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C# AssetList.ToArray方法代码示例

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

		public static bool ResolveIsValid(AssetList assets)
		{
			Asset[] assets2 = assets.ToArray();
			return Provider.Internal_ResolveIsValid(assets2);
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:5,代码来源:Provider.cs

示例2: Submit

 /// <summary>
 /// <para>Start a task that submits the assets to version control.</para>
 /// </summary>
 /// <param name="changeset">The changeset to submit.</param>
 /// <param name="list">The list of assets to submit.</param>
 /// <param name="description">The description of the changeset.</param>
 /// <param name="saveOnly">If true then only save the changeset to be submitted later.</param>
 public static Task Submit(ChangeSet changeset, AssetList list, string description, bool saveOnly)
 {
     return Internal_Submit(changeset, (list == null) ? null : list.ToArray(), description, saveOnly);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:11,代码来源:Provider.cs

示例3: UnlockIsValid

 /// <summary>
 /// <para>Returns true if locking the assets is a valid operation.</para>
 /// </summary>
 /// <param name="assets">The assets to lock.</param>
 /// <param name="asset">The asset to lock.</param>
 public static bool UnlockIsValid(AssetList assets)
 {
     return Internal_UnlockIsValid(assets.ToArray());
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:9,代码来源:Provider.cs

示例4: RevertIsValid

 /// <summary>
 /// <para>Return true if Revert is a valid task to perform.</para>
 /// </summary>
 /// <param name="assets">List of assets to test.</param>
 /// <param name="mode">Revert mode to test for.</param>
 /// <param name="asset">Asset to test.</param>
 public static bool RevertIsValid(AssetList assets, RevertMode mode)
 {
     return Internal_RevertIsValid(assets.ToArray(), mode);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:Provider.cs

示例5: Status

 /// <summary>
 /// <para>Start a task that will fetch the most recent status from revision control system.</para>
 /// </summary>
 /// <param name="assets">The assets fetch new state for.</param>
 /// <param name="asset">The asset path to fetch new state for.</param>
 /// <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param>
 public static Task Status(AssetList assets)
 {
     return Internal_Status(assets.ToArray(), true);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:Provider.cs

示例6: Merge

 /// <summary>
 /// <para>This method will initiate a merge task handle merging of the conflicting assets.</para>
 /// </summary>
 /// <param name="assets">The list of conflicting assets to be merged.</param>
 /// <param name="method">How to merge the assets.</param>
 public static Task Merge(AssetList assets, MergeMethod method)
 {
     return Internal_Merge(assets.ToArray(), method);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:9,代码来源:Provider.cs

示例7: ResolveIsValid

 /// <summary>
 /// <para>Tests if any of the assets in the list is resolvable.</para>
 /// </summary>
 /// <param name="assets">The list of asset to be resolved.</param>
 public static bool ResolveIsValid(AssetList assets)
 {
     return Internal_ResolveIsValid(assets.ToArray());
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:8,代码来源:Provider.cs

示例8: ChangeSetMove

 /// <summary>
 /// <para>Move an asset or list of assets from their current changeset to a new changeset.</para>
 /// </summary>
 /// <param name="assets">List of asset to move to changeset.</param>
 /// <param name="changeset">Changeset to move asset to.</param>
 /// <param name="asset">Asset to move to changeset.</param>
 /// <param name="changesetID">ChangesetID to move asset to.</param>
 public static Task ChangeSetMove(AssetList assets, ChangeSet changeset)
 {
     return Internal_ChangeSetMove(assets.ToArray(), changeset);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:11,代码来源:Provider.cs

示例9: 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(AssetList assets, CheckoutMode mode)
 {
     return Internal_Checkout(assets.ToArray(), mode);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:Provider.cs

示例10: LockIsValid

 /// <summary>
 ///   <para>Return true if the task can be executed.</para>
 /// </summary>
 /// <param name="assets">List of assets to test.</param>
 /// <param name="asset">Asset to test.</param>
 public static bool LockIsValid(AssetList assets)
 {
   return Provider.Internal_LockIsValid(assets.ToArray());
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:9,代码来源:Provider.cs

示例11: ChangeSetMove

 /// <summary>
 ///   <para>Move an asset or list of assets from their current changeset to a new changeset.</para>
 /// </summary>
 /// <param name="assets">List of asset to move to changeset.</param>
 /// <param name="changeset">Changeset to move asset to.</param>
 /// <param name="asset">Asset to move to changeset.</param>
 /// <param name="changesetID">ChangesetID to move asset to.</param>
 public static Task ChangeSetMove(AssetList assets, string changesetID)
 {
   ChangeSet target = new ChangeSet(string.Empty, changesetID);
   return Provider.Internal_ChangeSetMove(assets.ToArray(), target);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:12,代码来源:Provider.cs

示例12: SubmitIsValid

 /// <summary>
 ///   <para>Returns true if submitting the assets is a valid operation.</para>
 /// </summary>
 /// <param name="changeset">The changeset to submit.</param>
 /// <param name="assets">The asset to submit.</param>
 public static bool SubmitIsValid(ChangeSet changeset, AssetList assets)
 {
   return Provider.Internal_SubmitIsValid(changeset, assets == null ? (Asset[]) null : assets.ToArray());
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:9,代码来源:Provider.cs

示例13: 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14: SetFileMode

 internal static Task SetFileMode(AssetList assets, UnityEditor.VersionControl.FileMode mode)
 {
     return Internal_SetFileMode(assets.ToArray(), mode);
 }
开发者ID:randomize,项目名称:VimConfig,代码行数:4,代码来源:Provider.cs

示例15: GetLatestIsValid

 /// <summary>
 /// <para>Returns true if getting the latest version of an asset is a valid operation.</para>
 /// </summary>
 /// <param name="assets">List of assets to test.</param>
 /// <param name="asset">Asset to test.</param>
 public static bool GetLatestIsValid(AssetList assets)
 {
     return Internal_GetLatestIsValid(assets.ToArray());
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:9,代码来源:Provider.cs


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