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C# AssetList.Add方法代码示例

本文整理汇总了C#中AssetList.Add方法的典型用法代码示例。如果您正苦于以下问题:C# AssetList.Add方法的具体用法?C# AssetList.Add怎么用?C# AssetList.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AssetList的用法示例。


在下文中一共展示了AssetList.Add方法的15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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: 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2: 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3: 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4: OnGUI

 private void OnGUI()
 {
   if (BuildPlayerWindow.styles == null)
   {
     BuildPlayerWindow.styles = new BuildPlayerWindow.Styles();
     BuildPlayerWindow.styles.toggleSize = BuildPlayerWindow.styles.toggle.CalcSize(new GUIContent("X"));
     this.lv.rowHeight = (int) BuildPlayerWindow.styles.levelString.CalcHeight(new GUIContent("X"), 100f);
   }
   BuildPlayerWindow.InitBuildPlatforms();
   if (!UnityConnect.instance.canBuildWithUPID)
     this.ShowAlert();
   GUILayout.Space(5f);
   GUILayout.BeginHorizontal();
   GUILayout.Space(10f);
   GUILayout.BeginVertical();
   string message = string.Empty;
   bool disabled = !AssetDatabase.IsOpenForEdit("ProjectSettings/EditorBuildSettings.asset", out message);
   EditorGUI.BeginDisabledGroup(disabled);
   this.ActiveScenesGUI();
   GUILayout.BeginHorizontal();
   if (disabled)
   {
     GUI.enabled = true;
     if (Provider.enabled && GUILayout.Button("Check out"))
     {
       Asset assetByPath = Provider.GetAssetByPath("ProjectSettings/EditorBuildSettings.asset");
       AssetList assets = new AssetList();
       assets.Add(assetByPath);
       Provider.Checkout(assets, CheckoutMode.Asset);
     }
     GUILayout.Label(message);
     GUI.enabled = false;
   }
   GUILayout.FlexibleSpace();
   if (GUILayout.Button("Add Open Scenes"))
     this.AddOpenScenes();
   GUILayout.EndHorizontal();
   EditorGUI.EndDisabledGroup();
   GUILayout.Space(10f);
   GUILayout.BeginHorizontal(GUILayout.Height(301f));
   this.ActiveBuildTargetsGUI();
   GUILayout.Space(10f);
   GUILayout.BeginVertical();
   this.ShowBuildTargetSettings();
   GUILayout.EndVertical();
   GUILayout.EndHorizontal();
   GUILayout.Space(10f);
   GUILayout.EndVertical();
   GUILayout.Space(10f);
   GUILayout.EndHorizontal();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:51,代码来源:BuildPlayerWindow.cs

示例5: OnUnaddedFilesGUI

		private void OnUnaddedFilesGUI()
		{
			AssetList assetList = new AssetList();
			string text = string.Empty;
			foreach (Asset current in this.assetList)
			{
				if (!current.IsState(Asset.States.OutOfSync) && !current.IsState(Asset.States.Synced) && !current.IsState(Asset.States.AddedLocal))
				{
					text = text + current.prettyPath + "\n";
					assetList.Add(current);
				}
			}
			GUILayout.Label("Files to add", EditorStyles.boldLabel, new GUILayoutOption[0]);
			GUILayout.Label("Some additional files need to be added:", new GUILayoutOption[0]);
			GUI.enabled = false;
			GUILayout.TextArea(text, new GUILayoutOption[0]);
			GUI.enabled = true;
			GUILayout.BeginHorizontal(new GUILayoutOption[0]);
			GUILayout.FlexibleSpace();
			if (GUILayout.Button("Add files", new GUILayoutOption[0]))
			{
				this.taskAdd = Provider.Add(assetList, false);
				this.taskAdd.SetCompletionAction(CompletionAction.OnAddedChangeWindow);
			}
			if (GUILayout.Button("Abort", new GUILayoutOption[0]))
			{
				this.taskSubmit = null;
				this.submitResultCode = 256;
				this.submitErrorMessage = null;
				base.Close();
			}
			GUILayout.EndHorizontal();
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:33,代码来源:WindowChange.cs

