本文整理汇总了C#中ContentRef类的典型用法代码示例。如果您正苦于以下问题:C# ContentRef类的具体用法?C# ContentRef怎么用?C# ContentRef使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
ContentRef类属于命名空间,在下文中一共展示了ContentRef类的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: DrawTechnique
/// <summary>
/// Creates a new DrawTechnique using the specified <see cref="BlendMode"/> and <see cref="Duality.Resources.ShaderProgram"/>.
/// </summary>
/// <param name="blendType"></param>
/// <param name="shader"></param>
/// <param name="formatPref"></param>
public DrawTechnique(BlendMode blendType, ContentRef<ShaderProgram> shader, VertexDeclaration formatPref = null)
{
this.blendType = blendType;
this.shader = shader;
this.prefFormat = formatPref;
this.prefType = formatPref != null ? formatPref.DataType : null;
}
示例2: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
PixelData pixelData = LoadPixelData(srcFile);
Pixmap res = r.Res as Pixmap;
res.MainLayer = pixelData;
res.SourcePath = srcFile;
}
示例3: CreatureContainer
public CreatureContainer(CreatureType type, bool forwardOnSpecial, ContentRef<Material> combatSprite, params NameOfAbility[] abilities)
{
this.CombatSprite = combatSprite;
this.forwardOnSpecial = forwardOnSpecial;
this.CreatureType = type;
this.AbilityNameStorage = new List<NameOfAbility>(abilities);
}
示例4: SoundInstance
internal SoundInstance(ContentRef<Sound> sound, GameObject attachObj)
{
this.attachedTo = attachObj;
this.is3D = true;
this.sound = sound;
this.audioData = this.sound.IsAvailable ? this.sound.Res.FetchData() : null;
}
示例5: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
Font font = r.Res as Font;
font.SourcePath = srcFile;
font.EmbeddedTrueTypeFont = File.ReadAllBytes(srcFile);
font.RenderGlyphs();
}
示例6: ApplyToPrefabAction
public ApplyToPrefabAction(GameObject obj, ContentRef<Prefab> target)
: base(new[] { obj })
{
this.targetPrefab = new ContentRef<Prefab>[this.targetObj.Length];
for (int i = 0; i < this.targetPrefab.Length; i++)
this.targetPrefab[i] = target;
}
示例7: TilesetSelectionChangedEventArgs
public TilesetSelectionChangedEventArgs(ContentRef<Tileset> prev, ContentRef<Tileset> next, SelectionChangeReason reason)
: base()
{
this.prev = prev;
this.next = next;
this.reason = reason;
}
示例8: Switch
// We are going to use ContentRefs instead of using Scene Resources directly
/// <summary>
/// Function to switch to another scene.
/// </summary>
/// <param name="scene">The ContentRef of the scene to switch to.</param>
public static void Switch(ContentRef<Scene> scene)
{
// Note that we are not doing any scene disposal here. This means that
// the current scene will not be removed from memory, and that it will
// retain changes made to it.
Scene.SwitchTo(scene);
}
示例9: SaveSceneCopy
/// <summary>
/// Function to save a copy of the specified scene.
/// </summary>
/// <param name="scene">The scene to be saved.</param>
public static void SaveSceneCopy(ContentRef<Scene> scene)
{
// This is the path to which the file will be saved. It is constructed by
// combining the Duality Data directory path with the sample name, which
// results in the actual directory the file will be saved to.
// This result is concatenated with the actual file name.
// The file name is constructed by concatenating the specified scene's name,
// along with "_Copy" and the Scene Resource file extension.
string filePath = Duality.IO.PathOp.Combine(DualityApp.DataDirectory, "SceneTransitions")
+ (scene.Name + "_Copy" + Resource.GetFileExtByType<Scene>());
// Here we save the scene.
scene.Res.Save(filePath);
// The "Press to save" object's TextRenderer.
TextRenderer textRenderer = scene.Res.FindGameObject("Text5").GetComponent<TextRenderer>();
// Set the "Press to save" object's TextRenderer's source text and color tint,
// if the TextRenderer was found.
if (textRenderer != null)
{
textRenderer.Text.ApplySource("The saved scene can be found in the Duality Data directory.");
textRenderer.ColorTint = ColorRgba.Green;
}
}
示例10: CreateFromAudioData
/// <summary>
/// Creates a new Sound Resource based on the specified AudioData, saves it and returns a reference to it.
