当前位置: 首页>>代码示例>>C#>>正文


C# TileSet.Save方法代码示例

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


在下文中一共展示了TileSet.Save方法的3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: Export

        void Export(string outputDir)
        {
            var dir = Platform.ResolvePath("^", outputDir);
            Directory.CreateDirectory(dir);
            var tilesetName = txtTilesetName.Text;
            var tilesetID = txtID.Text;
            var tilesetPalette = txtPal.Text;
            var tilesetExt = txtExt.Text;

            if (tilesetName.Length < 1) tilesetName = "Temperat";
            if (tilesetID.Length < 1) tilesetID = "TEMPERAT";
            if (tilesetPalette.Length < 1) tilesetPalette = "temperat";
            if (tilesetExt.Length < 1) tilesetExt = ".tem";

            // Create a Tileset definition
            // TODO: Pull this info from the GUI
            var tilesetFile = "";
            tilesetFile = tilesetName.ToLower();
            if (tilesetFile.Length < 8)
                tilesetFile = tilesetName.ToLower() + ".yaml";
            else
                tilesetFile = tilesetName.ToLower().Substring(0, 8) + ".yaml";

            var tileset = new TileSet(
                name: tilesetName,
                id: tilesetID.ToUpper(),
                palette: tilesetPalette.ToLower(),
                terrainInfo: terrainType);

            // List of files to add to the mix file
            var fileList = new List<string>();

            // Export palette (use the embedded palette)
            var p = surface1.Image.Palette.Entries.ToList();
            fileList.Add(ExportPalette(p, Path.Combine(dir, tileset.Palette)));

            // Export tile artwork
            foreach (var t in surface1.Templates)
                fileList.Add(ExportTemplate(t, surface1.Templates.IndexOf(t), tilesetExt, dir));

            // Add the templates
            ushort cur = 0;
            foreach (var tp in surface1.Templates)
            {
                var tiles = new byte[tp.Width * tp.Height];
                foreach (var t in tp.Cells)
                {
                    var ttype = terrainType[surface1.TerrainTypes[t.Key.X, t.Key.Y]].Type;
                    var idx = (t.Key.X - tp.Left) + tp.Width * (t.Key.Y - tp.Top);
                    tiles[idx] = tileset.GetTerrainIndex(ttype);
                }

                var template = new TerrainTemplateInfo(
                    id: cur,
                    images: new[] { "{0}{1:00}".F(txtTilesetName.Text, cur) },
                    size: new int2(tp.Width, tp.Height),
                    tiles: tiles);

                tileset.Templates.Add(cur, template);
                cur++;
            }

            tileset.Save(Path.Combine(dir, tilesetFile));
            Console.WriteLine("Finished export");
        }
开发者ID:abcdefg30,项目名称:TilesetBuilder,代码行数:65,代码来源:FormBuilder.cs

示例2: typeof

        void IUtilityCommand.Run(Utility utility, string[] args)
        {
            // HACK: The engine code assumes that Game.modData is set.
            var modData = Game.ModData = utility.ModData;

            var imageField = typeof(TerrainTemplateInfo).GetField("Image");
            var pickAnyField = typeof(TerrainTemplateInfo).GetField("PickAny");
            var tileInfoField = typeof(TerrainTemplateInfo).GetField("tileInfo", BindingFlags.NonPublic | BindingFlags.Instance);
            var terrainTypeField = typeof(TerrainTileInfo).GetField("TerrainType");
            var terrainLeftColorField = typeof(TerrainTileInfo).GetField("LeftColor");
            var terrainRightColorField = typeof(TerrainTileInfo).GetField("RightColor");
            var empty = new Size(0, 0);
            var single = new int2(1, 1);
            var exts = new[] { "" }.Concat(args[1].Split(','));

            foreach (var t in modData.Manifest.TileSets)
            {
                var ts = new TileSet(modData.DefaultFileSystem, t);
                var frameCache = new FrameCache(modData.DefaultFileSystem, modData.SpriteLoaders);

                Console.WriteLine("Tileset: " + ts.Name);
                foreach (var template in ts.Templates.Values)
                {
                    // Find the sprite associated with this template
                    foreach (var ext in exts)
                    {
                        Stream s;
                        if (modData.DefaultFileSystem.TryOpen(template.Images[0] + ext, out s))
                            s.Dispose();
                        else
                            continue;

                        // Rewrite the template image (normally readonly) using reflection
                        imageField.SetValue(template, template.Images[0] + ext);

