示例#1
0
        /// <summary>
        /// update all child inputviews to align right
        /// </summary>
        /// <param name="width"></param>
        public void UpdateAlignRight(float width)
        {
            if (Mathf.Approximately(this.Width, width))
            {
                return;
            }
            this.Width = width;

            ConnectionInputView conView = ((InputView)LastChild).GetConnectionView();

            if (conView != null && conView.ConnectionInputViewType == ConnectionInputViewType.Statement)
            {
                conView.Width = width - (LastChild.XY.x + conView.XY.x);
            }
            else
            {
                float startX = this.XY.x + width;
                for (int i = Childs.Count - 1; i >= 0; i--)
                {
                    InputView inputView = Childs[i] as InputView;
                    if (i < Childs.Count - 1)
                    {
                        startX -= BlockViewSettings.Get().ContentSpace.x;
                    }
                    startX      -= inputView.Width;
                    inputView.XY = new Vector2(startX, inputView.XY.y);
                }
            }
        }
示例#2
0
        protected internal override void OnXYUpdated()
        {
            if (InToolbox)
            {
                return;
            }

            mBlock.XY = XY;
            //update all connection's location
            foreach (var view in Childs)
            {
                if (view.Type == ViewType.Connection)
                {
                    view.OnXYUpdated();
                }
                else if (view.Type == ViewType.LineGroup)
                {
                    LineGroupView groupView = view as LineGroupView;
                    foreach (var inputView in groupView.Childs)
                    {
                        ConnectionInputView conInputView = ((InputView)inputView).GetConnectionView();
                        if (conInputView != null)
                        {
                            conInputView.OnXYUpdated();
                        }
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Get the size for drawing background
        /// </summary>
        public Vector2 GetDrawSize()
        {
            //I know it is a little bit awkward here...
            //but to make it seem prettier...maybe refactor later
            Vector2             size    = Size;
            ConnectionInputView conView = ((InputView)LastChild).GetConnectionView();

            if (conView != null && !conView.IsSlot)
            {
                size.x -= conView.Width;
            }
            return(size);
        }
示例#4
0
        public static InputView BuildInputView(Input input, LineGroupView groupView, BlockView blockView)
        {
            GameObject inputPrefab;
            ConnectionInputViewType viewType;

            if (input.Type == Define.EConnection.NextStatement)
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputStatement;
                viewType    = ConnectionInputViewType.Statement;
            }
            else if (input.SourceBlock.InputList.Count > 1 && input.SourceBlock.GetInputsInline())
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputValueSlot;
                viewType    = ConnectionInputViewType.ValueSlot;
            }
            else
            {
                inputPrefab = BlockViewSettings.Get().PrefabInputValue;
                viewType    = ConnectionInputViewType.Value;
            }

            GameObject inputObj = GameObject.Instantiate(inputPrefab);

            inputObj.name = "Input_" + (!string.IsNullOrEmpty(input.Name) ? input.Name : "");
            RectTransform inputTrans = inputObj.GetComponent <RectTransform>();

            inputTrans.SetParent(groupView.transform, false);
            UniformRectTransform(inputTrans);

            Transform conInputTrans = inputTrans.GetChild(0);

            InputView inputView = AddViewComponent <InputView>(inputObj);

            inputView.AlignRight = input.Align == Define.EAlign.Right;

            // build child field views of this input view
            List <Field> fields = input.FieldRow;

            foreach (Field field in fields)
            {
                FieldView fieldView = BuildFieldView(field);
                inputView.AddChild(fieldView);
                RectTransform fieldTrans = fieldView.GetComponent <RectTransform>();
                UniformRectTransform(fieldTrans);
            }

            if (input.Type == Define.EConnection.DummyInput)
            {
                //dummy input doesn't need to have a connection point
                GameObject.DestroyImmediate(conInputTrans.gameObject);
            }
            else
            {
                ConnectionInputView conInputView = AddViewComponent <ConnectionInputView>(conInputTrans.gameObject);
                conInputView.ConnectionType          = input.Type;
                conInputView.ConnectionInputViewType = viewType;
                inputView.AddChild(conInputView);

                conInputView.BgImage.raycastTarget = false;
                if (viewType != ConnectionInputViewType.ValueSlot)
                {
                    blockView.AddBgImage(conInputView.BgImage);
                }
            }

            return(inputView);
        }