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C# AssetBase类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中AssetBase的典型用法代码示例。如果您正苦于以下问题:C# AssetBase类的具体用法?C# AssetBase怎么用?C# AssetBase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。



AssetBase类属于命名空间,在下文中一共展示了AssetBase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: 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2: StoreAsset

 public bool StoreAsset(AssetBase asset)
 {
     try
     {
         if (asset.Name.Length > 64)
             asset.Name = asset.Name.Substring(0, 64);
         if (asset.Description.Length > 128)
             asset.Description = asset.Description.Substring(0, 128);
         if (ExistsAsset(asset.ID))
         {
             AssetBase oldAsset = GetAsset(asset.ID);
             if (oldAsset == null || (oldAsset.Flags & AssetFlags.Rewritable) == AssetFlags.Rewritable)
             {
                 MainConsole.Instance.Debug("[LocalAssetDatabase]: Asset already exists in the db, overwriting - " + asset.ID);
                 Delete(asset.ID, true);
                 InsertAsset(asset, asset.ID);
             }
             else
             {
                 MainConsole.Instance.Warn("[LocalAssetDatabase]: Asset already exists in the db, fixing ID... - " + asset.ID);
                 InsertAsset(asset, UUID.Random());
             }
         }
         else
         {
             InsertAsset(asset, asset.ID);
         }
     }
     catch (Exception e)
     {
         MainConsole.Instance.ErrorFormat("[LocalAssetDatabase]: Failure creating asset {0} with name \"{1}\". Error: {2}",
                           asset.ID, asset.Name, e);
     }
     return true;
 }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:35,代码来源:LocalAssetMainConnector.cs


示例3: AddToInventory

        public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
        {
            if (this.InventoryFolders.ContainsKey(folderID))
            {
                LLUUID NewItemID = LLUUID.Random();

                InventoryItem Item = new InventoryItem();
                Item.FolderID = folderID;
                Item.OwnerID = AgentID;
                Item.AssetID = asset.FullID;
                Item.ItemID = NewItemID;
                Item.Type = asset.Type;
                Item.Name = asset.Name;
                Item.Description = asset.Description;
                Item.InvType = asset.InvType;
                this.InventoryItems.Add(Item.ItemID, Item);
                InventoryFolder Folder = InventoryFolders[Item.FolderID];
                Folder.Items.Add(Item);
                return (Item.ItemID);
            }
            else
            {
                return (null);
            }
        }
开发者ID:BackupTheBerlios,项目名称:ulife-svn,代码行数:25,代码来源:AgentInventory.cs


示例4: AddUpload

 public void AddUpload(LLUUID transactionID, AssetBase asset)
 {
     AssetTransaction upload = new AssetTransaction();
     lock (this.transactions)
     {
         upload.Asset = asset;
         upload.TransactionID = transactionID;
         this.transactions.Add(transactionID, upload);
     }
     if (upload.Asset.Data.Length > 2)
     {
         //is complete
         upload.UploadComplete = true;
         AssetUploadCompletePacket response = new AssetUploadCompletePacket();
         response.AssetBlock.Type = asset.Type;
         response.AssetBlock.Success = true;
         response.AssetBlock.UUID = transactionID.Combine(this.ourClient.SecureSessionID);
         this.ourClient.OutPacket(response);
         m_assetCache.AddAsset(asset);
     }
     else
     {
         upload.UploadComplete = false;
         upload.XferID = Util.GetNextXferID();
         RequestXferPacket xfer = new RequestXferPacket();
         xfer.XferID.ID = upload.XferID;
         xfer.XferID.VFileType = upload.Asset.Type;
         xfer.XferID.VFileID = transactionID.Combine(this.ourClient.SecureSessionID);
         xfer.XferID.FilePath = 0;
         xfer.XferID.Filename = new byte[0];
         this.ourClient.OutPacket(xfer);
     }
 }
开发者ID:BackupTheBerlios,项目名称:ulife-svn,代码行数:33,代码来源:AgentAssetUpload.cs


示例5: LoadAsset

        protected static void LoadAsset(AssetBase info, string path)
        {
//            bool image =
//               (info.Type == (sbyte)AssetType.Texture ||
//                info.Type == (sbyte)AssetType.TextureTGA ||
//                info.Type == (sbyte)AssetType.ImageJPEG ||
//                info.Type == (sbyte)AssetType.ImageTGA);

