/// <summary> /// 挂载一个子消息节点到当前节点上 /// </summary> /// <param name="node">消息节点</param> /// <returns>如果当前节点里面已经包含要添加的这个子节点那么返回false</returns> public bool AttachEventNode(MassageNode node) { if (node == null) { return(false); } if (mNodeList.Contains(node)) { return(false); } int pos = 0; for (int i = 0; i < mNodeList.Count; i++) { if (node.EventNodePriority > mNodeList[i].EventNodePriority) { break; } pos++; } mNodeList.Insert(pos, node); return(true); }
private void InitGmae() { cameraMove = new CameraMove(); rootMassageNode = new MassageNode(gameObject); mapManager = new MapManager(GameObject.Find("scene/map")); roleManager = new RoleManager(GameObject.Find("scene/map/role")); uIManager = new UIManager(GameObject.Find("ui")); }
/// <summary> /// 卸载一个子消息节点 /// </summary> /// <param name="node">消息节点</param> /// <returns>如果子节点不存在那么返回false</returns> public bool DetachEventNode(MassageNode node) { if (!mNodeList.Contains(node)) { return(false); } mNodeList.Remove(node); return(true); }