public FArpgNode(FArpgNode fad, FArgpBaseData abd, bool isCreate = true, Func <FArpgNode, FArpgNode, bool> ConditionCall = null) { mMian = fad.mMian; mFArgpBaseData = abd; if (ConditionCall == null) { if (mFArgpBaseData.ConditionCallBack == null || mFArgpBaseData.ConditionCallBack.Length == 0) { mConditionCall = TotalGreater; } } else { mConditionCall = ConditionCall; } if (isCreate) { mMian.mMainBuffs[mFArgpBaseData.nodeName] = this; } }
public string LoadFile(string name, FFilePath pathType = FFilePath.FP_Relative) { string tempPath = "." + ResConfig.ARPGEX; if (!name.EndsWith(tempPath)) { name += tempPath; } NewRoot(); //加载配置 FSaveHandle sd = FSaveHandle.Create(name, pathType); ArpgFileData afd = new ArpgFileData(); sd.FromObject(afd); mStartNodeName = afd.headHodeName; IList baseData = (IList)StringSerialize.Deserialize(afd.param, typeof(List <>).MakeGenericType(Assembly.Load("Assembly-CSharp").GetType(afd.typeName))); if (afd != null) { FArpgNode roots = GetRoots(); for (int i = 0; i < afd.data.Length; i++) { var d = afd.data[i]; FArgpBaseData farpgData = (FArgpBaseData)baseData[i]; if (d.conditionMothods != null) { farpgData.ConditionCallBack = new Func <FArpgNode, FArpgNode, bool> [d.conditionMothods.Length]; for (int c = 0; c < d.conditionMothods.Length; c++) { farpgData.ConditionCallBack[c] = (System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>)System.Delegate.CreateDelegate(typeof(System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>), farpgData, d.conditionMothods[c]); } } if (d.playMothods != null) { farpgData.PlayStateCallBacks = new Action <FArpgNode, float, int> [d.playMothods.Length]; for (int c = 0; c < d.playMothods.Length; c++) { farpgData.PlayStateCallBacks[c] = (System.Action <FArpgNode, float, int>)System.Delegate.CreateDelegate(typeof(System.Action <FArpgNode, float, int>), farpgData, d.playMothods[c]); } } FArpgNode node = roots.Regs(farpgData, true, null); node.mRect = d.rect.GetRect(); } for (int i = 0; i < afd.data.Length; i++) { var d = afd.data[i]; FArgpBaseData farpgData = (FArgpBaseData)baseData[i]; FArpgNode node = roots.mMainBuffs[farpgData.nodeName]; if (d.skipNode != "") { node.mSkipNode = roots.mMainBuffs[d.skipNode]; } if (d.nextData != null) { for (int j = 0; j < d.nextData.Length; j++) { var nextNode = roots.mMainBuffs[d.nextData[j]]; node.Regs(nextNode); } } } } SetStartNode(mStartNodeName); return(afd.typeName); }
//节点名字,状态控制,几秒转换,是否创建, public FArpgNode Regs(FArgpBaseData abd, bool isCreate = true, Func <FArpgNode, FArpgNode, bool> ConditionCall = null) { FArpgNode fad = new FArpgNode(this, abd, isCreate, ConditionCall); return(Regs(fad)); }