private void CreateIntervalNode(IIntervalNode node, int i)
        {
            if (IntervalTransform == null || IntervalPrefab == null)
            {
                return;
            }

            GameObject obj = Instantiate(IntervalPrefab);

            if (obj == null)
            {
                return;
            }

            obj.transform.SetParent(IntervalTransform, false);

            CW_IntervalNode nodeObject = obj.GetComponent <CW_IntervalNode>();

            if (nodeObject == null)
            {
                return;
            }

            nodeObject.setNode(node, i);

            nodes.Add(nodeObject);
        }
        private void CreateIntervalNodes(IIntervalNode node)
        {
            if (intervalInterface == null)
            {
                return;
            }

            if (node == null)
            {
                return;
            }

            for (int i = 1; i <= node.Intervals; i++)
            {
                CreateIntervalNode(node, i);
            }
        }
        public void setIntervalType(IIntervalNode node)
        {
            if (node == null)
            {
                return;
            }

            intervalInterface = node;

            if (IntervalType != null)
            {
                IntervalType.OnTextUpdate.Invoke(node.NodeTitle);
            }

            CreateIntervalNodes(node);

            if (IntervalTransform != null)
            {
                IntervalTransform.gameObject.SetActive(false);
            }
        }
示例#4
0
        public void setNode(IIntervalNode node, int i)
        {
            if (node == null)
            {
                return;
            }

            intervalInterface = node;

            interval = i;

            if (Title != null)
            {
                Title.OnTextUpdate.Invoke(intervalInterface.NodeDescriptor(interval));
            }

            if (Reward != null)
            {
                Reward.OnTextUpdate.Invoke(node.RewardText(i));
            }
        }
        private void CreateIntervalType(IIntervalNode n)
        {
            GameObject obj = Instantiate(IntervalPrefab);

            if (obj == null)
            {
                return;
            }

            obj.transform.SetParent(IntervalTransform, false);

            CW_IntervalTypes nodeObject = obj.GetComponent <CW_IntervalTypes>();

            if (nodeObject == null)
            {
                return;
            }

            nodeObject.setIntervalType(n);

            intervalTypes.Add(nodeObject);
        }
        private void CreateIntervalTypes(IList <IIntervalNode> nodes)
        {
            if (panelInterface == null)
            {
                return;
            }

            if (nodes.Count <= 0)
            {
                return;
            }

            if (IntervalPrefab == null || IntervalTransform == null)
            {
                return;
            }

            for (int i = nodes.Count - 1; i >= 0; i--)
            {
                IIntervalNode n = nodes[i];

                CreateIntervalType(n);
            }
        }