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C# FileReference类代码示例

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


FileReference类属于命名空间,在下文中一共展示了FileReference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: MSBuildProjectFile

		/// <summary>
		/// Constructs a new project file object
		/// </summary>
		/// <param name="InitFilePath">The path to the project file on disk</param>
		public MSBuildProjectFile(FileReference InitFilePath)
			: base(InitFilePath)
		{
			// Each project gets its own GUID.  This is stored in the project file and referenced in the solution file.

			// First, check to see if we have an existing file on disk.  If we do, then we'll try to preserve the
			// GUID by loading it from the existing file.
			if (ProjectFilePath.Exists())
			{
				try
				{
					LoadGUIDFromExistingProject();
				}
				catch (Exception)
				{
					// Failed to find GUID, so just create a new one
					ProjectGUID = Guid.NewGuid();
				}
			}

			if (ProjectGUID == Guid.Empty)
			{
				// Generate a brand new GUID
				ProjectGUID = Guid.NewGuid();
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:30,代码来源:VCProject.cs

示例2: Create

		/// <summary>
		/// Creates a file from a list of strings; each string is placed on a line in the file.
		/// </summary>
		/// <param name="TempFileName">Name of response file</param>
		/// <param name="Lines">List of lines to write to the response file</param>
		public static FileReference Create(FileReference TempFileName, List<string> Lines, CreateOptions Options = CreateOptions.None)
		{
			FileInfo TempFileInfo = new FileInfo(TempFileName.FullName);
			if (TempFileInfo.Exists)
			{
				if ((Options & CreateOptions.WriteEvenIfUnchanged) != CreateOptions.WriteEvenIfUnchanged)
				{
					string Body = string.Join(Environment.NewLine, Lines);
					// Reuse the existing response file if it remains unchanged
					string OriginalBody = File.ReadAllText(TempFileName.FullName);
					if (string.Equals(OriginalBody, Body, StringComparison.Ordinal))
					{
						return TempFileName;
					}
				}
				// Delete the existing file if it exists and requires modification
				TempFileInfo.IsReadOnly = false;
				TempFileInfo.Delete();
				TempFileInfo.Refresh();
			}

			FileItem.CreateIntermediateTextFile(TempFileName, string.Join(Environment.NewLine, Lines));

			return TempFileName;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:30,代码来源:ResponseFile.cs

示例3: ConfigManager

 public ConfigManager(IKernel kernel, IFileSystem fileSystem, FileReference fileReference, ILogger logger)
 {
     _kernel = kernel;
     _fileSystem = fileSystem;
     _fileReferance = fileReference;
     _logger = logger;
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:7,代码来源:ConfigManager.cs

示例4: Execute

		/// <summary>
		/// Execute the task.
		/// </summary>
		/// <param name="Job">Information about the current job</param>
		/// <param name="BuildProducts">Set of build products produced by this node.</param>
		/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
		/// <returns>True if the task succeeded</returns>
		public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
		{
			// Get the full path to the project file
			FileReference ProjectFile = null;
			if(!String.IsNullOrEmpty(Parameters.Project))
			{
				ProjectFile = ResolveFile(Parameters.Project);
			}

			// Get the path to the editor, and check it exists
			FileReference EditorExe;
			if(String.IsNullOrEmpty(Parameters.EditorExe))
			{
                EditorExe = new FileReference(HostPlatform.Current.GetUE4ExePath("UE4Editor-Cmd.exe"));
			}
			else
			{
				EditorExe = ResolveFile(Parameters.EditorExe);
			}

			// Make sure the editor exists
			if(!EditorExe.Exists())
			{
				CommandUtils.LogError("{0} does not exist", EditorExe.FullName);
				return false;
			}

			// Run the commandlet
			CommandUtils.RunCommandlet(ProjectFile, EditorExe.FullName, Parameters.Name, Parameters.Arguments);
			return true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:38,代码来源:CommandletTask.cs

示例5: PluginInfo

		/// <summary>
		/// Constructs a PluginInfo object
		/// </summary>
		/// <param name="InFile"></param>
		/// <param name="InLoadedFrom">Where this pl</param>
		public PluginInfo(FileReference InFile, PluginLoadedFrom InLoadedFrom)
		{
			Name = Path.GetFileNameWithoutExtension(InFile.FullName);
			File = InFile;
			Directory = File.Directory;
			Descriptor = PluginDescriptor.FromFile(File, InLoadedFrom == PluginLoadedFrom.GameProject);
			LoadedFrom = InLoadedFrom;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:13,代码来源:Plugins.cs