            FileInfo fInfo = new FileInfo(path);
            long numBytes = fInfo.Length;
            if (fInfo.Exists)
            {
                FileStream fStream = new FileStream(path, FileMode.Open, FileAccess.Read);
                byte[] idata = new byte[numBytes];
                BinaryReader br = new BinaryReader(fStream);
                idata = br.ReadBytes((int)numBytes);
                br.Close();
                fStream.Close();
                info.Data = idata;
                //info.loaded=true;
            }
            else
            {
                m_log.ErrorFormat("[ASSETS]: file: [{0}] not found !", path);
            }
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:26,代码来源:AssetLoaderFileSystem.cs


示例6: SaveBitmap

        public UUID SaveBitmap(Bitmap data, bool lossless, bool temporary)
        {
            AssetBase asset = new AssetBase(UUID.Random(), "MRMDynamicImage", AssetType.Texture,
                                            m_scene.RegionInfo.RegionID)
                                  {
                                      Data = OpenJPEG.EncodeFromImage(data, lossless),
                                      Description = "MRM Image",
                                      Flags = (temporary) ? AssetFlags.Temporary : 0
                                  };
            asset.ID = m_scene.AssetService.Store(asset);

            return asset.ID;
        }
开发者ID:KSLcom,项目名称:Aurora-Sim,代码行数:13,代码来源:Graphics.cs


示例7: AddBasePart

        /// <summary>
        /// Adds the given <see cref="AssetBase"/> to the <see cref="Asset.BaseParts"/> collection of this asset.
        /// </summary>
        /// <remarks>If the <see cref="Asset.BaseParts"/> collection already contains the argument. this method does nothing.</remarks>
        /// <param name="newBasePart">The base to add to the <see cref="Asset.BaseParts"/> collection.</param>
        public void AddBasePart(AssetBase newBasePart)
        {
            if (newBasePart == null) throw new ArgumentNullException(nameof(newBasePart));

            if (BaseParts == null)
            {
                BaseParts = new List<AssetBase>();
            }

            if (BaseParts.All(x => x.Id != newBasePart.Id))
            {
                BaseParts.Add(newBasePart);
            }
        }
开发者ID:cg123,项目名称:xenko,代码行数:19,代码来源:AssetComposite.cs


示例8: CreateAsset

        protected static AssetBase CreateAsset(string assetIdStr, string name, string path, sbyte type)
        {
            AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type, LIBRARY_OWNER_ID.ToString());

            if (!String.IsNullOrEmpty(path))
            {
                //m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);

                LoadAsset(asset, path);
            }
            else
            {
                m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
            }

            return asset;
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:17,代码来源:AssetLoaderFileSystem.cs


示例9: StoreAsset

        public override void StoreAsset(AssetBase asset)
        {
            byte[] idBytes = asset.FullID.Guid.ToByteArray();

            string cdir = m_dir + Path.DirectorySeparatorChar + idBytes[0]
                                + Path.DirectorySeparatorChar + idBytes[1];

            if (!Directory.Exists(m_dir + Path.DirectorySeparatorChar + idBytes[0]))
                Directory.CreateDirectory(m_dir + Path.DirectorySeparatorChar + idBytes[0]);

            if (!Directory.Exists(cdir))
                Directory.CreateDirectory(cdir);

            FileStream x = new FileStream(cdir + Path.DirectorySeparatorChar + asset.FullID + ".xml", FileMode.Create);
            m_xs.Serialize(x, asset);

            x.Flush();
            x.Close();
        }
开发者ID:ChrisD,项目名称:opensim,代码行数:19,代码来源:FileAssetClient.cs


示例10: CreateAsset

        protected static AssetBase CreateAsset(string assetIdStr, string name, string path, bool isImage)
        {
            AssetBase asset = new AssetBase(
                new UUID(assetIdStr),
                name
                );

            if (!String.IsNullOrEmpty(path))
            {
                //m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);

                LoadAsset(asset, isImage, path);
            }
            else
            {
                m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
            }

            return asset;
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:20,代码来源:AssetLoaderFileSystem.cs


