Пример #1
0
        /// <summary>
        /// 根据时间片长短创建
        /// </summary>
        /// <param name="dataSet">数据集</param> dataInfo的数据结构
        /// <returns></returns>
        public NodeObject ProduceModelNode(int mType, NodeData dataInfo)
        {
            if (!TrackManager.instance.CheckPushValue())
            {
                dataInfo.mtype = mType;

                _dataCache.Insert(0, dataInfo); // 时间倒叙

                return(null);
            }

            // Creat modelnode,生成节点
            NodeObject node = PickAvaliableNode((eNodeType)mType);

            if (node == null)
            {
                return(null);
            }

            // ToDo: Set node attriInfo,将数据集传给Node(钢琴块)节点
            node.ResetDataInfo(dataInfo);

            // Put on track ,将节点放入轨道
            TrackManager.instance.PushValue(node);

            return(node);
        }
Пример #2
0
        // 创建一类节点缓存
        private void CrateModelNodePool(int mType, GameObject prefabe, int num)
        {
            if (_nodePool.ContainsKey(mType))
            {
                Debug.LogWarning("Already contain this type node cache " + mType);
                return;
            }
            if (prefabe == null)
            {
                Debug.LogError("Created failed ,node resource is a null value");
                return;
            }

            List <NodeObject> list = new List <NodeObject>();

            _nodePool.Add(mType, list);

            for (int i = 0; i < num; ++i)
            {
                eNodeType eType = (eNodeType)mType;

                NodeObject node = CreateEmptyNode(eType, prefabe);

                //list.Add(node);
                RecoverNode(node);
            }
        }
Пример #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="eType"></param>
        /// <param name="prefab">源资源prefab</param>
        /// <returns></returns>
        private NodeObject CreateEmptyNode(eNodeType eType, UnityEngine.Object prefab)
        {
            if (prefab == null)
            {
                return(null);
            }

            NodeObject node = null;
            GameObject go   = GameObject.Instantiate(prefab) as GameObject;

            go.name = prefab.name;

            switch (eType)
            {
            case eNodeType.Normal:
                node = go.GetComponent <NormalNode>();
                if (node == null)
                {
                    node = go.AddComponent <NormalNode>();
                }
                node.eType = eNodeType.Normal;
                break;

            case eNodeType.Len:
                node = go.GetComponent <NormalNode>();
                if (node == null)
                {
                    node = go.AddComponent <NormalNode>();
                }
                node.eType = eNodeType.Len;
                break;

            case eNodeType.Combine:
                node = go.GetComponent <NormalNode>();
                if (node == null)
                {
                    node = go.AddComponent <NormalNode>();
                }
                node.eType = eNodeType.Combine;
                break;

            default:
                node = go.GetComponent <NormalNode>();
                if (node == null)
                {
                    node = go.AddComponent <NormalNode>();
                }
                node.eType = eNodeType.Normal;
                break;
            }

            node.Init();

            node.SetParent(cacheRoot);

            //node.SetActive(false);

            return(node);
        }
Пример #4
0
        // 更新不由引擎驱动,而是由Game驱动
        public void Update()
        {
            int count = _dataCache.Count;

            for (int i = count - 1; i >= 0; --i)
            {
                if (!TrackManager.instance.CheckPushValue())
                {
                    break;
                }

                NodeData dataInfo = _dataCache[i];
                int      mType    = dataInfo.mtype;

                NodeObject obj = ProduceModelNode(mType, dataInfo);
                if (obj != null)
                {
                    _dataCache.RemoveAt(i);
                }
            }
        }
Пример #5
0
        public void RecoverNode(NodeObject node)
        {
            eNodeType         eType = node.eType;
            int               mType = (int)eType;
            List <NodeObject> list  = null;

            if (!_nodePool.TryGetValue(mType, out list))
            {
                GameObject.Destroy(node);

                Debug.LogError("RecoverNode failed not contain this type pool");
                return;
            }

            node.Disappear();

            node.SetParent(cacheRoot);

            node.position = Vector3.zero;

            list.Add(node);
        }
Пример #6
0
        private NodeObject PickAvaliableNode(eNodeType eType)
        {
            int mType = (int)eType;
            List <NodeObject> list = null;
            NodeObject        node = null;

            if (!_nodePool.TryGetValue(mType, out list))
            {
                GameObject prefabe = _prefabList[mType];
                if (prefabe == null)
                {
                    Debug.LogError("Not contain this type prefab " + mType);
                    return(null);
                }
                CrateModelNodePool(mType, prefabe, m_CacheDefualtNum);
            }

            int count = list.Count;

            if (count <= 0)
            {
                Object prefabe = _prefabList[mType];
                if (prefabe == null)
                {
                    Debug.LogError("Not contain this type prefab@@@@@@ " + mType);
                    return(null);
                }

                node = CreateEmptyNode(eType, prefabe);

                return(node);
            }

            node = list[0];
            list.RemoveAt(0);

            return(node);
        }