/// <summary> /// 动态添加Element,会在这一帧结束后添加 /// </summary> /// <param name="gm"></param> public void DynamicInsertElement(int index, GameElement gm) { ChangeList.Add(new ChangeElement() { index = index, gameElement = gm }); }
//private void DynamicInsert() //{ // if (DymInsertList.Count != 0) // { // foreach (var item in DymInsertList) // { // if(Elements.Count==0) // { // AddElement(item.gm); // } // else // { // InsertElement(item.index, item.gm); // } // } // DymInsertList.Clear(); // } //} public void DynamicRemoveElement(GameElement gm) { ChangeList.Add(new ChangeElement() { index = -1, gameElement = gm }); }
public EasyKeyInput(GameElement f) { Father = f; keyCodes = new List <KeyCode>(1); OnceDowns = new List <bool>(1); keyEvent_OnceDowns = new List <EventDel>(1); keyEvent_Downs = new List <EventDel>(1); }
public virtual void InsertElement(int i, GameElement gm) { gm.Father = this; if (Elements.Count > i) { Elements.Insert(i, gm); } else { Elements.Add(gm); } }
private void GoWithMouse() { if (ElementsGoWithMouse.Count != 0) { if (ElementsGoWithMouse[0] != last) { ElementsGoWithMouse[0].LastLayer = ElementsGoWithMouse[0].Layer; LayerController.MoveToLayerTop(ElementsGoWithMouse[0], "Select"); last = ElementsGoWithMouse[0]; } } }
/// <summary> /// 动态移除元素,在Scene中,动态移除将在动态添加之前进行 /// </summary> /// <param name="element"></param> public void DynamicRemoveElement(GameElement element) { for (int i = 0; i < Layers.Count; i++) { if (element.Layer == Layers[i]) { Layers[i].Elements.Remove(element); element.LastLayer = element.Layer; element.Layer = null; } } FatherScene.DynamicRemoveElement(element); }
/// <summary> /// 动态添加,会在下一帧绘制加入的元素 /// 在Scene中,动态添加会在动态移除之后进行 /// </summary> /// <param name="element"></param> /// <param name="layerName"></param> public void DynamicAddElementToLayer(GameElement element, string layerName) { int trueCount = 0; for (int i = 0; i < Layers.Count; i++) { trueCount += Layers[i].Elements.Count; if (Layers[i].LayerName == layerName) { Layers[i].Elements.Add(element); element.Layer = Layers[i]; break; } } FatherScene.DynamicInsertElement(trueCount, element); }
/// <summary> /// 动态移动一个元素到指定图层的最上方 /// </summary> /// <param name="element"></param> /// <param name="layerName"></param> public void MoveToLayerTop(GameElement element, string layerName) { DynamicRemoveElement(element); DynamicAddElementToLayer(element, layerName); }
public EasyInputAction(GameElement f) { this.Father = f; }
public virtual void RemoveElement(GameElement gm) { gm.Father = null; Elements.Remove(gm); }
public virtual void AddElement(GameElement gm) { gm.Father = this; Elements.Add(gm); }