本文整理汇总了C#中ConvertOperation类的典型用法代码示例。如果您正苦于以下问题:C# ConvertOperation类的具体用法?C# ConvertOperation怎么用?C# ConvertOperation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。
ConvertOperation类属于命名空间,在下文中一共展示了ConvertOperation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: Convert
public override bool Convert(ConvertOperation convert)
{
List<object> results = new List<object>();
List<Font> availData = convert.Perform<Font>().ToList();
// Generate objects
foreach (Font font in availData)
{
if (convert.IsObjectHandled(font)) continue;
GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
TextRenderer renderer = convert.Result.OfType<TextRenderer>().FirstOrDefault();
if (renderer == null && gameobj != null) renderer = gameobj.GetComponent<TextRenderer>();
if (renderer == null) renderer = new TextRenderer();
convert.SuggestResultName(renderer, font.Name);
if (!renderer.Text.Fonts.Contains(font))
{
var fonts = renderer.Text.Fonts.ToList();
if (fonts[0] == Font.GenericMonospace10) fonts.RemoveAt(0);
fonts.Add(font);
renderer.Text.Fonts = fonts.ToArray();
renderer.Text.ApplySource();
}
results.Add(renderer);
convert.MarkObjectHandled(font);
}
convert.AddResult(results);
return false;
}
示例2: Convert
public override bool Convert(ConvertOperation convert)
{
bool finishConvertOp = false;
List<Pixmap> availData = convert.Perform<Pixmap>().ToList();
// Generate objects
foreach (Pixmap baseRes in availData)
{
if (convert.IsObjectHandled(baseRes)) continue;
// Find target Resource matching the source - or create one.
Texture targetRes = this.FindMatch(baseRes);
if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
targetRes = Texture.CreateFromPixmap(baseRes).Res;
}
if (targetRes == null) continue;
convert.AddResult(targetRes);
finishConvertOp = true;
convert.MarkObjectHandled(baseRes);
}
return finishConvertOp;
}
示例3: DeserializeFromData
protected override void DeserializeFromData(DataObject data)
{
ConvertOperation convert = new ConvertOperation(data, ConvertOperation.Operation.Convert);
if (convert.CanPerform(this.editedCmpType))
{
var refQuery = convert.Perform(this.editedCmpType);
if (refQuery != null)
{
Component[] refArray = refQuery.Cast<Component>().ToArray();
this.component = (refArray != null && refArray.Length > 0) ? refArray[0] : null;
this.PerformSetValue();
this.PerformGetValue();
this.OnEditingFinished(FinishReason.LeapValue);
}
}
else if (convert.CanPerform(typeof(GameObject)))
{
GameObject obj = convert.Perform<GameObject>().FirstOrDefault();
Component cmp = obj != null ? obj.GetComponent(this.editedCmpType) : null;
if (cmp != null)
{
this.component = cmp;
this.PerformSetValue();
this.PerformGetValue();
this.OnEditingFinished(FinishReason.LeapValue);
}
}
}
示例4: Convert
public override bool Convert(ConvertOperation convert)
{
bool finishConvertOp = false;
List<Texture> availData = convert.Perform<Texture>().ToList();
// Generate objects
foreach (Texture baseRes in availData)
{
if (convert.IsObjectHandled(baseRes)) continue;
// Find target Resource matching the source - or create one.
Material targetRes =
this.FindMatchingResources<Texture,Material>(baseRes, IsMatch)
.FirstOrDefault();
if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
string resPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType<Material>());
targetRes = new Material(DrawTechnique.Mask, ColorRgba.White, baseRes);
targetRes.Save(resPath);
}
if (targetRes == null) continue;
convert.AddResult(targetRes);
finishConvertOp = true;
convert.MarkObjectHandled(baseRes);
}
return finishConvertOp;
}
示例5: Convert
public override bool Convert(ConvertOperation convert)
{
bool finishConvertOp = false;
List<Pixmap> availData = convert.Perform<Pixmap>().ToList();
// Generate objects
foreach (Pixmap baseRes in availData)
{
if (convert.IsObjectHandled(baseRes)) continue;
// Find target Resource matching the source - or create one.
