public void Clear() { pool.ReturnChildren(SpriteData); pool.ReturnChildren(PointData); pool.ReturnChildren(BoxData); var varE = ObjectVars.GetEnumerator(); while (varE.MoveNext()) { pool.ReturnChildren(varE.Current.Value); pool.ReturnObject(varE.Current.Value); } ObjectVars.Clear(); var tagE = ObjectTags.GetEnumerator(); while (tagE.MoveNext()) { var list = tagE.Current.Value; list.Clear(); pool.ReturnObject(list); } ObjectTags.Clear(); Sounds.Clear(); AnimationVars.Clear(); AnimationTags.Clear(); Events.Clear(); }
public void Clear() { var varE = ObjectVars.GetEnumerator(); while (varE.MoveNext()) { SpriterObjectPool.ReturnStructDict(varE.Current.Value); } ObjectVars.Clear(); var tagE = ObjectTags.GetEnumerator(); while (tagE.MoveNext()) { var list = tagE.Current.Value; list.Clear(); SpriterObjectPool.ReturnObject(list); } ObjectTags.Clear(); Sounds.Clear(); AnimationVars.Clear(); AnimationTags.Clear(); Events.Clear(); }
public void AddObjectTag(string objectName, string tag) { if (!ObjectTags.TryGetValue(objectName, out var tags)) { tags = _pool.GetObject <List <string> >(); ObjectTags[objectName] = tags; } tags.Add(tag); }
public void AddObjectTag(string objectName, string tag) { IList <string> tags; if (!ObjectTags.TryGetValue(objectName, out tags)) { tags = new List <string>(); ObjectTags[objectName] = tags; } tags.Add(tag); }
// Get tag for specific gameobject. public static string GetTag(ObjectTags gameObject) { switch (gameObject) { case ObjectTags.obstacle: return(OBSTACLE_TAG); default: return(""); } }
public void AddObjectTag(string objectName, string tag) { List <string> tags; if (!ObjectTags.TryGetValue(objectName, out tags)) { tags = SpriterObjectPool.GetObject <List <string> >(); ObjectTags[objectName] = tags; } tags.Add(tag); }
}//end Start void SortTags(GameObject obj, bool factionsGroups) {//go through all of the tags, randomly setting them to be true or false ObjectTags tags = ObjectTags.GetTagComponent(obj, factionsGroups?"Factions":"Groups");//get the tags for(int t = 0; t<tags.tags.Count; t++){//go through all tags SB tag = tags.tags[t];//the current tag if(tag.tagName == "Default") tag.selected = true; else tag.selected = System.Math.Round (Random.value-0.1, System.MidpointRounding.AwayFromZero) == 0;//else set randomly //includes a slight bias to increase probability that at least one is selected }//end for all tags }//end SortTags
// Use this for initialization void Start() { //Making sure that nothing was forgoten in setup try { objTags = new ObjectTags(); previousNode = startNode.transform; previousNodeInfo = previousNode.GetComponent<NodeInfo>(); nextNode = previousNodeInfo.connectedNodes[0]; nextNodeInfo = nextNode.GetComponent<NodeInfo>(); } catch { Debug.LogError("No starting node set"); } }