void IGraphFactory.CreateOrUpdateNode(CdmNode nodeNew, Vector3 location) { CdmNodeBtc nodeNewBtc = nodeNew as CdmNodeBtc; // Do we exist already? GameObject nodeExistingGo; if (_graphIndex.TryGetValue(nodeNewBtc.NodeId, out nodeExistingGo)) { UpdateExistingNodeGoData(nodeExistingGo, nodeNewBtc); Msg.Log("GraphFactory.CreateOrUpdateNode: Node refreshed: " + nodeExistingGo.gameObject.name + " at " + nodeExistingGo.gameObject.transform.position); return; } GameObject nodeCreated = null; Vector3 createPos = GetRandomPosNear(location); //Msg.LogWarning("created near:" + location); nodeCreated = InstantiateNode(createPos, nodeNewBtc.NodeType); if (nodeCreated != null) { GraphNodePhysics nodeNode = nodeCreated.GetComponent <GraphNodePhysics>(); nodeNode.name = nodeNewBtc.NodeId; nodeNode.Text = name; UpdateExistingNodeGoData(nodeCreated, nodeNewBtc); Msg.Log("GraphFactory.CreateOrUpdateNode: Node created: " + nodeCreated.gameObject.name + " at " + nodeCreated.gameObject.transform.position); _graphIndex.Add(nodeNewBtc.NodeId, nodeCreated); } else { Msg.LogWarning("GraphFactory.CreateOrUpdateNode: Something went wrong, no node created."); return; } }
void IGraphFactory.CreateOrUpdateNode(CdmNode nodeNew, Vector3 location) { // nodeNew contains all the interesting data about a node (an address or a transaction) Debug.Log("Node received: " + nodeNew.NodeType + " " + nodeNew.NodeId + " to be created near: " + location); }