Texture targetRes = this.FindMatch(baseRes);
if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
string texPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType<Texture>());
targetRes = new Texture(baseRes);
targetRes.Save(texPath);
}
if (targetRes == null) continue;
convert.AddResult(targetRes);
finishConvertOp = true;
convert.MarkObjectHandled(baseRes);
}
return finishConvertOp;
}
示例6: Convert
public override bool Convert(ConvertOperation convert)
{
bool finishConvertOp = false;
if (convert.Data.ContainsGameObjectRefs())
{
GameObject[] draggedObjArray = convert.Data.GetGameObjectRefs();
// Filter out GameObjects that are children of others
draggedObjArray = draggedObjArray.Where(o => !draggedObjArray.Any(o2 => o.IsChildOf(o2))).ToArray();
// Generate Prefabs
foreach (GameObject draggedObj in draggedObjArray)
{
if (convert.IsObjectHandled(draggedObj)) continue;
// Create Prefab
Prefab prefab = new Prefab(draggedObj);
// Add a name hint that may be used as indicator to select a Resource name later
prefab.AssetInfo = new AssetInfo();
prefab.AssetInfo.NameHint = draggedObj.Name;
// Mark GameObject as handled
convert.MarkObjectHandled(draggedObj);
convert.AddResult(prefab);
finishConvertOp = true;
}
}
return finishConvertOp;
}
示例7: Convert
public override bool Convert(ConvertOperation convert)
{
List<object> results = new List<object>();
List<Material> availData = convert.Perform<Material>().ToList();
// Generate objects
foreach (Material mat in availData)
{
if (convert.IsObjectHandled(mat)) continue;
DrawTechnique tech = mat.Technique.Res;
LightingTechnique lightTech = tech as LightingTechnique;
if (tech == null) continue;
bool isDynamicLighting = lightTech != null ||
tech.PreferredVertexFormat == VertexC1P3T2A4.VertexTypeIndex ||
tech.PreferredVertexFormat == VertexC1P3T4A4A1.VertexTypeIndex;
if (!isDynamicLighting) continue;
Texture mainTex = mat.MainTexture.Res;
Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null;
GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
if (mainTex == null || basePixmap == null || basePixmap.AnimFrames == 0)
{
LightingSpriteRenderer sprite = convert.Result.OfType<LightingSpriteRenderer>().FirstOrDefault();
if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<LightingSpriteRenderer>();
if (sprite == null) sprite = new LightingSpriteRenderer();
sprite.SharedMaterial = mat;
if (mainTex != null) sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
convert.SuggestResultName(sprite, mat.Name);
results.Add(sprite);
}
else
{
LightingAnimSpriteRenderer sprite = convert.Result.OfType<LightingAnimSpriteRenderer>().FirstOrDefault();
if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<LightingAnimSpriteRenderer>();
if (sprite == null) sprite = new LightingAnimSpriteRenderer();
sprite.SharedMaterial = mat;
sprite.Rect = Rect.AlignCenter(
0.0f,
0.0f,
(mainTex.PixelWidth / basePixmap.AnimCols) - basePixmap.AnimFrameBorder * 2,
(mainTex.PixelHeight / basePixmap.AnimRows) - basePixmap.AnimFrameBorder * 2);
sprite.AnimDuration = 5.0f;
sprite.AnimFrameCount = basePixmap.AnimFrames;
convert.SuggestResultName(sprite, mat.Name);
results.Add(sprite);
}
convert.MarkObjectHandled(mat);
}
convert.AddResult(results);
return false;
}
示例8: Convert
public override bool Convert(ConvertOperation convert)
{
List<Component> availData = convert.Perform<Component>().ToList();
availData.Sort((Component a, Component b) => a.RequiresComponent(b.GetType()) ? 1 : 0);
// Generate objects
foreach (Component cmp in availData)
{
if (convert.IsObjectHandled(cmp)) continue;
Type cmpType = cmp.GetType();
// Create or retrieve GameObject
