本文整理汇总了C#中AssetType类的典型用法代码示例。如果您正苦于以下问题:C# AssetType类的具体用法?C# AssetType怎么用?C# AssetType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。
AssetType类属于命名空间,在下文中一共展示了AssetType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: ReceiveAndUse
private void ReceiveAndUse(UUID objectid, AssetType type)
{
if (type==AssetType.Clothing)
{
Received.Add(objectid);
}
}
开发者ID:drzo,项目名称:opensim4opencog,代码行数:7,代码来源:FashionBotModuleMain.cs
示例2: AssetKey
public AssetKey(AssetType assetType, params string[] tags)
{
AssetType = assetType;
Tags = tags.Select(x => x.ToUpperInvariant()).OrderBy(x => x).ToArray();
var objects = Tags.Concat(new string[] { AssetType.ToString() }).ToArray();
compoundKey = new CompoundKey(objects);
}
开发者ID:chriskooken,项目名称:Pithy,代码行数:7,代码来源:AssetKey.cs
示例3: AssetsGroup
public AssetsGroup( AssetType assetType )
{
InitializeComponent( );
_assets = new AssetsPool( );
_assetType = assetType;
}
开发者ID:HaKDMoDz,项目名称:Lunar-Development-Kit,代码行数:7,代码来源:AssetsGroup.cs
示例4: CheckContainsReferences
private void CheckContainsReferences(AssetType assetType, bool expected)
{
AssetBase asset = new AssetBase();
asset.Type = (sbyte)assetType;
bool actual = asset.ContainsReferences;
Assert.AreEqual(expected, actual, "Expected "+assetType+".ContainsReferences to be "+expected+" but was "+actual+".");
}
开发者ID:ChrisD,项目名称:opensim,代码行数:7,代码来源:AssetBaseTest.cs
示例5: GatherAssetUuids
/// <summary>
/// Gather all the asset uuids associated with the asset referenced by a given uuid
/// </summary>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name="assetType">The type of the asset for the uuid given</param>
/// <param name="assetUuids">The assets gathered</param>
/// <param name="scene"></param>
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids,
IRegistryCore scene)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
return;
assetUuids[assetUuid] = assetType;
switch (assetType)
{
case AssetType.Clothing:
case AssetType.Bodypart:
GetWearableAssetUuids(assetUuid, assetUuids);
break;
case AssetType.Gesture:
GetGestureAssetUuids(assetUuid, assetUuids);
break;
case AssetType.LSLText:
GetScriptAssetUuids(assetUuid, assetUuids);
break;
case AssetType.Object:
GetSceneObjectAssetUuids(assetUuid, assetUuids, scene);
break;
}
}
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:36,代码来源:UuidGatherer.cs
示例6: StoreData
public void StoreData(AssetType type, string path, IAssetCachedData metadata)
{
var metaDataPath = GetCachedDataFilePath(type, path);
var data = JsonConvert.SerializeObject(metadata);
File.WriteAllText(metaDataPath, data);
}
开发者ID:ParkitectNexus,项目名称:ParkitectNexusClient,代码行数:7,代码来源:AssetCachedDataStorage.cs
示例7: MissingItemInfo
public MissingItemInfo(MemberInfo name,UUID id)
{
MemberName = name;
MissingID = id;
key = MemberName.DeclaringType.Name + "." + MemberName.Name + "=" + MissingID;
AssetType = GuessType(name);
}
开发者ID:drzo,项目名称:opensim4opencog,代码行数:7,代码来源:ImportCommand_Assets.cs
示例8: CreateBundles
private List<string> CreateBundles(FileListsByAssetType fileListsByAssetType, AssetType assetType, Func<string, string[], Bundle> bundleFactory)
{
List<AssetPath> files = fileListsByAssetType.GetList(assetType);
List<List<AssetPath>> filesByAreaController = RouteHelper.FilePathsSortedByRoute(files);
List<string> bundleVirtualPaths = BundleHelper.AddFileListsAsBundles(_bundles, filesByAreaController, bundleFactory);
return bundleVirtualPaths;
}
开发者ID:nbucket,项目名称:dynamicbundles,代码行数:7,代码来源:DynamicBundlesBuilder.cs
示例9: pb_MetaData
/**
* Serialized constructor.
