本文整理汇总了C#中AssetList类的典型用法代码示例。如果您正苦于以下问题:C# AssetList类的具体用法?C# AssetList怎么用?C# AssetList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。
AssetList类属于命名空间,在下文中一共展示了AssetList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: DoOpen
private void DoOpen(AssetList assets, bool alreadyOpen)
{
if (alreadyOpen)
{
using (List<Asset>.Enumerator enumerator = assets.GetEnumerator())
{
while (enumerator.MoveNext())
{
Asset current = enumerator.Current;
bool flag = false;
int count = this.assetList.Count;
for (int index = 0; index < count; ++index)
{
if (this.assetList[index].path == current.path)
{
flag = true;
this.assetList[index] = current;
break;
}
}
if (!flag)
this.assetList.Add(current);
}
}
}
else
this.assetList.AddRange((IEnumerable<Asset>) assets);
this.RefreshList();
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:29,代码来源:WindowCheckoutFailure.cs
示例2: Open
public static void Open(AssetList assets)
{
Task task = Provider.Status(assets);
task.Wait();
WindowResolve window = WindowResolve.GetWindow();
window.DoOpen(task.assetList);
}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:7,代码来源:WindowResolve.cs
示例3: DoOpen
private void DoOpen(AssetList assets, bool alreadyOpen)
{
if (alreadyOpen)
{
foreach (Asset asset in assets)
{
bool flag = false;
int count = this.assetList.Count;
for (int i = 0; i < count; i++)
{
if (this.assetList[i].path == asset.path)
{
flag = true;
this.assetList[i] = asset;
break;
}
}
if (!flag)
{
this.assetList.Add(asset);
}
}
}
else
{
this.assetList.AddRange(assets);
}
this.RefreshList();
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:29,代码来源:WindowCheckoutFailure.cs
示例4: WriteAssetList
public void WriteAssetList(AssetList assets, int total, int pagesize, int pagestart)
{
writer.WriteStartElement("Assets");
if (total > -1)
{
writer.WriteAttributeString("total", total.ToString());
}
if (pagesize > -1)
{
writer.WriteAttributeString("pageSize", pagesize.ToString());
}
if (pagestart > -1)
{
writer.WriteAttributeString("pageStart", pagestart.ToString());
}
foreach (var asset in assets)
{
WriteAsset(asset);
}
writer.WriteEndElement();
}
开发者ID:xtremeRacer,项目名称:VersionOne.SDK.NET.APIClient,代码行数:26,代码来源:XmlApiWriter.cs
示例5: Open
public static void Open(AssetList assets)
{
Task task = Provider.Status(assets);
task.Wait();
AssetList revert = task.assetList.Filter(true, new Asset.States[] { Asset.States.CheckedOutLocal });
GetWindow().DoOpen(revert);
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:7,代码来源:WindowRevert.cs
示例6: DoOpen
private void DoOpen(AssetList resolve)
{
bool includeFolder = true;
Asset.States[] states = new Asset.States[] { Asset.States.Conflicted };
this.assetList = resolve.Filter(includeFolder, states);
this.RefreshList();
}
开发者ID:randomize,项目名称:VimConfig,代码行数:7,代码来源:WindowResolve.cs
示例7: Open
public static void Open(AssetList assets)
{
Task task = Provider.Status(assets);
task.Wait();
Asset.States[] states = new Asset.States[] { Asset.States.CheckedOutLocal, Asset.States.DeletedLocal, Asset.States.AddedLocal, Asset.States.Missing };
AssetList revert = task.assetList.Filter(true, states);
GetWindow().DoOpen(revert);
}
开发者ID:randomize,项目名称:VimConfig,代码行数:8,代码来源:WindowRevert.cs
示例8: UpdateFilesInVCIfNeeded
private static void UpdateFilesInVCIfNeeded()
{
if (Provider.enabled)
{
