コード例 #1
0
ファイル: Ability.cs プロジェクト: yika-aixi/AbilityDesigner
        internal void Return(string id, AbilityInstance instance)
        {
            if (instanceManager == null)
            {
                return;
            }

            instanceManager.ReturnInstance(id, instance);
        }
コード例 #2
0
        public void ReturnInstance(string id, AbilityInstance instance)
        {
            m_OccupiedInstances.Remove(instance);

            // Handle Holdings
            if (m_Holdings.ContainsKey(id))
            {
                m_Holdings[id]--;
            }

            instance.transform.position = m_PoolPosition;
            instance.gameObject.SetActive(false);
        }
コード例 #3
0
        private void ExpandCache(int size)
        {
            List <AbilityInstance> instances = new List <AbilityInstance>(m_AbilityInstances);

            for (int i = 0; i < size; i++)
            {
                GameObject instance = ability.CreateRuntimeInstance();
                instance.transform.SetParent(transform);
                instance.transform.position = poolPostion;
                AbilityInstance abilityInstace = instance.GetComponent <AbilityInstance>();
                abilityInstace.ability = m_Ability;
                instances.Add(abilityInstace);
                instance.SetActive(false);
            }
            m_AbilityInstances = instances.ToArray();
        }
コード例 #4
0
ファイル: Ability.cs プロジェクト: yika-aixi/AbilityDesigner
        public GameObject CreateRuntimeInstance()
        {
            GameObject      gameObject = new GameObject(title + " Runtime Instance");
            AbilityInstance instance   = gameObject.AddComponent <AbilityInstance>();

            m_Unlocked = m_DefaultLock;

            // Clone all phases to the ability instance for runtime use
            instance.phaseLists = new PhaseList[phaseLists.Length];
            for (int p = 0; p < phaseLists.Length; p++)
            {
                instance.phaseLists[p] = phaseLists[p].Clone();
            }

            // Copy all sub instance links to the ability instance
            instance.subInstanceLinks = new SubInstanceLink[subInstanceLinks.Length];
            for (int s = 0; s < subInstanceLinks.Length; s++)
            {
                SubInstanceLink newLink = Instantiate(subInstanceLinks[s]);

                // Create subinstance obj
                GameObject linkObj;
                if (subInstanceLinks[s].obj == null)
                {
                    // Create an empty game object
                    linkObj = new GameObject(title + " (Sub Instance: " + subInstanceLinks[s].title + ")");
                }
                else
                {
                    // Instantiate the prefab given
                    linkObj      = Instantiate(subInstanceLinks[s].obj);
                    linkObj.name = title + " (Sub Instance: " + subInstanceLinks[s].title + ")";
                }

                // Set the parent to the ability instance
                linkObj.transform.SetParent(gameObject.transform);
                linkObj.transform.localPosition = Vector3.zero;

                // Give the generated object to the sub instance link
                newLink.obj = linkObj;
                newLink.CacheComponents();

                // Push the sub instance link into the list of the instance
                instance.subInstanceLinks[s] = newLink;
            }

            // Clone all shared variables for the ability instance
            instance.sharedVariables = new SharedVariable[sharedVariables.Length];
            for (int s = 0; s < sharedVariables.Length; s++)
            {
                instance.sharedVariables[s] = Instantiate(sharedVariables[s]);
            }

            List <SubInstanceLink> subInstanceLinksList = new List <SubInstanceLink>(subInstanceLinks);
            List <SharedVariable>  sharedVariablesList  = new List <SharedVariable>(sharedVariables);

            for (int l = 0; l < phaseLists.Length; l++)
            {
                for (int p = 0; p < phaseLists[l].phases.Length; p++)
                {
                    // Redirecting sub instance links
                    SubInstanceLink[] addingSubInstanceLinks = new SubInstanceLink[phaseLists[l].phases[p].runForSubInstances.Length];
                    for (int s = 0; s < addingSubInstanceLinks.Length; s++)
                    {
                        SubInstanceLink link = phaseLists[l].phases[p].runForSubInstances[s];
                        addingSubInstanceLinks[s] = instance.subInstanceLinks[subInstanceLinksList.IndexOf(link)];
                    }
                    instance.phaseLists[l].phases[p].runForSubInstances = addingSubInstanceLinks;

                    // Redirecting shared variables
                    System.Type phaseType = phaseLists[l].phases[p].GetType();
                    FieldInfo[] allFields = phaseType.GetFields();

                    for (int f = 0; f < allFields.Length; f++)
                    {
                        if (allFields[f].FieldType.IsSubclassOf(typeof(SharedVariable)))
                        {
                            object         value          = allFields[f].GetValue(phaseLists[l].phases[p]);
                            SharedVariable sharedVariable = value as SharedVariable;
                            if (sharedVariable != null)
                            {
                                int index = sharedVariablesList.IndexOf(sharedVariable);
                                allFields[f].SetValue(instance.phaseLists[l].phases[p], instance.sharedVariables[index]);
                            }
                        }

                        if (allFields[f].FieldType.IsSubclassOf(typeof(SubVariable <>)))
                        {
                            object value = allFields[f].GetValue(phaseLists[l].phases[p]);

                            MethodInfo cloneMethod = value.GetType().GetMethod("Clone", BindingFlags.Instance | BindingFlags.NonPublic);
                            object     clone       = cloneMethod.Invoke(value, new object[] { });


                            allFields[f].SetValue(instance.phaseLists[l].phases[p], clone);
                        }
                    }
                }
            }

            instance.Initiate();

            return(gameObject);
        }