示例6: OnGUI


//.........这里部分代码省略.........
   this.m_ShowIncoming = GUILayout.Toggle(this.m_ShowIncoming, GUIContent.Temp("Incoming" + (num != 0 ? " (" + num.ToString() + ")" : string.Empty)), EditorStyles.toolbarButton, new GUILayoutOption[0]);
   if (EditorGUI.EndChangeCheck())
     flag1 = true;
   GUILayout.FlexibleSpace();
   EditorGUI.BeginDisabledGroup(Provider.activeTask != null);
   foreach (CustomCommand customCommand in Provider.customCommands)
   {
     if (customCommand.context == CommandContext.Global && GUILayout.Button(customCommand.label, EditorStyles.toolbarButton, new GUILayoutOption[0]))
       customCommand.StartTask();
   }
   EditorGUI.EndDisabledGroup();
   if (Mathf.FloorToInt(this.position.width - this.s_ToolbarButtonsWidth - this.s_SettingsButtonWidth - this.s_DeleteChangesetsButtonWidth) > 0 && this.HasEmptyPendingChangesets() && GUILayout.Button("Delete Empty Changesets", EditorStyles.toolbarButton, new GUILayoutOption[0]))
     this.DeleteEmptyPendingChangesets();
   if (Mathf.FloorToInt(this.position.width - this.s_ToolbarButtonsWidth - this.s_SettingsButtonWidth) > 0 && GUILayout.Button("Settings", EditorStyles.toolbarButton, new GUILayoutOption[0]))
   {
     EditorApplication.ExecuteMenuItem("Edit/Project Settings/Editor");
     EditorWindow.FocusWindowIfItsOpen<InspectorWindow>();
     GUIUtility.ExitGUI();
   }
   Color color1 = GUI.color;
   GUI.color = new Color(1f, 1f, 1f, 0.5f);
   bool flag2 = GUILayout.Button((Texture) this.refreshIcon, EditorStyles.toolbarButton, new GUILayoutOption[0]);
   bool flag3 = flag1 || flag2;
   GUI.color = color1;
   if (current.isKey && GUIUtility.keyboardControl == 0 && (current.type == EventType.KeyDown && current.keyCode == KeyCode.F5))
   {
     flag3 = true;
     current.Use();
   }
   if (flag3)
   {
     if (flag2)
       Provider.InvalidateCache();
     this.UpdateWindow();
   }
   GUILayout.EndArea();
   Rect rect = new Rect(0.0f, fixedHeight, this.position.width, (float) ((double) this.position.height - (double) fixedHeight - 17.0));
   bool flag4 = false;
   GUILayout.EndHorizontal();
   bool flag5;
   if (!Provider.isActive)
   {
     Color color2 = GUI.color;
     GUI.color = new Color(0.8f, 0.5f, 0.5f);
     rect.height = fixedHeight;
     GUILayout.BeginArea(rect);
     GUILayout.BeginHorizontal(EditorStyles.toolbar, new GUILayoutOption[0]);
     GUILayout.FlexibleSpace();
     string text = "DISABLED";
     if (Provider.enabled)
     {
       if (Provider.onlineState == OnlineState.Updating)
       {
         GUI.color = new Color(0.8f, 0.8f, 0.5f);
         text = "CONNECTING...";
       }
       else
         text = "OFFLINE";
     }
     GUILayout.Label(text, EditorStyles.miniLabel, new GUILayoutOption[0]);
     GUILayout.FlexibleSpace();
     GUILayout.EndHorizontal();
     GUILayout.EndArea();
     rect.y += rect.height;
     if (!string.IsNullOrEmpty(Provider.offlineReason))
       GUI.Label(rect, Provider.offlineReason);
     GUI.color = color2;
     flag5 = false;
   }
   else
   {
     flag5 = !this.m_ShowIncoming ? flag4 | this.pendingList.OnGUI(rect, this.hasFocus) : flag4 | this.incomingList.OnGUI(rect, this.hasFocus);
     rect.y += rect.height;
     rect.height = 17f;
     GUI.Label(rect, GUIContent.none, WindowPending.s_Styles.bottomBarBg);
     GUIContent content = new GUIContent("Apply All Incoming Changes");
     Vector2 vector2 = EditorStyles.miniButton.CalcSize(content);
     WindowPending.ProgressGUI(new Rect(rect.x, rect.y - 2f, (float) ((double) rect.width - (double) vector2.x - 5.0), rect.height), Provider.activeTask, false);
     if (this.m_ShowIncoming)
     {
       Rect position = rect;
       position.width = vector2.x;
       position.height = vector2.y;
       position.y = rect.y + 2f;
       position.x = (float) ((double) this.position.width - (double) vector2.x - 5.0);
       EditorGUI.BeginDisabledGroup(this.incomingList.Size == 0);
       if (GUI.Button(position, content, EditorStyles.miniButton))
       {
         Asset asset = new Asset(string.Empty);
         AssetList assets = new AssetList();
         assets.Add(asset);
         Provider.GetLatest(assets).SetCompletionAction(CompletionAction.OnGotLatestPendingWindow);
       }
       EditorGUI.EndDisabledGroup();
     }
   }
   if (!flag5)
     return;
   this.Repaint();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:101,代码来源:WindowPending.cs