示例11: LoadAssetBase

 private AssetBase LoadAssetBase(OSDMap map)
 {
     AssetBase asset = new AssetBase();
     asset.Data = map["AssetData"].AsBinary();
     asset.TypeString = map["ContentType"].AsString();
     asset.CreationDate = map["CreationDate"].AsDate();
     asset.CreatorID = map["CreatorID"].AsUUID();
     asset.Description = map["Description"].AsString();
     asset.ID = map["ID"].AsUUID();
     asset.Name = map["Name"].AsString();
     asset.Type = map["Type"].AsInteger();
     return asset;
 }
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:13,代码来源:LLLoginService.cs


示例12: CreateMetaDataMap

 private void CreateMetaDataMap(AssetBase data, OSDMap map)
 {
     map["ContentType"] = OSD.FromString(data.TypeString);
     map["CreationDate"] = OSD.FromDate(data.CreationDate);
     map["CreatorID"] = OSD.FromUUID(data.CreatorID);
     map["Description"] = OSD.FromString(data.Description);
     map["ID"] = OSD.FromUUID(data.ID);
     map["Name"] = OSD.FromString(data.Name);
     map["Type"] = OSD.FromInteger(data.Type);
 }
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:10,代码来源:LLLoginService.cs


示例13: Store

        public string Store(AssetBase asset)
        {
            //m_log.DebugFormat("[ASSET SERVICE]: Store asset {0} {1}", asset.Name, asset.ID);
            m_Database.StoreAsset(asset);

            return asset.ID;
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:7,代码来源:AssetService.cs


示例14: AssetRequestCallback

        /// <summary>
        ///     Called back by the asset cache when it has the asset
        /// </summary>
        /// <param name="assetID"></param>
        /// <param name="sender"></param>
        /// <param name="asset"></param>
        public void AssetRequestCallback(string assetID, object sender, AssetBase asset)
        {
            try
            {
                lock (this)
                {
                    //MainConsole.Instance.DebugFormat("[ARCHIVER]: Received callback for asset {0}", id);

                    m_requestCallbackTimer.Stop();

                    if (m_requestState == RequestState.Aborted)
                    {
                        MainConsole.Instance.WarnFormat(
                            "[ARCHIVER]: Received information about asset {0} after archive save abortion.  Ignoring.",
                            assetID);

                        return;
                    }

                    if (asset != null)
                    {
            //                        MainConsole.Instance.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
                        m_foundAssetUuids.Add(asset.ID);
                        m_assetsArchiver.WriteAsset(asset);
                    }
                    else
                    {
            //                        MainConsole.Instance.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
                        m_notFoundAssetUuids.Add(new UUID(assetID));
                    }

                    if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
                    {
                        m_requestState = RequestState.Completed;

                        MainConsole.Instance.InfoFormat(
                            "[ARCHIVER]: Successfully added {0} assets ({1} assets notified missing)",
                            m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);

                        // We want to stop using the asset cache thread asap
                        // as we now need to do the work of producing the rest of the archive
                        Util.FireAndForget(PerformAssetsRequestCallback);
                    }
                    else
                        m_requestCallbackTimer.Start();
                }
            }
            catch (Exception e)
            {
                MainConsole.Instance.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e);
            }
        }
开发者ID:KSLcom,项目名称:Aurora-Sim,代码行数:58,代码来源:AssetsRequest.cs


示例15: Store

        public string Store(AssetBase asset)
        {
            //m_log.DebugFormat("[ASSET SERVICE]: Store asset {0} {1}", asset.Name, asset.ID);
            m_Database.StoreAsset (asset);
            IImprovedAssetCache cache = m_registry.RequestModuleInterface<IImprovedAssetCache> ();
            if (cache != null && asset != null)
            {
                cache.Expire (asset.ID);
                cache.Cache (asset);
            }

            return asset.ID;
        }
开发者ID:RevolutionSmythe,项目名称:Aurora-Sim,代码行数:13,代码来源:AssetService.cs


示例16: SetUpAssetDatabase

        private void SetUpAssetDatabase()
        {
            try
            {

                Console.WriteLine("setting up Asset database");

                AssetBase Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001");
                Image.Name = "Bricks";
                this.LoadAsset(Image, true, "bricks.jp2");
                AssetStorage store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002");
                Image.Name = "Plywood";
                this.LoadAsset(Image, true, "plywood.jp2");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003");
                Image.Name = "Rocks";
                this.LoadAsset(Image, true, "rocks.jp2");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004");
                Image.Name = "Granite";
                this.LoadAsset(Image, true, "granite.jp2");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005");
                Image.Name = "Hardwood";
                this.LoadAsset(Image, true, "hardwood.jp2");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
                Image.Name = "Prim Base Texture";
                this.LoadAsset(Image, true, "plywood.jp2");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();