string[] strArray = Directory.GetFiles("Temp/ScriptUpdater/", "*.*", SearchOption.AllDirectories);
AssetList assets = new AssetList();
foreach (string str in strArray)
{
assets.Add(Provider.GetAssetByPath(str.Replace("Temp/ScriptUpdater/", string.Empty)));
}
Task task = Provider.Checkout(assets, CheckoutMode.Exact);
task.Wait();
if (<>f__am$cache0 == null)
{
开发者ID:randomize,项目名称:VimConfig,代码行数:14,代码来源:APIUpdaterHelper.cs
示例9: Export
public override void Export(AssetList asset, string path)
{
var materials = (asset as MaterialList);
var mat = new MAT();
foreach (Material material in materials.Entries)
{
mat.Materials.Add(
new MATMaterial(
material.Name,
material.Texture.Name
)
);
}
mat.Save(path);
}
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:17,代码来源:MATExporter.cs
示例10: DoOpen
private void DoOpen(ChangeSet change, AssetList assets)
{
this.taskSubmit = null;
this.submitResultCode = 0x100;
this.submitErrorMessage = null;
this.changeSet = change;
this.description = (change != null) ? this.SanitizeDescription(change.description) : "";
this.assetList = null;
if (change == null)
{
this.taskStatus = Provider.Status(assets);
}
else
{
this.taskDesc = Provider.ChangeSetDescription(change);
this.taskStat = Provider.ChangeSetStatus(change);
}
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:18,代码来源:WindowChange.cs
示例11: DoOpen
private void DoOpen(ChangeSet change, AssetList assets)
{
this.taskSubmit = null;
this.submitResultCode = 256;
this.submitErrorMessage = null;
this.changeSet = change;
this.description = string.Empty;
this.assetList = null;
if (change == null)
{
this.taskStatus = Provider.Status(assets);
}
else
{
this.taskDesc = Provider.ChangeSetDescription(change);
this.taskStat = Provider.ChangeSetStatus(change);
}
}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:18,代码来源:WindowChange.cs
示例12: LoadAssetsAsync
public void LoadAssetsAsync(AssetList list, FloatRef progress)
{
List<Asset> assets = new List<Asset>();
foreach (string path in datapaths)
{
try
{
if (!Directory.Exists(path))
{
continue;
}
foreach (string s in Directory.GetFiles(path, "*.*", SearchOption.AllDirectories))
{
try
{
FileInfo f = new FileInfo(s);
if (f.Name.Equals("thumbs.db", StringComparison.InvariantCultureIgnoreCase))
{
continue;
}
Asset a = new Asset();
a.data = File.ReadAllBytes(s);
a.dataLength = a.data.Length;
a.name = f.Name.ToLowerInvariant();
a.md5 = Md5(a.data);
assets.Add(a);
}
catch
{
}
}
}
catch
{
}
}
progress.value = 1;
list.count = assets.Count;
list.items = new Asset[2048];
for (int i = 0; i < assets.Count; i++)
{
list.items[i] = assets[i];
}
}
开发者ID:YoungGames,项目名称:manicdigger,代码行数:44,代码来源:PlatformNative.cs
示例13: UpdateFilesInVCIfNeeded
private static void UpdateFilesInVCIfNeeded()
{
if (!Provider.enabled)
{
return;
}
string[] files = Directory.GetFiles("Temp/ScriptUpdater/", "*.*", SearchOption.AllDirectories);
AssetList assetList = new AssetList();
string[] array = files;
for (int i = 0; i < array.Length; i++)
{
string text = array[i];
assetList.Add(Provider.GetAssetByPath(text.Replace("Temp/ScriptUpdater/", string.Empty)));
}
Task task = Provider.Checkout(assetList, CheckoutMode.Both);
task.Wait();
IEnumerable<Asset> source =
from a in task.assetList
where (a.state & Asset.States.ReadOnly) == Asset.States.ReadOnly
select a;
