protected void Update() { foreach (SSAction ac in waitingAddAction) { dictionary[ac.GetInstanceID()] = ac; } waitingAddAction.Clear(); foreach (KeyValuePair <int, SSAction> dic in dictionary) { SSAction ac = dic.Value; if (ac.destory) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int id in waitingDelete) { SSAction ac = dictionary[id]; dictionary.Remove(id); DestroyObject(ac); } waitingDelete.Clear(); }
protected void Update() { //将等待增加的动作列表的动作添加到动作列表中 foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); //向待删除列表添加待删除的动作序号 foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } //删除待删除的动作 foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } waitingDelete.Clear(); }
private List <int> waitingDelete = new List <int>(); //等待删除的动作的key public void Update() { foreach (SSAction ac in waitingAdd) { actions.Add(ac.GetInstanceID(), ac); //获取动作实例的ID作为key } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); Object.Destroy(ac); } waitingDelete.Clear(); }
private List <int> destroyQueue = new List <int>(); //等待删除的动作的key protected void Update() { foreach (SSAction ac in actionQueue) { //存放动作 actions[ac.GetInstanceID()] = ac; } actionQueue.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) //判断动作是否需要销毁 { SSAction ac = kv.Value; if (ac.destroy) { destroyQueue.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in destroyQueue) //销毁完成后的动作 { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } destroyQueue.Clear(); }
protected void Update() { foreach (SSAction ac in add_list) { actions[ac.GetInstanceID()] = ac; } add_list.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { delete_list.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in delete_list) { SSAction ac = actions[key]; actions.Remove(key); // DestroyObject(ac); } delete_list.Clear(); }
protected void Update() { foreach (SSAction ac in Add) { ActionList[ac.GetInstanceID()] = ac; } Add.RemoveAll(it => true); foreach (KeyValuePair <int, SSAction> pair in ActionList) { SSAction ac = pair.Value; if (ac.destroy == true) { Delete.Add(ac.GetInstanceID()); } else if (ac.enable == true) { ac.Update(); } } foreach (int key in Delete) { SSAction ac = ActionList[key]; ActionList.Remove(key); DestroyObject(ac); } Delete.RemoveAll(it => true); }
protected void Update() { foreach (SSAction action in waitingAdd) { actions[action.GetInstanceID()] = action; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> i in actions) { SSAction value = i.Value; if (value.destroy) { waitingDelete.Add(value.GetInstanceID()); } else if (value.enable) { value.Update(); } } foreach (int i in waitingDelete) { SSAction ac = actions[i]; actions.Remove(i); DestroyObject(ac); } }
protected void Update() { foreach (SSAction action in waitingAdd) { actions[action.GetInstanceID()] = action; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction action = kv.Value; if (action.enable) { Debug.Log("SSActionManager.Update()"); action.Update(); // update action } else if (action.destroy) { waitingDelete.Add(action.GetInstanceID()); // release action } } foreach (int key in waitingDelete) { SSAction action = actions[key]; actions.Remove(key); Destroy(action); } waitingDelete.Clear(); }
protected void Update() { foreach (SSAction action in actionToRun) { actionsRunning[action.GetInstanceID()] = action; } actionToRun.Clear(); foreach (KeyValuePair <int, SSAction> actionKV in actionsRunning) { SSAction action = actionKV.Value; if (action.enable) { action.Update(); action.FixedUpdate(); } else { actionToDel.Add(action.GetInstanceID()); } } foreach (int key in actionToDel) { SSAction action = actionsRunning[key]; actionsRunning.Remove(key); Object.Destroy(action); } actionToDel.Clear(); }
// Update is called once per frame protected void Update() { foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } waitingDelete.Clear(); }
protected void Update() { foreach (SSAction action in waitingForAdd) { actions[action.GetInstanceID()] = action; } waitingForAdd.Clear(); foreach (KeyValuePair <int, SSAction> pair in actions) { SSAction action = pair.Value; if (action.destroy) { waitingForDelete.Add(action.GetInstanceID()); } else if (action.enable) { action.Update(); } } foreach (int key in waitingForDelete) { SSAction action = actions[key]; actions.Remove(key); Destroy(action); } waitingForDelete.Clear(); }
protected void Update() { if (Director.getInstance().CurrentSceneController.getGameStatus() != "running") { actions.Clear(); } foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.gameobject.active == false || ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } waitingDelete.Clear(); }
private List <int> waitingDelete = new List <int>(); // actions need to be deleted protected void Update() { foreach (SSAction action in waitingAdd) { actions[action.GetInstanceID()] = action; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction action = kv.Value; if (action.destroy) // delete this action { waitingDelete.Add(action.GetInstanceID()); } else if (action.enable) // run this action { action.Update(); action.FixedUpdate(); } } foreach (int key in waitingDelete) { SSAction action = actions[key]; actions.Remove(key); Destroy(action); } waitingDelete.Clear(); }
