本文整理汇总了C#中SiliconStudio.Assets.PackageLoadingAssetFile.AsYamlAsset方法的典型用法代码示例。如果您正苦于以下问题:C# PackageLoadingAssetFile.AsYamlAsset方法的具体用法?C# PackageLoadingAssetFile.AsYamlAsset怎么用?C# PackageLoadingAssetFile.AsYamlAsset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SiliconStudio.Assets.PackageLoadingAssetFile
的用法示例。
在下文中一共展示了PackageLoadingAssetFile.AsYamlAsset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: MigrateAssetIfNeeded
public static bool MigrateAssetIfNeeded(AssetMigrationContext context, PackageLoadingAssetFile loadAsset, string dependencyName, PackageVersion untilVersion = null)
{
var assetFullPath = loadAsset.FilePath.FullPath;
// Determine if asset was Yaml or not
var assetFileExtension = Path.GetExtension(assetFullPath);
if (assetFileExtension == null)
return false;
assetFileExtension = assetFileExtension.ToLowerInvariant();
var serializer = AssetFileSerializer.FindSerializer(assetFileExtension);
if (!(serializer is YamlAssetSerializer))
return false;
// We've got a Yaml asset, let's get expected and serialized versions
var serializedVersion = PackageVersion.Zero;
PackageVersion expectedVersion;
Type assetType;
// Read from Yaml file the asset version and its type (to get expected version)
// Note: It tries to read as few as possible (SerializedVersion is expected to be right after Id, so it shouldn't try to read further than that)
using (var assetStream = loadAsset.OpenStream())
using (var streamReader = new StreamReader(assetStream))
{
var yamlEventReader = new EventReader(new Parser(streamReader));
// Skip header
yamlEventReader.Expect<StreamStart>();
yamlEventReader.Expect<DocumentStart>();
var mappingStart = yamlEventReader.Expect<MappingStart>();
var tagTypeRegistry = AssetYamlSerializer.Default.GetSerializerSettings().TagTypeRegistry;
bool typeAliased;
assetType = tagTypeRegistry.TypeFromTag(mappingStart.Tag, out typeAliased);
var expectedVersions = AssetRegistry.GetCurrentFormatVersions(assetType);
expectedVersion = expectedVersions?.FirstOrDefault(x => x.Key == dependencyName).Value ?? PackageVersion.Zero;
Scalar assetKey;
while ((assetKey = yamlEventReader.Allow<Scalar>()) != null)
{
// Only allow Id before SerializedVersion
if (assetKey.Value == nameof(Asset.Id))
{
yamlEventReader.Skip();
}
else if (assetKey.Value == nameof(Asset.SerializedVersion))
{
// Check for old format: only a scalar
var scalarVersion = yamlEventReader.Allow<Scalar>();
if (scalarVersion != null)
{
serializedVersion = PackageVersion.Parse("0.0." + Convert.ToInt32(scalarVersion.Value, CultureInfo.InvariantCulture));
// Let's update to new format
using (var yamlAsset = loadAsset.AsYamlAsset())
{
yamlAsset.DynamicRootNode.RemoveChild(nameof(Asset.SerializedVersion));
AssetUpgraderBase.SetSerializableVersion(yamlAsset.DynamicRootNode, dependencyName, serializedVersion);
var baseBranch = yamlAsset.DynamicRootNode["~Base"];
if (baseBranch != null)
{
var baseAsset = baseBranch["Asset"];
if (baseAsset != null)
{
baseAsset.RemoveChild(nameof(Asset.SerializedVersion));
AssetUpgraderBase.SetSerializableVersion(baseAsset, dependencyName, serializedVersion);
}
}
}
}
else
{
// New format: package => version mapping
yamlEventReader.Expect<MappingStart>();
while (!yamlEventReader.Accept<MappingEnd>())
{
var packageName = yamlEventReader.Expect<Scalar>().Value;
var packageVersion = PackageVersion.Parse(yamlEventReader.Expect<Scalar>().Value);
// For now, we handle only one dependency at a time
if (packageName == dependencyName)
{
serializedVersion = packageVersion;
}
}
yamlEventReader.Expect<MappingEnd>();
}
break;
}
else
{
// If anything else than Id or SerializedVersion, let's stop
break;
}
}
//.........这里部分代码省略.........
示例2: Upgrade
public override bool Upgrade(PackageSession session, ILogger log, Package dependentPackage, PackageDependency dependency, Package dependencyPackage, IList<PackageLoadingAssetFile> assetFiles)
{
// Paradox 1.1 projects didn't have their dependency properly updated (they might have been marked as 1.0).
// We know they are 1.1 only because there is a .props file.
