本文整理汇总了C#中Glare.Assets.AssetLoader.AddError方法的典型用法代码示例。如果您正苦于以下问题:C# AssetLoader.AddError方法的具体用法?C# AssetLoader.AddError怎么用?C# AssetLoader.AddError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类Glare.Assets.AssetLoader
的用法示例。
在下文中一共展示了AssetLoader.AddError方法的4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: Report
/// <summary>Report unread blocks to the loader as errors.</summary>
/// <param name="loader"></param>
public void Report(AssetLoader loader)
{
var blocks = GetUnreadBlocks();
if (blocks == null || blocks.Count == 0)
return;
int length = (int)IsRead.Count;
int totalMissed = 0;
foreach (var block in blocks)
totalMissed += block.Count;
loader.AddError(-1, "{0} byte(s), {1} read, {2} missed ({3:F2}%)", length, length - totalMissed, totalMissed, totalMissed / (double)length * 100);
foreach (var block in blocks) {
string message = string.Format("Missed {0}/{0:X}h at {1}/{1:X}h: ", block.Count, block.Offset);
const int maxCount = 256;
for (int index = 0; index < maxCount && index < block.Count; index++) {
if (index > 0)
message += ", ";
var value = block.Data[index];
message += string.Format("{0}", value);
if (value > 15)
message += string.Format("/{0:X}h", value);
}
if (block.Count > maxCount)
message += "...";
loader.AddError(block.Offset, message);
}
}
示例2: Model
internal Model(AssetLoader loader)
: base(loader)
{
Asset context = loader.Context;
string name = loader.Name;
BinaryReader reader = loader.Reader;
FolderAsset textureArchive = null;
FolderAsset bonesFolder = new FolderAsset(this, "Bones");
FolderAsset materialsFolder = new FolderAsset(this, "Materials");
FolderAsset meshesFolder = new FolderAsset(this, "Meshes");
FolderAsset vertexDeclarationsFolder = new FolderAsset(this, "Vertex declarations");
ArrayBackedList<byte> bufferData = new ArrayBackedList<byte>();
if (context != null && context.Parent is FolderAsset) {
// @"/map/m##_##_##_##/m*.flver.dcx" for DS1; textures are in the @"/map/m##/" folder.
if (name.StartsWith(@"map/m")) {
string folderName = name.Substring(4, 3);
FolderAsset maps = (FolderAsset)context.Parent.Parent;
foreach (FolderAsset child in maps.Children) {
if (child.Name == folderName) {
textureArchive = child;
break;
}
}
} else
textureArchive = (FolderAsset)context.Parent;
}
#if Marking
MarkingStream markingStream = loader.StartMarking(out reader);
#endif
loader.ExpectMagic(Magic);
char endian = (char)reader.ReadByte();
switch (endian) {
case 'L':
ByteOrder = ByteOrder.LittleEndian;
break;
case 'B':
reader = loader.MakeBigEndian();
ByteOrder = ByteOrder.BigEndian;
break;
default:
throw new Exception();
}
using (reader) {
// Read header.
loader.Expect((byte)0);
Version = (ModelVersion)reader.ReadInt32();
if (Version != ModelVersion.DarkSouls && Version != ModelVersion.DarkSouls2)
loader.AddError(loader.Position - 4, "Unknown model version " + VersionString + "; will try to load it anyway.");
int dataOffset = reader.ReadInt32();
int dataSize = reader.ReadInt32();
if (((dataOffset + dataSize + 31) & ~31) != reader.BaseStream.Length)
loader.AddError(loader.Position - 4, "Data size and offset aren't correct.");
int boneUnknownCount = reader.ReadInt32();
int materialCount = reader.ReadInt32();
int boneCount = reader.ReadInt32();
int meshCount = reader.ReadInt32();
int meshCount2 = reader.ReadInt32();
if (meshCount != meshCount2)
loader.AddError(loader.Position - 4, "Mesh count 1 and 2 aren't the same.");
Bounds = new Box3f(reader.ReadVector3f(), reader.ReadVector3f());
Unknowns.ReadInt32s(reader, 1); // Possible the non-degenerate triangle count. Seems related.
int triangleCount = reader.ReadInt32();
loader.Expect(IsDS1 ? 272 : 0x10010100);
loader.Expect(IsDS1 ? 0 : 0xFFFF);
int partCount = reader.ReadInt32();
int vertexDeclarationCount = reader.ReadInt32();
int materialParameterCount = reader.ReadInt32();
loader.Expect(IsDS1 ? 0 : 0x1000000);
loader.ExpectZeroes(4, 8);
// Calculate offsets.
long boneUnknownsOffset = HeaderSize;
long materialsOffset = boneUnknownsOffset + boneUnknownCount * ModelBoneUnknown.DataSize;
long bonesOffset = materialsOffset + materialCount * ModelMaterial.DataSize;
long meshesOffset = bonesOffset + boneCount * ModelBone.DataSize;
long detailLevelsOffset = meshesOffset + meshCount * ModelMesh.DataSize;
long meshVerticesOffset = detailLevelsOffset + partCount * ModelDetailLevel.DataSize;
long vertexDeclarationsOffset = meshVerticesOffset + meshCount * ModelMesh.DataSizeVertexHeader;
long materialParametersOffset = vertexDeclarationsOffset + vertexDeclarationCount * ModelVertexDeclaration.DataSize;
long postHeaderOffset = materialParametersOffset + materialParameterCount * ModelMaterialParameter.DataSize;
// BoneUnknowns
ExpectedOffset(loader, boneUnknownsOffset, typeof(ModelBoneUnknown).Name);
for (int index = 0; index < boneUnknownCount; index++)
boneUnknowns.Add(new ModelBoneUnknown(bonesFolder, index, loader));
//.........这里部分代码省略.........
示例3: ScriptBlock
/// <summary>Load the block.</summary>
/// <param name="loader"></param>
public ScriptBlock(AssetLoader loader)
{
HeaderOffset = loader.Position;
Type = (ScriptBlockType)loader.Reader.ReadUInt16();
if (Type == ScriptBlockType.End)
TotalSize = 2;
else {
TotalSize = loader.Reader.ReadUInt16();
if (TotalSize < 4) {
loader.AddError(HeaderOffset, "Invalid block size in script resource; terminating reading.");
TotalSize = 2;
Type = ScriptBlockType.End;
}
}
}
示例4: ExpectedOffset
void ExpectedOffset(AssetLoader loader, long offset, string section)
{
if (loader.Position != offset) {
loader.AddError(loader.Position, "Expected to be at offset " + offset + " for section " + section + ".");
loader.Position = offset;
}
}