protected void Update() { foreach (SSAction myaction in waitingAdd) { actions[myaction.GetInstanceID()] = myaction; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction myaction = kv.Value; if (myaction.destroy) { waitingDelete.Add(myaction.GetInstanceID()); } else if (myaction.enable) { myaction.Update(); } } foreach (int key in waitingDelete) { SSAction myaction = actions[key]; actions.Remove(key); DestroyObject(myaction); } waitingDelete.Clear(); }
protected void Update() { foreach (SSAction ac in watingAddAction) { dictionary[ac.GetInstanceID()] = ac; } watingAddAction.Clear(); // 将待加入动作加入dictionary执行 foreach (KeyValuePair <int, SSAction> dic in dictionary) { SSAction ac = dic.Value; if (ac.destroy) { watingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } // 如果要删除,加入要删除的list,否则更新 foreach (int id in watingDelete) { SSAction ac = dictionary[id]; dictionary.Remove(id); DestroyObject(ac); } watingDelete.Clear(); // 将deletelist中的动作删除 }
private List <int> waitingDelete = new List <int>(); //等待删除动作的key的列表 protected void Update() { //获取动作实例将等待执行的动作加入字典并清空待执行列表 foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); //对于字典中每一个pair,看是执行还是删除 foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); ac.FixedUpdate(); // 物理引擎 } } //删除所有已完成的动作并清空待删除列表 foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); Object.Destroy(ac); } waitingDelete.Clear(); }
protected void Update() { foreach (SSAction act in waitToDo) { executing[act.GetInstanceID()] = act; } waitToDo.Clear(); foreach (KeyValuePair <int, SSAction> kv in executing) { SSAction act = kv.Value; //当前动作做完就该被销毁,否则继续执行 if (act.destroy) { waitToDestroy.Add(act.GetInstanceID()); } else { act.Update(); } } foreach (int key in waitToDestroy) { SSAction act = executing[key]; executing.Remove(key); Destroy(act); } waitToDestroy.Clear(); }
// Update is called once per frame protected void Update() { //把等待队列里所有的动作注册到动作管理器里 foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); //管理所有的动作,如果动作被标志为删除,则把它加入删除队列,被标志为激活,则调用其对应的Update函数 foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } //把删除队列里所有的动作删除 foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } }
//清楚所有action, protected void Update() { if (roundCtrl.status == "pause") //停止玩就不更新action了 { return; } foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.gameobject.active == false || ac.destroy) //gameobject的active是false就不更新action了 { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); } waitingDelete.Clear(); }
protected void Update() { if (sceneController.moveMode == FirstSceneController.MoveMode.CCMove) { if (sceneController.isPaused == false && sceneController.isStarted == true) { foreach (SSAction ac in waitingAdd) { actions[ac.GetInstanceID()] = ac; } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); DestroyObject(ac); sceneController.diskComp++; } waitingDelete.Clear(); } } }
//动作管理器每一帧都对需要执行的动作进行执行 protected void Update() { //首先将等待添加链表中动作加入动作字典中 foreach (SSAction action in waitingAdd) { actions[action.GetInstanceID()] = action; } //清空等待添加链表 waitingAdd.Clear(); //依次执行当前词典中需要执行的所有动作 foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction action = kv.Value; if (action.destory) { waitingDelete.Add(action.GetInstanceID()); } else if (action.enable) { action.Update(); } } //依次对等待删除链表中的动作进行删除 foreach (int key in waitingDelete) { SSAction action = actions[key]; //从词典中移除动作 actions.Remove(key); //对动作进行销毁 //组合动作之所以要写OnDestory,原因就在这里 //组合动作被唯一的记录在词典中,销毁时,需要额外对其中包含的子动作进行销毁回收 DestroyObject(action); } //清空等待删除链表 waitingDelete.Clear(); }
void Update() { List <int> willDelete = new List <int>(); foreach (var item in this.actions) { SSAction action = item.Value; if (action.enable) { action.Update(); } else if (action.destroy) { willDelete.Add(item.Key); } } foreach (int id in willDelete) { var action = this.actions[id]; this.actions.Remove(id); Destroy(action); } }
private List <int> waitingDelete = new List <int>(); //等待删除的动作的key public void Update() { // Debug.Log("Add"+waitingAdd.Count); // Debug.Log("Delete"+waitingDelete.Count); // Debug.Log("SSAction Manager called RunAction, "+actions.Count); // Debug.Log(this.GetInstanceID()); foreach (SSAction ac in waitingAdd) { // Debug.Log("Add action"); actions.Add(ac.GetInstanceID(), ac); //获取动作实例的ID作为key } waitingAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; if (ac.destroy) { // Debug.Log("Destory"); waitingDelete.Add(ac.GetInstanceID()); } else if (ac.enable) { // Debug.Log("Enable"); ac.Update(); } } foreach (int key in waitingDelete) { SSAction ac = actions[key]; actions.Remove(key); Object.Destroy(ac); } waitingDelete.Clear(); }
protected void Update() { if (sceneController.currentMoveMode == FirstController.MoveMode.CCMove) { if (sceneController.isPaused == false && sceneController.isStarted == true) { foreach (SSAction act in waitAdd) { actions [act.GetInstanceID()] = act; } waitAdd.Clear(); foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction act = kv.Value; if (act.destory) { waitDel.Add(act.GetInstanceID()); } else if (act.enable) { act.Update(); } } foreach (int _key in waitDel) { SSAction act = actions [_key]; actions.Remove(_key); DestroyObject(act); sceneController.diskComp++; } waitDel.Clear(); } } }