protected void Awake() { Debug.Log("Container awake", this); BloxGlobal.Create(this.bloxGlobalPrefab); this.customEvents = new Dictionary <string, List <BloxEvent> >(); this.bloxVarCache = new Dictionary <string, BloxVariables>(); Debug.Log("生成事件和变量缓存"); for (int i = 0; i < this.bloxVars.Count; i++) { Debug.Log("添加变量缓存" + this.bloxVars[i].bloxIdent + " 值 " + this.bloxVars[i]); this.bloxVarCache.Add(this.bloxVars[i].bloxIdent, this.bloxVars[i]); this.CheckVariables(this.bloxVars[i], BloxGlobal.Instance.FindBloxDef(this.bloxIdents[i])); this.bloxVars[i].BuildCache(); } for (int j = 0; j < this.bloxIdents.Count; j++) { Blox blox = BloxGlobal.Instance.FindBloxDef(this.bloxIdents[j]); if (!((UnityEngine.Object)blox == (UnityEngine.Object)null)) { if (!this.bloxVarCache.ContainsKey(this.bloxIdents[j])) { BloxVariables bloxVariables = new BloxVariables(); bloxVariables.bloxIdent = this.bloxIdents[j]; this.bloxVars.Add(bloxVariables); this.bloxVarCache.Add(bloxVariables.bloxIdent, bloxVariables); this.CheckVariables(bloxVariables, blox); bloxVariables.BuildCache(); } this.AttachComponents(blox); } } }
protected void Awake() { BloxGlobal.Create(this.bloxGlobalPrefab); this.customEvents = new Dictionary <string, List <BloxEvent> >(); this.BuildVarCache(); for (int i = 0; i < this.bloxIdents.Count; i++) { Blox blox = BloxGlobal.Instance.FindBloxDef(this.bloxIdents[i]); if (!((UnityEngine.Object)blox == (UnityEngine.Object)null)) { if (!this.bloxVarCache.ContainsKey(this.bloxIdents[i])) { BloxVariables bloxVariables = new BloxVariables(); bloxVariables.bloxIdent = this.bloxIdents[i]; this.bloxVars.Add(bloxVariables); this.bloxVarCache.Add(bloxVariables.bloxIdent, bloxVariables); this._CheckVariables(bloxVariables, blox); bloxVariables.BuildCache(); } this.AttachComponents(blox); } } }