示例7: ParseAttributeQueryResult

        private QueryResult ParseAttributeQueryResult(XmlElement element, Query query) {
            var list = new AssetList();

            var asset = new Asset(query.Oid);
            list.Add(asset);

            var attribdef = metaModel.GetAttributeDefinition(query.AssetType.Token + "." + element.GetAttribute("name"));

            ParseAttributeNode(asset, attribdef, element);

            return new QueryResult(list, 1, query);
        }
开发者ID:RedwardsiPipeline,项目名称:VersionOne.SDK.NET.APIClient,代码行数:12,代码来源:Services.cs

示例8: ParseAssetQueryResult

 private QueryResult ParseAssetQueryResult(XmlElement element, Query query) {
     var list = new AssetList();
     list.Add(ParseAssetNode(element));
     return new QueryResult(list, 1, query);
 }
开发者ID:RedwardsiPipeline,项目名称:VersionOne.SDK.NET.APIClient,代码行数:5,代码来源:Services.cs

示例9: GetAssetListFromSelection

		public static AssetList GetAssetListFromSelection()
		{
			AssetList assetList = new AssetList();
			Asset[] array = Provider.Internal_GetAssetArrayFromSelection();
			Asset[] array2 = array;
			for (int i = 0; i < array2.Length; i++)
			{
				Asset item = array2[i];
				assetList.Add(item);
			}
			return assetList;
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:12,代码来源:Provider.cs

示例10: Checkout

 /// <summary>
 /// <para>Checkout an asset or list of asset from the version control system.</para>
 /// </summary>
 /// <param name="assets">List of assets to checkout.</param>
 /// <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param>
 /// <param name="asset">Asset to checkout.</param>
 public static Task Checkout(Object[] assets, CheckoutMode mode)
 {
     AssetList list = new AssetList();
     foreach (Object obj2 in assets)
     {
         Asset assetByPath = GetAssetByPath(AssetDatabase.GetAssetPath(obj2));
         list.Add(assetByPath);
     }
     return Internal_Checkout(list.ToArray(), mode);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:16,代码来源:Provider.cs

示例11: GetAssetListFromSelection

 /// <summary>
 ///   <para>Return version control information about the currently selected assets.</para>
 /// </summary>
 public static AssetList GetAssetListFromSelection()
 {
   AssetList assetList = new AssetList();
   foreach (Asset asset in Provider.Internal_GetAssetArrayFromSelection())
     assetList.Add(asset);
   return assetList;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:10,代码来源:Provider.cs