GameObject gameObj = null;
{
// First try to get one from the resultset that has an open slot for this kind of Component
if (gameObj == null)
gameObj = convert.Result.OfType<GameObject>().FirstOrDefault(g => g.GetComponent(cmpType) == null);
// Still none? Create a new GameObject
if (gameObj == null)
{
gameObj = new GameObject();
// Come up with a suitable name
string nameSuggestion = null;
{
// Be open for suggestions
if (nameSuggestion == null)
nameSuggestion = convert.TakeSuggestedResultName(cmp);
// Use a standard name
if (nameSuggestion == null)
nameSuggestion = cmpType.Name;
}
gameObj.Name = nameSuggestion;
}
}
// Make sure all requirements are met
foreach (Type t in Component.GetRequiredComponents(cmpType))
gameObj.AddComponent(t);
// Make sure no other Component of this Type is already added
gameObj.RemoveComponent(cmpType);
// Add Component
gameObj.AddComponent(cmp.GameObj == null ? cmp : cmp.Clone());
convert.AddResult(gameObj);
convert.MarkObjectHandled(cmp);
}
return false;
}
示例9: CanDeserializeFromData
protected override bool CanDeserializeFromData(DataObject data)
{
ConvertOperation convert = new ConvertOperation(data, ConvertOperation.Operation.Convert);
if (convert.CanPerform(this.editedCmpType)) return true;
if (convert.CanPerform(typeof(GameObject)))
{
GameObject obj = convert.Perform<GameObject>().FirstOrDefault();
return obj != null && obj.GetComponent(this.editedCmpType) != null;
}
return false;
}
示例10: Convert
public override bool Convert(ConvertOperation convert)
{
// If we already have a renderer in the result set, consider generating
// another one to be not the right course of action.
if (convert.Result.OfType<ICmpRenderer>().Any())
return false;
List<object> results = new List<object>();
List<Material> availData = convert.Perform<Material>().ToList();
// Generate objects
foreach (Material mat in availData)
{
if (convert.IsObjectHandled(mat)) continue;
Texture mainTex = mat.MainTexture.Res;
Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null;
GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
if (mainTex == null || basePixmap == null || basePixmap.AnimFrames == 0)
{
SpriteRenderer sprite = convert.Result.OfType<SpriteRenderer>().FirstOrDefault();
if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<SpriteRenderer>();
if (sprite == null) sprite = new SpriteRenderer();
sprite.SharedMaterial = mat;
if (mainTex != null) sprite.Rect = Rect.Align(Alignment.Center, 0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
convert.SuggestResultName(sprite, mat.Name);
results.Add(sprite);
}
else
{
AnimSpriteRenderer sprite = convert.Result.OfType<AnimSpriteRenderer>().FirstOrDefault();
if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<AnimSpriteRenderer>();
if (sprite == null) sprite = new AnimSpriteRenderer();
sprite.SharedMaterial = mat;
sprite.Rect = Rect.Align(Alignment.Center,
0.0f,
0.0f,
(mainTex.PixelWidth / basePixmap.AnimCols) - basePixmap.AnimFrameBorder * 2,
(mainTex.PixelHeight / basePixmap.AnimRows) - basePixmap.AnimFrameBorder * 2);
sprite.AnimDuration = 5.0f;
sprite.AnimFrameCount = basePixmap.AnimFrames;
convert.SuggestResultName(sprite, mat.Name);
results.Add(sprite);
}
convert.MarkObjectHandled(mat);
}
convert.AddResult(results);
return false;
}
示例11: CanConvertFrom
public override bool CanConvertFrom(ConvertOperation convert)
{
if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
return convert.CanPerform<Pixmap>();
}
if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.Convert))
{
List<Pixmap> availData = convert.Perform<Pixmap>(ConvertOperation.Operation.Convert).ToList();