if (!task.success || source.Any<Asset>())
{
string arg_103_0 = "[API Updater] Files cannot be updated (failed to checkout): {0}";
object[] expr_BA = new object[1];
expr_BA[0] = (
from a in source
select string.Concat(new object[]
{
a.fullName,
" (",
a.state,
")"
})).Aggregate((string acc, string curr) => acc + Environment.NewLine + "\t" + curr);
Debug.LogErrorFormat(arg_103_0, expr_BA);
ScriptUpdatingManager.ReportExpectedUpdateFailure();
return;
}
FileUtil.CopyDirectoryRecursive("Temp/ScriptUpdater/", ".", true);
FileUtil.DeleteFileOrDirectory("Temp/ScriptUpdater/");
}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:40,代码来源:APIUpdaterHelper.cs
示例14: UpdateFilesInVCIfNeeded
private static void UpdateFilesInVCIfNeeded()
{
if (!Provider.enabled)
return;
string[] files = Directory.GetFiles("Temp/ScriptUpdater/", "*.*", SearchOption.AllDirectories);
AssetList assets = new AssetList();
foreach (string str in files)
assets.Add(Provider.GetAssetByPath(str.Replace("Temp/ScriptUpdater/", string.Empty)));
Task task = Provider.Checkout(assets, CheckoutMode.Exact);
task.Wait();
IEnumerable<Asset> source = task.assetList.Where<Asset>((Func<Asset, bool>) (a => (a.state & Asset.States.ReadOnly) == Asset.States.ReadOnly));
if (!task.success || source.Any<Asset>())
{
Debug.LogErrorFormat("[API Updater] Files cannot be updated (failed to check out): {0}", (object) source.Select<Asset, string>((Func<Asset, string>) (a => a.fullName + " (" + (object) a.state + ")")).Aggregate<string>((Func<string, string, string>) ((acc, curr) => acc + Environment.NewLine + "\t" + curr)));
ScriptUpdatingManager.ReportExpectedUpdateFailure();
}
else
{
FileUtil.CopyDirectoryRecursive("Temp/ScriptUpdater/", ".", true);
FileUtil.DeleteFileOrDirectory("Temp/ScriptUpdater/");
}
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:22,代码来源:APIUpdaterHelper.cs
示例15: OpenIfCheckoutFailed
public static void OpenIfCheckoutFailed(AssetList assets)
{
Object[] objectsOfTypeAll = Resources.FindObjectsOfTypeAll(typeof (WindowCheckoutFailure));
bool alreadyOpen = (objectsOfTypeAll.Length <= 0 ? (Object) null : (Object) (objectsOfTypeAll[0] as WindowCheckoutFailure)) != (Object) null;
bool flag = alreadyOpen;
if (!flag)
{
using (List<Asset>.Enumerator enumerator = assets.GetEnumerator())
{
while (enumerator.MoveNext())
{
if (!enumerator.Current.IsState(Asset.States.CheckedOutLocal))
{
flag = true;
break;
}
}
}
}
if (!flag)
return;
WindowCheckoutFailure.GetWindow().DoOpen(assets, alreadyOpen);
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:23,代码来源:WindowCheckoutFailure.cs
示例16: MainMenu
public MainMenu()
{
one = 1;
textures = new DictionaryStringInt1024();
textTextures = new TextTexture[256];
textTexturesCount = 0;
screen = new ScreenMain();
screen.menu = this;
loginClient = new LoginClientCi();
assets = new AssetList();
assetsLoadProgress = new FloatRef();
}
开发者ID:YoungGames,项目名称:manicdigger,代码行数:12,代码来源:MainMenu.ci.cs
示例17: CreateWorkitem
public void CreateWorkitem()
{
const string type = "Story";
const string title = "Story Name";
const string description = "Story description";
const string projectToken = "Scope:0";
const string externalFieldName = "FieldName";
const string externalId = "externalId";
const string externalSystemName = "External System Name";