示例12: Checkout

 /// <summary>
 ///   <para>Checkout an asset or list of asset from the version control system.</para>
 /// </summary>
 /// <param name="assets">List of assets to checkout.</param>
 /// <param name="mode">Tell the Provider to checkout the asset, the .meta file or both.</param>
 /// <param name="asset">Asset to checkout.</param>
 public static Task Checkout(Object[] assets, CheckoutMode mode)
 {
   AssetList assetList = new AssetList();
   foreach (Object asset in assets)
   {
     Asset assetByPath = Provider.GetAssetByPath(AssetDatabase.GetAssetPath(asset));
     assetList.Add(assetByPath);
   }
   return Provider.Internal_Checkout(assetList.ToArray(), mode);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:16,代码来源:Provider.cs

示例13: OnUnaddedFilesGUI

 private void OnUnaddedFilesGUI()
 {
   AssetList assets = new AssetList();
   string text = string.Empty;
   using (List<Asset>.Enumerator enumerator = this.assetList.GetEnumerator())
   {
     while (enumerator.MoveNext())
     {
       Asset current = enumerator.Current;
       if (!current.IsState(Asset.States.OutOfSync) && !current.IsState(Asset.States.Synced) && !current.IsState(Asset.States.AddedLocal))
       {
         text = text + current.prettyPath + "\n";
         assets.Add(current);
       }
     }
   }
   GUILayout.Label("Files to add", EditorStyles.boldLabel, new GUILayoutOption[0]);
   GUILayout.Label("Some additional files need to be added:");
   GUI.enabled = false;
   GUILayout.TextArea(text);
   GUI.enabled = true;
   GUILayout.BeginHorizontal();
   GUILayout.FlexibleSpace();
   if (GUILayout.Button("Add files"))
   {
     this.taskAdd = Provider.Add(assets, false);
     this.taskAdd.SetCompletionAction(CompletionAction.OnAddedChangeWindow);
   }
   if (GUILayout.Button("Abort"))
     this.ResetAndClose();
   GUILayout.EndHorizontal();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:32,代码来源:WindowChange.cs

示例14: saveAssets

        public void saveAssets(string projectPath, string name, bool locked)
        {
            if (Assets.items != null)
            {
                AssetList package = new AssetList();

                for (int i = 0; i < Assets.items.Count; i++)
                {
                    Asset asset = Assets.items[i];

                    if (asset.package == name)
                    {
                        package.Add(asset);
                    }
                }

                if (package.Count > 0)
                    Serialization.serialize(Path.Combine(projectPath, name.Replace(" ", "_") + ".pak"), package);
            }
        }
开发者ID:tracer0707,项目名称:OpenGLF,代码行数:20,代码来源:Engine.cs

示例15: SuiteRunSave

        private void SuiteRunSave(object pubobj) {
            var run = (SuiteRun)pubobj;
            Logger.Log(LogMessage.SeverityType.Debug, run.ToString());

            if(string.IsNullOrEmpty(run.SuiteRef)) {
                Logger.Log(LogMessage.SeverityType.Debug, "Suite Reference is null or empty. Skipping...");
                return;
            }

            var q = new Query(TestSuiteType);
            var term = new FilterTerm(TestSuiteType.GetAttributeDefinition("Reference"));
            term.Equal(run.SuiteRef);
            q.Filter = term;
            var r = Services.Retrieve(q);

            if(r.Assets.Count == 0) {
                Logger.Log(LogMessage.SeverityType.Debug, "No TestSuite found by reference: " + run.SuiteRef);
                return;
            }

            var save = new AssetList();

            foreach(var testsuite in r.Assets) {
                var testrun = Services.New(TestRunType, testsuite.Oid);

                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Name"), run.Name);
                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Description"), run.Description);
                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Date"), run.Stamp);

                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Passed"), run.Passed);
                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Failed"), run.Failed);
                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("NotRun"), run.NotRun);

                testrun.SetAttributeValue(TestRunType.GetAttributeDefinition("Elapsed"), run.Elapsed);

                LogSuiteRun(testrun);

                save.Add(testrun);
            }

            Services.Save(save);
        }
开发者ID:versionone,项目名称:VersionOne.Integration.HPALM,代码行数:42,代码来源:TestWriterService.cs


注:本文中的AssetList.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。