Пример #1
0
        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();
        }
Пример #2
0
        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();
        }
Пример #3
0
        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("");
        }
    }
Пример #6
0
        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);
        }
Пример #7
0
		}//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
Пример #8
0
    // 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");
        }
    }