                        // Fetch the private tileInfo array so that we can write new entries
                        var tileInfo = (TerrainTileInfo[])tileInfoField.GetValue(template);

                        // Open the file and search for any implicit frames
                        var allFrames = frameCache[template.Images[0]];
                        var frames = template.Frames != null ? template.Frames.Select(f => allFrames[f]).ToArray() : allFrames;

                        // Resize array for new entries
                        if (frames.Length > template.TilesCount)
                        {
                            var ti = new TerrainTileInfo[frames.Length];
                            Array.Copy(tileInfo, ti, template.TilesCount);
                            tileInfoField.SetValue(template, ti);
                            tileInfo = ti;
                        }

                        for (var i = 0; i < template.TilesCount; i++)
                        {
                            if (template[i] == null && frames[i] != null && frames[i].Size != empty)
                            {
                                tileInfo[i] = new TerrainTileInfo();
                                var ti = ts.GetTerrainIndex("Clear");
                                terrainTypeField.SetValue(tileInfo[i], ti);
                                terrainLeftColorField.SetValue(tileInfo[i], ts[ti].Color);
                                terrainRightColorField.SetValue(tileInfo[i], ts[ti].Color);
                                Console.WriteLine("Fixing entry for {0}:{1}", template.Images[0], i);
                            }
                        }

                        if (template.TilesCount > 1 && template.Size == single)
                            pickAnyField.SetValue(template, true);
                    }
                }

                ts.Save(t);
            }
        }
开发者ID:pchote,项目名称:OpenRA,代码行数:72,代码来源:FixClassicTilesets.cs

示例3: Export

        public void Export(string outputDir)
        {
            var dir = Path.Combine(Path.GetDirectoryName(srcfile), Platform.SupportDir + outputDir);
            Directory.CreateDirectory(dir);
            var tilesetName = txtTilesetName.Text;
            var tilesetID = txtID.Text;
            var tilesetPalette = txtPal.Text;
            var tilesetExt = txtExt.Text;

            if (tilesetName.Length < 1) { tilesetName = "Temperat"; }
            if (tilesetID.Length < 1) { tilesetID = "TEMPERAT"; }
            if (tilesetPalette.Length < 1) { tilesetPalette = "temperat"; }
            if (tilesetExt.Length < 1) { tilesetExt = ".tem,.shp"; }

            // Create a Tileset definition
            // TODO: Pull this info from the GUI
            var tilesetFile = "";
            tilesetFile = tilesetName.ToLower();
            if (tilesetFile.Length < 8)
                tilesetFile = tilesetName.ToLower() + ".yaml";
            else
                tilesetFile = tilesetName.ToLower().Substring(0, 8) + ".yaml";

            var ext = tilesetExt.Split(',');
            var tileset = new TileSet(
                name: tilesetName,
                id: tilesetID.ToUpper(),
                palette: tilesetPalette.ToLower(),
                extensions: new string[] { ext[0], ext[1] }
            );

            // List of files to add to the mix file
            List<string> fileList = new List<string>();

            // Export palette (use the embedded palette)
            var p = surface1.Image.Palette.Entries.ToList();
            fileList.Add(ExportPalette(p, Path.Combine(dir, tileset.Palette)));

            // Export tile artwork
            foreach (var t in surface1.Templates)
                fileList.Add(ExportTemplate(t, surface1.Templates.IndexOf(t), tileset.Extensions.First(), dir));

            // Add the terraintypes
            foreach (var tt in TerrainType)
            {
                tileset.Terrain.Add(tt.Type, tt);
            }

            // Add the templates
            ushort cur = 0;
            foreach (var tp in surface1.Templates)
            {
                var template = new TileTemplate(
                    id: cur,
                    image: "{0}{1:00}".F(txtTilesetName.Text, cur),
                    size: new int2(tp.Width, tp.Height)
                );

                foreach (var t in tp.Cells)
                {
                    string ttype = "Clear";
                    ttype = TerrainType[surface1.TerrainTypes[t.Key.X, t.Key.Y]].Type;
                    var idx = (t.Key.X - tp.Left) + tp.Width * (t.Key.Y - tp.Top);
                    template.Tiles.Add((byte)idx, ttype);
                }

                tileset.Templates.Add(cur, template);
                cur++;
            }

            tileset.Save(Path.Combine(dir, tilesetFile));
            Console.WriteLine("Finished export");
        }
开发者ID:RunCraze,项目名称:OpenRA,代码行数:73,代码来源:FormBuilder.cs


注:本文中的TileSet.Save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。