本文整理汇总了C#中ContentRef类的典型用法代码示例。如果您正苦于以下问题:C# ContentRef类的具体用法?C# ContentRef怎么用?C# ContentRef使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ContentRef类属于命名空间,在下文中一共展示了ContentRef类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: DrawTechnique
/// <summary>
/// Creates a new DrawTechnique using the specified <see cref="BlendMode"/> and <see cref="Duality.Resources.ShaderProgram"/>.
/// </summary>
/// <param name="blendType"></param>
/// <param name="shader"></param>
/// <param name="formatPref"></param>
public DrawTechnique(BlendMode blendType, ContentRef<ShaderProgram> shader, VertexDeclaration formatPref = null)
{
this.blendType = blendType;
this.shader = shader;
this.prefFormat = formatPref;
this.prefType = formatPref != null ? formatPref.DataType : null;
}
开发者ID:SirePi,项目名称:duality,代码行数:13,代码来源:DrawTechnique.cs
示例2: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
PixelData pixelData = LoadPixelData(srcFile);
Pixmap res = r.Res as Pixmap;
res.MainLayer = pixelData;
res.SourcePath = srcFile;
}
开发者ID:ninja2003,项目名称:duality,代码行数:7,代码来源:PixmapFileImporter.cs
示例3: CreatureContainer
public CreatureContainer(CreatureType type, bool forwardOnSpecial, ContentRef<Material> combatSprite, params NameOfAbility[] abilities)
{
this.CombatSprite = combatSprite;
this.forwardOnSpecial = forwardOnSpecial;
this.CreatureType = type;
this.AbilityNameStorage = new List<NameOfAbility>(abilities);
}
开发者ID:ellertsmari,项目名称:testrepo2,代码行数:7,代码来源:CreatureContainer.cs
示例4: SoundInstance
internal SoundInstance(ContentRef<Sound> sound, GameObject attachObj)
{
this.attachedTo = attachObj;
this.is3D = true;
this.sound = sound;
this.audioData = this.sound.IsAvailable ? this.sound.Res.FetchData() : null;
}
开发者ID:ninja2003,项目名称:duality,代码行数:7,代码来源:SoundInstance.cs
示例5: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
Font font = r.Res as Font;
font.SourcePath = srcFile;
font.EmbeddedTrueTypeFont = File.ReadAllBytes(srcFile);
font.RenderGlyphs();
}
开发者ID:ninja2003,项目名称:duality,代码行数:7,代码来源:FontFileImporter.cs
示例6: ApplyToPrefabAction
public ApplyToPrefabAction(GameObject obj, ContentRef<Prefab> target)
: base(new[] { obj })
{
this.targetPrefab = new ContentRef<Prefab>[this.targetObj.Length];
for (int i = 0; i < this.targetPrefab.Length; i++)
this.targetPrefab[i] = target;
}
开发者ID:SirePi,项目名称:duality,代码行数:7,代码来源:ApplyToPrefabAction.cs
示例7: TilesetSelectionChangedEventArgs
public TilesetSelectionChangedEventArgs(ContentRef<Tileset> prev, ContentRef<Tileset> next, SelectionChangeReason reason)
: base()
{
this.prev = prev;
this.next = next;
this.reason = reason;
}
开发者ID:SirePi,项目名称:duality,代码行数:7,代码来源:TilesetSelectionChangedEventArgs.cs
示例8: Switch
// We are going to use ContentRefs instead of using Scene Resources directly
/// <summary>
/// Function to switch to another scene.
/// </summary>
/// <param name="scene">The ContentRef of the scene to switch to.</param>
public static void Switch(ContentRef<Scene> scene)
{
// Note that we are not doing any scene disposal here. This means that
// the current scene will not be removed from memory, and that it will
// retain changes made to it.
Scene.SwitchTo(scene);
}
开发者ID:hsnabn,项目名称:duality-samples,代码行数:12,代码来源:SceneSwitcher.cs
示例9: SaveSceneCopy
/// <summary>
/// Function to save a copy of the specified scene.
/// </summary>
/// <param name="scene">The scene to be saved.</param>
public static void SaveSceneCopy(ContentRef<Scene> scene)
{
// This is the path to which the file will be saved. It is constructed by
// combining the Duality Data directory path with the sample name, which
// results in the actual directory the file will be saved to.
// This result is concatenated with the actual file name.