const string priorityId = "Priority:12";
const string owners = "Onwer_1,Owners_2";
var memberAssetType = new TestAssetType("Member");
var projectAssetType = new TestAssetType("Project");
var priorityAssetType = new TestAssetType("Priority");
var storyAttributes = new Dictionary<string, IAttributeDefinition> {
{"Owners", new TestAttributeDefinition(memberAssetType, true, false, false)},
};
var storyAssetType = new TestAssetType("Story", storyAttributes);
var source = TestValueId.Create(externalSystemName, "Source", 333);
var sources = new PropertyValues(new List<ValueId> { source });
var assetStory = new Asset(storyAssetType);
var ownersAssets = new AssetList {
new Asset(new TestOid(new TestAssetType("Member"), 1, null)),
new Asset(new TestOid(new TestAssetType("Member"), 2, null)),
};
var queryResult = new QueryResult(ownersAssets, 2, null);
Expect.Call(_mockMetaModel.GetAssetType("Scope")).Return(projectAssetType);
Expect.Call(_mockQueryBuilder.QueryPropertyValues(VersionOneProcessor.WorkitemSourceType)).Return(sources);
Expect.Call(_mockMetaModel.GetAssetType("Story")).Return(storyAssetType);
Expect.Call(_mockServices.New(storyAssetType, Oid.Null)).Return(assetStory);
Expect.Call(_mockMetaModel.GetAssetType("Member")).Return(memberAssetType);
Expect.Call(_mockServices.Retrieve(null)).IgnoreArguments().Return(queryResult);
Expect.Call(_mockMetaModel.GetAssetType("Priority")).Return(priorityAssetType);
Expect.Call(() => _mockServices.Save(assetStory));
Expect.Call(_mockMetaModel.GetAssetType("Story")).Return(storyAssetType);
Expect.Call(_mockQueryBuilder.Query("Story", new FilterTerm(null))).IgnoreArguments().Return(new AssetList { assetStory });
Expect.Call(_mockQueryBuilder.ListPropertyValues).Return(null);
Expect.Call(_mockQueryBuilder.TypeResolver).Return(null);
_repository.ReplayAll();
_processor.CreateWorkitem(type, title, description, projectToken,
externalFieldName, externalId, externalSystemName,
priorityId, owners);
_repository.VerifyAll();
}
开发者ID:versionone,项目名称:VersionOne.Integration.TFS.ServerConnector,代码行数:51,代码来源:VersionOneProcessorTester.cs
示例18: WriteHistoricalAttribute
public void WriteHistoricalAttribute(AssetList assets, IAttributeDefinition attribdef, int total, int pagesize, int pagestart) {
writer.WriteStartElement("History");
if(total > -1) {
writer.WriteAttributeString("total", total.ToString());
}
if(pagesize > -1) {
writer.WriteAttributeString("pageSize", pagesize.ToString());
}
if(pagestart > -1) {
writer.WriteAttributeString("pageStart", pagestart.ToString());
}
foreach(var asset in assets) {
WriteAttribute(asset.GetAttribute(attribdef));
}
writer.WriteEndElement();
}
开发者ID:RedwardsiPipeline,项目名称:VersionOne.SDK.NET.APIClient,代码行数:21,代码来源:XmlApiWriter.cs
示例19: WriteHistoricalAsset
public void WriteHistoricalAsset(AssetList assets, int total, int pagesize, int pagestart) {
WriteHistoricalAssetList(assets, total, pagesize, pagestart);
}
开发者ID:RedwardsiPipeline,项目名称:VersionOne.SDK.NET.APIClient,代码行数:3,代码来源:XmlApiWriter.cs
示例20: Save
public void Save(AssetList assetList)
{
OnBeforeSave(assetList);
_wrapped.Save(assetList);
}
开发者ID:marcinczekaj,项目名称:v1-jira-integration,代码行数:5,代码来源:ServicesWrapper.cs
注:本文中的AssetList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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