/// </summary>
/// <param name="baseRes"></param>
/// <returns></returns>
public static ContentRef<Sound> CreateFromAudioData(ContentRef<AudioData> baseRes)
{
string resPath = PathHelper.GetFreePath(baseRes.FullName, FileExt);
Sound res = new Sound(baseRes);
res.Save(resPath);
return res;
}
示例11: ReImportFile
public void ReImportFile(ContentRef<Resource> r, string srcFile)
{
AbstractShader s = r.Res as AbstractShader;
string sourceCode = File.ReadAllText(srcFile);
s.Source = sourceCode;
s.SourcePath = srcFile;
s.Compile();
}
示例12: CanReImportFile
public bool CanReImportFile(ContentRef<Resource> r, string srcFile)
{
string ext = Path.GetExtension(srcFile);
if (r.Is<VertexShader>() && string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
return true;
else if (r.Is<FragmentShader>() && string.Equals(ext, SourceFileExtFragment, StringComparison.InvariantCultureIgnoreCase))
return true;
else
return false;
}
示例13: SceneContainsTileset
public static bool SceneContainsTileset(Scene scene, ContentRef<Tileset> tileset)
{
foreach (Tilemap tilemap in scene.FindComponents<Tilemap>())
{
if (tilemap.Tileset == tileset)
return true;
}
return false;
}
示例14: DisposeAndSwitch
/// <summary>
/// Function to switch to another scene after disposing the specified scene.
/// </summary>
/// <param name="nextScene">The ContentRef of the scene to dispose.</param>
/// <param name="nextScene">The ContentRef of the scene to switch to.</param>
public static void DisposeAndSwitch(ContentRef<Scene> disposeScene,
ContentRef<Scene> nextScene)
{
// In this function, the current scene will be disposed, or removed
// from memory, before the switch to the next scene commences.
// We are using DisposeLater() for safety, it will only dispose the
// scene after the current update cycle is over.
disposeScene.Res.DisposeLater();
Scene.SwitchTo(nextScene);
}
示例15: InitDefaultContent
internal static void InitDefaultContent()
{
const string VirtualContentPath = ContentProvider.VirtualContentPath + "Texture:";
const string ContentPath_DualityIcon = VirtualContentPath + "DualityIcon";
const string ContentPath_DualityIconB = VirtualContentPath + "DualityIconB";
const string ContentPath_DualityLogoBig = VirtualContentPath + "DualityLogoBig";
const string ContentPath_DualityLogoMedium = VirtualContentPath + "DualityLogoMedium";
const string ContentPath_DualityLogoSmall = VirtualContentPath + "DualityLogoSmall";
const string ContentPath_White = VirtualContentPath + "White";
const string ContentPath_Checkerboard = VirtualContentPath + "Checkerboard";
ContentProvider.AddContent(ContentPath_DualityIcon, new Texture(Pixmap.DualityIcon));
ContentProvider.AddContent(ContentPath_DualityIconB, new Texture(Pixmap.DualityIconB));
ContentProvider.AddContent(ContentPath_DualityLogoBig, new Texture(Pixmap.DualityLogoBig));
ContentProvider.AddContent(ContentPath_DualityLogoMedium, new Texture(Pixmap.DualityLogoMedium));
ContentProvider.AddContent(ContentPath_DualityLogoSmall, new Texture(Pixmap.DualityLogoSmall));
ContentProvider.AddContent(ContentPath_White, new Texture(Pixmap.White));
ContentProvider.AddContent(ContentPath_Checkerboard, new Texture(Pixmap.Checkerboard, wrapX: TextureWrapMode.Repeat, wrapY: TextureWrapMode.Repeat));
DualityIcon = ContentProvider.RequestContent<Texture>(ContentPath_DualityIcon);
DualityIconB = ContentProvider.RequestContent<Texture>(ContentPath_DualityIconB);
DualityLogoBig = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoBig);
DualityLogoMedium = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoMedium);
DualityLogoSmall = ContentProvider.RequestContent<Texture>(ContentPath_DualityLogoSmall);
White = ContentProvider.RequestContent<Texture>(ContentPath_White);
Checkerboard = ContentProvider.RequestContent<Texture>(ContentPath_Checkerboard);
}