            {
                CCNode[] elements = pChildren.Elements;
                for (int i = 0, count = pChildren.count; i < count; i++)
                {
                    if (elements[i].ZOrder >= 0)
                    {
                        uIndex = RebuildIndexInOrder((CCSprite) elements[i], uIndex);
                    }
                }
            }

            return uIndex;
        }
        public int rebuildIndexInOrder(CCSprite pobParent, int uIndex)
        {
            List<CCNode> pChildren = pobParent.children;

            if (pChildren != null && pChildren.Count > 0)
            {
                CCObject pObject = null;

                for (int i = 0; i < pChildren.Count; i++)
                {
                    pObject = pChildren[i];
                    CCSprite pChild = pObject as CCSprite;

                    if (pChild != null && (pChild.zOrder < 0))
                    {
                        uIndex = rebuildIndexInOrder(pChild, uIndex);
                    }
                }
            }

            // ignore self (batch node)
            if (!pobParent.Equals(this))
            {
                pobParent.atlasIndex = uIndex;
                uIndex++;
            }

            if (pChildren != null && pChildren.Count > 0)
            {
                CCObject pObject = null;

                for (int i = 0; i < pChildren.Count; i++)
                {
                    pObject = pChildren[i];
                    CCSprite pChild = pObject as CCSprite;

                    if (pChild != null && (pChild.zOrder >= 0))
                    {
                        uIndex = rebuildIndexInOrder(pChild, uIndex);
                    }
                }
            }

            return uIndex;
        }