*/
public pb_MetaData(SerializationInfo info, StreamingContext context)
{
_fileId = (string) info.GetValue("_fileId", typeof(string));
_assetBundlePath = (pb_AssetBundlePath) info.GetValue("_assetBundlePath", typeof(pb_AssetBundlePath));
_assetType = (AssetType) info.GetValue("_assetType", typeof(AssetType));
componentDiff = (pb_ComponentDiff) info.GetValue( "componentDiff", typeof(pb_ComponentDiff));
}
开发者ID:procore3d,项目名称:giles,代码行数:10,代码来源:pb_MetaData.cs
示例10: Asset
public Asset(string text, AssetType type)
{
if (text == null) throw new ArgumentNullException("text");
Text = text;
Type = type;
}
开发者ID:ronnieoverby,项目名称:MvcAssetManager,代码行数:7,代码来源:AssetManager.cs
示例11: AssetRequirement
public AssetRequirement(AssetType type, string file, string inline = null, string addOnceToken = null)
{
Type = type;
File = file;
Inline = inline;
AddOnceToken = addOnceToken;
}
开发者ID:BIGANDYT,项目名称:spitfire-vitality,代码行数:7,代码来源:AssetRequirement.cs
示例12: MultiRelationAttributeDefinition
public MultiRelationAttributeDefinition(Type type, PropertyInfo property, Type relatedType, AssetType assetType, AssetType relatedAssetType)
: base(assetType, property.Name, false, relatedAssetType, true)
{
_type = type;
_property = property;
_relatedType = relatedType;
}
开发者ID:donald-hanson,项目名称:V1Antlr,代码行数:7,代码来源:MultiRelationAttributeDefinition.cs
示例13: GatherAssetUuids
/// <summary>
/// Gather all the asset uuids associated with the asset referenced by a given uuid
/// </summary>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// <param name = "assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name = "assetType">The type of the asset for the uuid given</param>
/// <param name = "assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids,
IRegistryCore scene)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
return;
assetUuids[assetUuid] = assetType;
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.LSLText == assetType)
{
GetScriptAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids, scene);
}
}
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:35,代码来源:UuidGatherer.cs
示例14: GetImage
public Image GetImage(AssetType type)
{
return new Image()
{
Source = this.LoadImage(type)
};
}
开发者ID:ivailojordanov,项目名称:Fundamental-Level,代码行数:7,代码来源:AssetLoader.cs
示例15: GetFilesInAssetPath
private string[] GetFilesInAssetPath(AssetType type)
{
switch (type)
{
case AssetType.Blueprint:
if (_parkitect.Paths.GetAssetPath(type) == null)
return new string[0];
return Directory.GetFiles(_parkitect.Paths.GetAssetPath(type), "*.png",
SearchOption.AllDirectories);
case AssetType.Savegame:
if (_parkitect.Paths.GetAssetPath(type) == null)
return new string[0];
return Directory.GetFiles(_parkitect.Paths.GetAssetPath(type), "*.txt",
SearchOption.AllDirectories)
.Concat(Directory.GetFiles(_parkitect.Paths.GetAssetPath(type), "*.park",
SearchOption.AllDirectories)).ToArray();
case AssetType.Mod:
if (_parkitect.Paths.GetAssetPath(type) == null)
return new string[0];
return Directory.GetDirectories(_parkitect.Paths.GetAssetPath(AssetType.Mod))
.Where(path => File.Exists(Path.Combine(path, "mod.json")))
.ToArray();
default:
throw new Exception("unsupported asset type.");
}
}
开发者ID:ParkitectNexus,项目名称:ParkitectNexusClient,代码行数:28,代码来源:LocalAssetRepository.cs
示例16: RequestXfer
private byte[] RequestXfer(UUID assetID, AssetType type, out string filename)
{
AutoResetEvent xferEvent = new AutoResetEvent(false);
ulong xferID = 0;
byte[] data = null;
EventHandler<XferReceivedEventArgs> xferCallback =
delegate(object sender, XferReceivedEventArgs e)
{
if (e.Xfer.XferID == xferID)
{
if (e.Xfer.Success)
data = e.Xfer.AssetData;
xferEvent.Set();
}
};
Client.Assets.XferReceived += xferCallback;
filename = assetID + ".asset";
xferID = Client.Assets.RequestAssetXfer(filename, false, true, assetID, type, false);
xferEvent.WaitOne(FETCH_ASSET_TIMEOUT, false);
Client.Assets.XferReceived -= xferCallback;
return data;
}
开发者ID:drzo,项目名称:opensim4opencog,代码行数:28,代码来源:XferCommand.cs
示例17: Initialize
virtual public void Initialize(Ilife lifeData, string resourcePath, AssetType resourceType)
{
m_LifeData = lifeData;
m_iInstanceId = lifeData.GetInstanceId();
m_ObjectInstance = GameObject.Instantiate(ResourceManager.Instance.LoadBuildInResource<GameObject>(resourcePath, resourceType));
//load material
string localpath = resourcePath.Substring(0, resourcePath.LastIndexOf('/'));
m_NormalMaterial = ResourceManager.Instance.LoadBuildInResource<Material>(localpath + "/Normal", AssetType.Char);
m_HighlightMaterial = ResourceManager.Instance.LoadBuildInResource<Material>(localpath + "/SelectedHighlight", AssetType.Char);
m_MeshRender = ComponentTool.FindChildComponent<SkinnedMeshRenderer>("Body", m_ObjectInstance);
if (null == m_NormalMaterial || null == m_HighlightMaterial || null == m_MeshRender)
{
Debuger.LogWarning("can't load mesh render or normal&highlight materials !");
}
//mark transform
m_CharContainer = m_ObjectInstance.AddComponent<CharTransformContainer>();
m_CharContainer.Initialize(lifeData.GetInstanceId(), lifeData);
if (null == m_ObjectInstance)
{
Debuger.LogError("Can't load resource " + resourcePath);
}
m_AnimatorAgent = new AnimatorAgent(m_ObjectInstance);
}
开发者ID:Blizzardx,项目名称:ClientFrameWork,代码行数:27,代码来源:CharTransformData.cs
示例18: ForType
public static DirectiveParser ForType(AssetType assetType)
{
if (assetType == AssetType.Css)
return CssParser;
if (assetType == AssetType.Js)
return JsParser;
return null;
}
开发者ID:pvasek,项目名称:nsprockets,代码行数:8,代码来源:DirectiveParser.cs
示例19: Asset
public Asset(AssetType type, string file, ScriptLocation location = ScriptLocation.Body, string inline = null, string addOnceToken = null)
{
this.Type = type;
this.File = file;
this.Location = location;
this.Inline = inline;
this.AddOnceToken = addOnceToken;
}
开发者ID:Brad-Christie,项目名称:Habitat,代码行数:8,代码来源:Asset.cs
示例20: request_OnComplete
void request_OnComplete(TransferRequest request, AssetType type, UUID assetID, byte[] data)
{
AssetType = type;
AssetID = assetID;
AssetData = data;
Status = StatusCode.Done;
completeEvent.Set();
}
开发者ID:RavenB,项目名称:gridsearch,代码行数:8,代码来源:PrintAssetCommand.cs
注:本文中的AssetType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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