示例6: DeleteFile

 public void DeleteFile(FileReference path)
 {
     path = _workingDirectory + fixPath(path);
     if (File.Exists(path))
     {
         File.Delete(path);
     }
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:8,代码来源:StandardFileSystem.cs

示例7: ListDirectoriesInDirectory

 public IEnumerable<string> ListDirectoriesInDirectory(FileReference path)
 {
     path = _workingDirectory + fixPath(path);
     if (Directory.Exists(path))
         return Directory.GetDirectories(path);
     else
         return null;
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:8,代码来源:StandardFileSystem.cs

示例8: UProjectInfo

		UProjectInfo(FileReference InFilePath, bool bInIsCodeProject)
		{
			GameName = InFilePath.GetFileNameWithoutExtension();
			FileName = InFilePath.GetFileName();
			FilePath = InFilePath;
			Folder = FilePath.Directory;
			bIsCodeProject = bInIsCodeProject;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:UProjectInfo.cs

示例9: OpenFile

 public System.IO.Stream OpenFile(FileReference path)
 {
     path = _workingDirectory + fixPath(path);
     if (File.Exists(path))
         return File.Open(path, FileMode.Open);
     else
         return null;
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:8,代码来源:StandardFileSystem.cs

示例10: DeleteDirectory

 public void DeleteDirectory(FileReference path)
 {
     path = _workingDirectory + fixPath(path);
     if (Directory.Exists(path))
     {
         Directory.Delete(path, true);
     }
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:8,代码来源:StandardFileSystem.cs

示例11: CreateDirectory

 public void CreateDirectory(FileReference path)
 {
     path = _workingDirectory + fixPath(path);
     if (!Directory.Exists(path))
     {
         Directory.CreateDirectory(path);
     }
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:8,代码来源:StandardFileSystem.cs

示例12: Construtor_throws_ArgumentNullException_if_changes_have_different_paths

        public void Construtor_throws_ArgumentNullException_if_changes_have_different_paths()
        {
            var file1 = new FileReference("/path1", DateTime.MinValue, 23);
            var file2 = new FileReference("/path2", DateTime.MinValue, 23);

            var change1 = new Change(ChangeType.Added, null, file1);
            var change2 = new Change(ChangeType.Deleted, file2,  null);

            Assert.Throws<ArgumentException>(() => new ChangeList(new [] { change1, change2 }));
        }
开发者ID:ap0llo,项目名称:SyncTool,代码行数:10,代码来源:ChangeListTest.cs

示例13: CreateFile

 public Stream CreateFile(FileReference path)
 {
     path = fixPath(path);
     if (File.Exists(_workingDirectory + path))
     {
         DeleteFile(path);
     }
     CreateDirectory(path.FileLocation.Substring(0, path.FileLocation.Length - Path.GetFileName(path).Length));
     return File.Create(_workingDirectory + path);
 }
开发者ID:AugustoAngeletti,项目名称:blockspaces,代码行数:10,代码来源:StandardFileSystem.cs

示例14: CookCommandlet

		public static void CookCommandlet(string ProjectName)
		{
			FileReference ProjectFile;
			if(ProjectName.Contains('/') || ProjectName.Contains('\\'))
			{
				ProjectFile = new FileReference(ProjectName);
			}
			else if(!UProjectInfo.TryGetProjectFileName(ProjectName, out ProjectFile))
			{
				throw new AutomationException("Cannot determine project path for {0}", ProjectName);
			}
			CookCommandlet(ProjectFile);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:13,代码来源:CommandletUtils.cs

示例15: UBTCommandline

		/// <summary>
		/// Builds a UBT Commandline.
		/// </summary>
		/// <param name="Project">Unreal project to build (optional)</param>
		/// <param name="Target">Target to build.</param>
		/// <param name="Platform">Platform to build for.</param>
		/// <param name="Config">Configuration to build.</param>
		/// <param name="AdditionalArgs">Additional arguments to pass on to UBT.</param>
		public static string UBTCommandline(FileReference Project, string Target, string Platform, string Config, string AdditionalArgs = "")
		{
			string CmdLine;
			if (Project == null)
			{
				CmdLine = String.Format("{0} {1} {2} {3}", Target, Platform, Config, AdditionalArgs);
			}
			else
			{
				CmdLine = String.Format("{0} {1} {2} -Project={3} {4}", Target, Platform, Config, CommandUtils.MakePathSafeToUseWithCommandLine(Project.FullName), AdditionalArgs);
			}
			return CmdLine;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:21,代码来源:UBTUtils.cs


注:本文中的FileReference类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。