// The file name is constructed by concatenating the specified scene's name,
// along with "_Copy" and the Scene Resource file extension.
string filePath = Duality.IO.PathOp.Combine(DualityApp.DataDirectory, "SceneTransitions")
+ (scene.Name + "_Copy" + Resource.GetFileExtByType<Scene>());
// Here we save the scene.
scene.Res.Save(filePath);
// The "Press to save" object's TextRenderer.
TextRenderer textRenderer = scene.Res.FindGameObject("Text5").GetComponent<TextRenderer>();
// Set the "Press to save" object's TextRenderer's source text and color tint,
// if the TextRenderer was found.
if (textRenderer != null)
{
textRenderer.Text.ApplySource("The saved scene can be found in the Duality Data directory.");
textRenderer.ColorTint = ColorRgba.Green;
}
}
开发者ID:hsnabn,项目名称:duality-samples,代码行数:29,代码来源:SceneSwitcher.cs
示例10: CreateFromAudioData
/// <summary>
/// Creates a new Sound Resource based on the specified AudioData, saves it and returns a reference to it.
/// </summary>
/// <param name="baseRes"></param>
/// <returns></returns>
public static ContentRef<Sound> CreateFromAudioData(ContentRef<AudioData> baseRes)
{
string resPath = PathHelper.GetFreePath(baseRes.FullName, FileExt);
Sound res = new Sound(baseRes);
res.Save(resPath);
return res;
}
开发者ID:KSLcom,项目名称:duality,代码行数:12,代码来源:Sound.cs
示例11: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
AbstractShader s = r.Res as AbstractShader;
string sourceCode = File.ReadAllText(srcFile);
s.Source = sourceCode;
s.SourcePath = srcFile;
s.Compile();
}
开发者ID:ninja2003,项目名称:duality,代码行数:8,代码来源:ShaderFileImporter.cs
示例12: CanReImportFile
public bool CanReImportFile(ContentRef<Resource> r, string srcFile)
{
string ext = Path.GetExtension(srcFile);
if (r.Is<VertexShader>() && string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
return true;
else if (r.Is<FragmentShader>() && string.Equals(ext, SourceFileExtFragment, StringComparison.InvariantCultureIgnoreCase))
return true;
else
return false;
}
开发者ID:sinithwar,项目名称:duality,代码行数:10,代码来源:ShaderFileImporter.cs
示例13: SceneContainsTileset
public static bool SceneContainsTileset(Scene scene, ContentRef<Tileset> tileset)
{
foreach (Tilemap tilemap in scene.FindComponents<Tilemap>())
{
if (tilemap.Tileset == tileset)
return true;
}
return false;
}
开发者ID:SirePi,项目名称:duality,代码行数:10,代码来源:TilemapsEditorSelectionParser.cs
示例14: DisposeAndSwitch
/// <summary>
/// Function to switch to another scene after disposing the specified scene.
/// </summary>
/// <param name="nextScene">The ContentRef of the scene to dispose.</param>
/// <param name="nextScene">The ContentRef of the scene to switch to.</param>
public static void DisposeAndSwitch(ContentRef<Scene> disposeScene,
ContentRef<Scene> nextScene)
{
// In this function, the current scene will be disposed, or removed
// from memory, before the switch to the next scene commences.
// We are using DisposeLater() for safety, it will only dispose the
// scene after the current update cycle is over.
disposeScene.Res.DisposeLater();
Scene.SwitchTo(nextScene);
}
开发者ID:hsnabn,项目名称:duality-samples,代码行数:16,代码来源:SceneSwitcher.cs
示例15: ScreenCaptureStream
public ScreenCaptureStream(BlockingCollection<CapturedFrame> frames, string streamName, ContentRef<RenderTarget> output, int numberOfCachedFrames)
{
_frames = frames;
_output = output;
StreamName = streamName;
_numberOfCachedFrames = numberOfCachedFrames;
_pboIds[0] = GL.GenBuffer();
_pboIds[1] = GL.GenBuffer();
}
开发者ID:BraveSirAndrew,项目名称:DualityScreenCapturePlugin,代码行数:11,代码来源:ScreenCaptureStream.cs
示例16: GenerateSourceFilePath
public static string GenerateSourceFilePath(ContentRef<Resource> r, string srcFileExt)
{
string filePath = PathHelper.MakeFilePathRelative(r.Path, DualityApp.DataDirectory);
string fileDir = Path.GetDirectoryName(filePath);
if (filePath.Contains(".."))