return availData.Any(t => this.FindMatch(t) != null);
}
return false;
}
示例12: DeserializeFromData
protected override void DeserializeFromData(DataObject data)
{
ConvertOperation convert = new ConvertOperation(data, ConvertOperation.Operation.Convert);
if (convert.CanPerform(typeof(GameObject)))
{
var refQuery = convert.Perform(typeof(GameObject));
if (refQuery != null)
{
GameObject[] refArray = refQuery.Cast<GameObject>().ToArray();
this.gameObj = (refArray != null && refArray.Length > 0) ? refArray[0] : null;
this.PerformSetValue();
this.PerformGetValue();
this.OnEditingFinished(FinishReason.LeapValue);
}
}
}
示例13: CanConvertFrom
public override bool CanConvertFrom(ConvertOperation convert)
{
if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
return convert.CanPerform<Texture>();
}
if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.Convert))
{
List<Texture> availData = convert.Perform<Texture>(ConvertOperation.Operation.Convert).ToList();
return availData.Any(t =>
this.FindMatchingResources<Texture,Material>(t, IsMatch)
.Any());
}
return false;
}
示例14: Convert
public override bool Convert(ConvertOperation convert)
{
// If we already have a renderer in the result set, consider generating
// a tilemap to be not the right course of action.
if (convert.Result.OfType<ICmpRenderer>().Any())
return false;
List<object> results = new List<object>();
List<Tileset> availData = convert.Perform<Tileset>().ToList();
// Generate objects
foreach (Tileset tileset in availData)
{
if (convert.IsObjectHandled(tileset)) continue;
// Retrieve previously generated GameObjects and Tilemaps for re-use
GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
Tilemap tilemap = convert.Result.OfType<Tilemap>().FirstOrDefault();
TilemapRenderer tilemapRenderer = convert.Result.OfType<TilemapRenderer>().FirstOrDefault();
if (tilemap == null && gameobj != null) tilemap = gameobj.GetComponent<Tilemap>();
// Create a new Tilemap (and TilemapRenderer) if none did exist before
if (tilemap == null)
{
tilemap = new Tilemap();
TilemapsSetupUtility.SetupTilemap(tilemap, tileset);
// Add a renderer for this Tilemap to the result list, if there was none before
if (tilemapRenderer == null)
{
results.Add(new TilemapRenderer());
}
}
// Configure the Tilemap according to the Tileset we're converting
tilemap.Tileset = tileset;
// Add the Tilemap to our result set
results.Add(tilemap);
convert.SuggestResultName(tilemap, tileset.Name);
convert.MarkObjectHandled(tileset);
}
convert.AddResult(results);
return false;
}
示例15: Convert
public override bool Convert(ConvertOperation convert)
{
bool finishConvertOp = false;
List<AudioData> availData = convert.Perform<AudioData>().ToList();
List<AudioData> createDataSource = null;
// Match objects
foreach (AudioData baseRes in availData)
{
if (convert.IsObjectHandled(baseRes)) continue;
// Find target Resource matching the source
Sound targetRes =
this.FindMatchingResources<AudioData,Sound>(baseRes, IsMatch)
.OrderBy(sound => sound.Data.Count)
.FirstOrDefault();
if (targetRes != null)
{
convert.AddResult(targetRes);
}
else if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
{
if (createDataSource == null) createDataSource = new List<AudioData>();
createDataSource.Add(baseRes);
}
else
{
// Can't handle this AudioData
continue;
}
finishConvertOp = true;
convert.MarkObjectHandled(baseRes);
}
// Create objects
if (createDataSource != null)
{
List<ContentRef<Sound>> createdSounds = EditorActions.AudioDataToSound.CreateMultipleFromAudioData(createDataSource.Ref());
foreach (ContentRef<Sound> sound in createdSounds)
convert.AddResult(sound.Res);
}
return finishConvertOp;
}