// This check shouldn't be necessary from 1.2.
var packagePath = dependentPackage.FullPath;
var propsFilePath = UPath.Combine(packagePath.GetParent(), (UFile)(packagePath.GetFileName() + ".props"));
if (!File.Exists(propsFilePath) && dependency.Version.MinVersion < new PackageVersion("1.1.0-beta"))
{
log.Error("Can't upgrade old projects from {0} 1.0 to 1.1", dependency.Name);
return false;
}
// Nothing to do for now, most of the work is already done by individual asset upgraders
// We can later add logic here for package-wide upgrades (i.e. GameSettingsAsset)
if (dependency.Version.MinVersion < new PackageVersion("1.2.0-beta"))
{
// UIImageGroups and SpriteGroups asset have been merged into a single SpriteSheet => rename the assets and modify the tag
var uiImageGroups = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".pdxuiimage");
var spritesGroups = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".pdxsprite");
RenameAndChangeTag(assetFiles, uiImageGroups, "!UIImageGroup");
RenameAndChangeTag(assetFiles, spritesGroups, "!SpriteGroup");
}
if (dependency.Version.MinVersion < new PackageVersion("1.3.0-alpha01"))
{
// Create GameSettingsAsset
GameSettingsAsset.UpgraderVersion130.Upgrade(session, log, dependentPackage, dependency, dependencyPackage, assetFiles);
}
if (dependency.Version.MinVersion < new PackageVersion("1.3.0-alpha02"))
{
// Delete EffectLogAsset
foreach (var assetFile in assetFiles)
{
if (assetFile.FilePath.GetFileName() == EffectLogAsset.DefaultFile)
{
assetFile.Deleted = true;
}
}
}
if (dependency.Version.MinVersion < new PackageVersion("1.4.0-beta"))
{
// Update file extensions with Xenko prefix
var legacyAssets = from assetFile in assetFiles
where !assetFile.Deleted
let extension = assetFile.FilePath.GetFileExtension()
where extension.StartsWith(".pdx")
select new { AssetFile = assetFile, NewExtension = ".xk" + extension.Substring(4) };
foreach (var legacyAsset in legacyAssets.ToArray())
{
// Load asset data, so the renamed file will have it's AssetContent set
if (legacyAsset.AssetFile.AssetContent == null)
legacyAsset.AssetFile.AssetContent = File.ReadAllBytes(legacyAsset.AssetFile.FilePath);
// Change legacy namespaces and default effect names in all shader source files
// TODO: Use syntax analysis? What about shaders referenced in other assets?
if (legacyAsset.NewExtension == ".xksl" || legacyAsset.NewExtension == ".xkfx" || legacyAsset.NewExtension == ".xkeffectlog")
{
var sourceText = System.Text.Encoding.UTF8.GetString(legacyAsset.AssetFile.AssetContent);
var newSourceText = sourceText.Replace("Paradox", "Xenko");
if (newSourceText != sourceText)
{
legacyAsset.AssetFile.AssetContent = System.Text.Encoding.UTF8.GetBytes(newSourceText);
}
}
// Create asset copy with new extension
ChangeFileExtension(assetFiles, legacyAsset.AssetFile, legacyAsset.NewExtension);
}
// Force loading of user settings with old extension
var userSettings = dependentPackage.UserSettings;
// Change package extension
dependentPackage.FullPath = new UFile(dependentPackage.FullPath.GetFullPathWithoutExtension(), Package.PackageFileExtension);
// Make sure all assets are upgraded
RunAssetUpgradersUntilVersion(log, dependentPackage, XenkoConfig.PackageName, assetFiles, PackageVersion.Parse("1.4.0-beta"));
}
if (dependency.Version.MinVersion < new PackageVersion("1.5.0-alpha01"))
{
RunAssetUpgradersUntilVersion(log, dependentPackage, XenkoConfig.PackageName, assetFiles, PackageVersion.Parse("1.5.0-alpha01"));
}
if (dependency.Version.MinVersion < new PackageVersion("1.5.0-alpha02"))
{
// Ideally, this should be part of asset upgrader but we can't upgrade multiple assets at once yet
var modelAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkm3d").Select(x => x.AsYamlAsset()).ToArray();
var animAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkanim").Select(x => x.AsYamlAsset()).ToArray();
var sceneAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkscene").Select(x => x.AsYamlAsset()).ToArray();
// Select models with at least two nodes
var modelAssetsWithSekeleton = modelAssets
.Where(model => ((IEnumerable)model.DynamicRootNode.Nodes).Cast<object>().Count() > 1).ToArray();
//.........这里部分代码省略.........