{
filePath = Path.GetFileName(filePath);
fileDir = ".";
}
return PathHelper.GetFreePath(Path.Combine(Path.Combine(EditorHelper.SourceMediaDirectory, fileDir), r.Name), srcFileExt);
}
开发者ID:hbcameleon,项目名称:duality,代码行数:11,代码来源:FileImportProvider.cs
示例17: SetupTilemap
/// <summary>
/// Prepares the specified <see cref="Tilemap"/> for user editing using the specified size.
/// </summary>
/// <param name="tilemap"></param>
/// <param name="tilesetRef"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <param name="isUpperLayer"></param>
public static void SetupTilemap(Tilemap tilemap, ContentRef<Tileset> tilesetRef, int width, int height, bool isUpperLayer)
{
Tileset tileset = tilesetRef.Res;
// Determine the first tile index that matches the layer type.
int fillTileIndex = GetDefaultTileIndex(tileset, isUpperLayer);
// Resize the Tilemap and fill it with the first visually non-empty tile.
tilemap.Tileset = tileset;
tilemap.Resize(width, height);
tilemap.BeginUpdateTiles().Fill(
new Tile(fillTileIndex),
0,
0,
tilemap.Size.X,
tilemap.Size.Y);
tilemap.EndUpdateTiles();
}
开发者ID:SirePi,项目名称:duality,代码行数:26,代码来源:TilemapsSetupUtility.cs
示例18: InitDefaultContent
internal static void InitDefaultContent()
{
const string VirtualContentPath = ContentProvider.VirtualContentPath + "Texture:";
const string ContentPath_DualityIcon = VirtualContentPath + "DualityIcon";
const string ContentPath_DualityIconB = VirtualContentPath + "DualityIconB";
const string ContentPath_DualityLogoBig = VirtualContentPath + "DualityLogoBig";
const string ContentPath_DualityLogoMedium = VirtualContentPath + "DualityLogoMedium";
const string ContentPath_DualityLogoSmall = VirtualContentPath + "DualityLogoSmall";
const string ContentPath_White = VirtualContentPath + "White";
const string ContentPath_Checkerboard = VirtualContentPath + "Checkerboard";
ContentProvider.AddContent(ContentPath_DualityIcon, new Texture(Pixmap.DualityIcon));
ContentProvider.AddContent(ContentPath_DualityIconB, new Texture(Pixmap.DualityIconB));
ContentProvider.AddContent(ContentPath_DualityLogoBig, new Texture(Pixmap.DualityLogoBig));
ContentProvider.AddContent(ContentPath_DualityLogoMedium, new Texture(Pixmap.DualityLogoMedium));
ContentProvider.AddContent(ContentPath_DualityLogoSmall, new Texture(Pixmap.DualityLogoSmall));
ContentProvider.AddContent(ContentPath_White, new Texture(Pixmap.White));
ContentProvider.AddContent(ContentPath_Checkerboard, new Texture(Pixmap.Checkerboard, wrapX: TextureWrapMode.Repeat, wrapY: TextureWrapMode.Repeat));
DualityIcon = ContentProvider.RequestContent<Texture>(ContentPath_DualityIcon);
DualityIconB = ContentProvider.RequestContent<Texture>(ContentPath_DualityIconB);
DualityLogoBig = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoBig);
DualityLogoMedium = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoMedium);
DualityLogoSmall = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoSmall);
White = ContentProvider.RequestContent<Texture>(ContentPath_White);
Checkerboard = ContentProvider.RequestContent<Texture>(ContentPath_Checkerboard);
}
开发者ID:swtrse,项目名称:duality,代码行数:27,代码来源:Texture.cs
示例19: ApplyToPrefabAction
public ApplyToPrefabAction(IEnumerable<GameObject> obj) : base(obj.Where(
o => o != null &&
o.PrefabLink != null &&
o.PrefabLink.Prefab.IsAvailable))
{
this.targetPrefab = this.targetObj.Select(o => o.PrefabLink.Prefab).ToArray();
}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:7,代码来源:ApplyToPrefabAction.cs
示例20: InitDefaultContent
internal static void InitDefaultContent()
{
const string VirtualContentPath = ContentProvider.VirtualContentPath + "AudioData:";
const string ContentPath_Beep = VirtualContentPath + "Beep";
ContentProvider.AddContent(ContentPath_Beep, new AudioData(DefaultContent.Beep));
Beep = ContentProvider.RequestContent<AudioData>(ContentPath_Beep);
}
开发者ID:undue,项目名称:duality,代码行数:9,代码来源:AudioData.cs
注:本文中的ContentRef类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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