                Image = new AssetBase();
                Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
                Image.Name = "Shape";
                this.LoadAsset(Image, false, "base_shape.dat");
                store = new AssetStorage();
                store.Data = Image.Data;
                store.Name = Image.Name;
                store.UUID = Image.FullID;
                db.Set(store);
                db.Commit();
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
开发者ID:BackupTheBerlios,项目名称:ulife-svn,代码行数:89,代码来源:LocalAssetServer.cs


示例17: RunRequests

        private void RunRequests()
        {
            while (true)
            {
                byte[] idata = null;
                bool found = false;
                AssetStorage foundAsset = null;
                ARequest req = this._assetRequests.Dequeue();
                IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID));
                if (result.Count > 0)
                {
                    foundAsset = (AssetStorage)result.Next();
                    found = true;
                }

                AssetBase asset = new AssetBase();
                if (found)
                {
                    asset.FullID = foundAsset.UUID;
                    asset.Type = foundAsset.Type;
                    asset.InvType = foundAsset.Type;
                    asset.Name = foundAsset.Name;
                    idata = foundAsset.Data;
                }
                else
                {
                    asset.FullID = LLUUID.Zero;
                }
                asset.Data = idata;
                _receiver.AssetReceived(asset, req.IsTexture);
            }
        }
开发者ID:BackupTheBerlios,项目名称:ulife-svn,代码行数:32,代码来源:LocalAssetServer.cs


示例18: SaveFileCacheForAsset

        private void SaveFileCacheForAsset(UUID AssetId, OpenJPEG.J2KLayerInfo[] Layers)
        {
            if (m_useCache)
                m_decodedCache.AddOrUpdate(AssetId, Layers, TimeSpan.FromMinutes(10));

            if (m_cache != null)
            {
                string assetID = "j2kCache_" + AssetId.ToString();

                AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, AssetType.Notecard,
                                                           UUID.Zero)
                                                 {Flags = AssetFlags.Local | AssetFlags.Temporary};

                #region Serialize Layer Data

                StringBuilder stringResult = new StringBuilder();
                string strEnd = "\n";
                for (int i = 0; i < Layers.Length; i++)
                {
                    if (i == Layers.Length - 1)
                        strEnd = String.Empty;

                    stringResult.AppendFormat("{0}|{1}|{2}{3}", Layers[i].Start, Layers[i].End,
                                              Layers[i].End - Layers[i].Start, strEnd);
                }

                layerDecodeAsset.Data = Util.UTF8.GetBytes(stringResult.ToString());

                #endregion Serialize Layer Data

                m_cache.Cache(assetID, layerDecodeAsset);
            }
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:33,代码来源:J2KDecoderModule.cs


示例19: SculptTextureCallback

        public void SculptTextureCallback(UUID textureID, AssetBase texture)
        {
            if (m_shape.SculptEntry)
            {
                // commented out for sculpt map caching test - null could mean a cached sculpt map has been found
                //if (texture != null)
                {
                    if (texture != null)
                        m_shape.SculptData = texture.Data;

                    if (PhysActor != null)
                    {
                        // Tricks physics engine into thinking we've changed the part shape.
                        PrimitiveBaseShape m_newshape = m_shape.Copy();
                        PhysActor.Shape = m_newshape;
                        m_shape = m_newshape;

                        m_parentGroup.Scene.SceneGraph.PhysicsScene.AddPhysicsActorTaint(PhysActor);
                    }
                }
            }
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:22,代码来源:SceneObjectPart.cs


示例20: CreateAsset

        protected AssetBase CreateAsset(string assetIdStr, string name, string path, AssetType type)
        {
            AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type, m_service.LibraryOwner);

            if (!String.IsNullOrEmpty(path))
            {
                //MainConsole.Instance.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);

                LoadAsset(asset, path);
            }
            else
            {
                MainConsole.Instance.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
            }

            return asset;
        }
开发者ID:aurora-sim,项目名称:Aurora-Sim-Optional-Modules,代码行数:17,代码来源:DefaultAssetXMLLoader.cs



注:本文中的AssetBase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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