示例3: Upgrade
public override bool Upgrade(PackageSession session, ILogger log, Package dependentPackage, PackageDependency dependency, Package dependencyPackage, IList<PackageLoadingAssetFile> assetFiles)
{
if (dependency.Version.MinVersion < new PackageVersion("1.5.0-alpha01"))
{
RunAssetUpgradersUntilVersion(log, dependentPackage, XenkoConfig.PackageName, assetFiles, PackageVersion.Parse("1.5.0-alpha01"));
}
if (dependency.Version.MinVersion < new PackageVersion("1.5.0-alpha02"))
{
// Ideally, this should be part of asset upgrader but we can't upgrade multiple assets at once yet
var modelAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkm3d").Select(x => x.AsYamlAsset()).ToArray();
var animAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkanim").Select(x => x.AsYamlAsset()).ToArray();
var sceneAssets = assetFiles.Where(f => f.FilePath.GetFileExtension() == ".xkscene").Select(x => x.AsYamlAsset()).ToArray();
// Select models with at least two nodes
var modelAssetsWithSekeleton = modelAssets
.Where(model => ((IEnumerable)model.DynamicRootNode.Nodes).Cast<object>().Count() > 1).ToArray();
var animToModelMapping = new Dictionary<PackageLoadingAssetFile.YamlAsset, PackageLoadingAssetFile.YamlAsset>();
// Find associations in scene
foreach (var sceneAsset in sceneAssets)
{
var hierarchy = sceneAsset.DynamicRootNode.Hierarchy;
foreach (dynamic entity in hierarchy.Entities)
{
var components = entity.Entity.Components;
var animationComponent = components["AnimationComponent.Key"];
var model = components["ModelComponent.Key"]?.Model;
if (animationComponent != null && model != null)
{
var modelReference = DynamicYamlExtensions.ConvertTo<AssetReference>(model);
var modelAsset = modelAssetsWithSekeleton.FirstOrDefault(x => x.Asset.AssetPath == modelReference.Location);
foreach (var animation in animationComponent.Animations)
{
var animationReference = DynamicYamlExtensions.ConvertTo<AssetReference>(animation.Value);
var animationAsset = animAssets.FirstOrDefault(x => x.Asset.AssetPath == animationReference.Location);
if (modelAsset != null && animationAsset != null)
{
animToModelMapping[animationAsset] = modelAsset;
}
}
}
}
}
// Find associations when sharing same source file
foreach (var animationAsset in animAssets)
{
// Comparing absolute path of assets
var modelAsset = modelAssetsWithSekeleton.FirstOrDefault(
x => UPath.Combine(animationAsset.Asset.AssetPath.GetParent(), new UFile((string)animationAsset.DynamicRootNode.Source))
== UPath.Combine(x.Asset.AssetPath.GetParent(), new UFile((string)x.DynamicRootNode.Source)));
if (modelAsset != null)
{
animToModelMapping[animationAsset] = modelAsset;
}
}
var modelToSkeletonMapping = new Dictionary<PackageLoadingAssetFile.YamlAsset, PackageLoadingAssetFile.YamlAsset>();
// For each model asset, create skeleton assets
foreach (var modelAsset in modelAssetsWithSekeleton)
{
var skeletonAsset = new PackageLoadingAssetFile(modelAsset.Asset.FilePath.GetFullPathWithoutExtension() + " Skeleton.xkskel", modelAsset.Asset.SourceFolder)
{
AssetContent = System.Text.Encoding.UTF8.GetBytes("!Skeleton\r\nId: " + Guid.NewGuid())
};
using (var skeletonAssetYaml = skeletonAsset.AsYamlAsset())
{
// Set source
skeletonAssetYaml.DynamicRootNode.Source = modelAsset.DynamicRootNode.Source;
skeletonAssetYaml.DynamicRootNode.SourceHash = modelAsset.DynamicRootNode.SourceHash;
// To be on the safe side, mark everything as preserved
var nodes = modelAsset.DynamicRootNode.Nodes;
foreach (var node in nodes)
{
node.Preserve = true;
}
skeletonAssetYaml.DynamicRootNode.Nodes = nodes;
skeletonAssetYaml.DynamicRootNode.ScaleImport = modelAsset.DynamicRootNode.ScaleImport;
// Update model to point to this skeleton
modelAsset.DynamicRootNode.Skeleton = new AssetReference(AssetId.Parse((string)skeletonAssetYaml.DynamicRootNode.Id), skeletonAsset.AssetPath.MakeRelative(modelAsset.Asset.AssetPath.GetParent()));
modelToSkeletonMapping.Add(modelAsset, skeletonAssetYaml);
}
assetFiles.Add(skeletonAsset);
}
// Update animation to point to skeleton, and set preview default model
foreach (var animToModelEntry in animToModelMapping)
{
var animationAsset = animToModelEntry.Key;
//.........这里部分代码省略.........