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C# VersionControl.Asset类代码示例

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


Asset类属于UnityEditor.VersionControl命名空间,在下文中一共展示了Asset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: DrawOverlay

 public static void DrawOverlay(Asset asset, Asset metaAsset, Rect itemRect)
 {
   if (asset == null || metaAsset == null || Event.current.type != EventType.Repaint)
     return;
   string externalVersionControl = EditorSettings.externalVersionControl;
   if (externalVersionControl == ExternalVersionControl.Disabled || externalVersionControl == ExternalVersionControl.AutoDetect || (externalVersionControl == ExternalVersionControl.Generic || externalVersionControl == ExternalVersionControl.AssetServer))
     return;
   Overlay.DrawOverlays(asset, metaAsset, itemRect);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:9,代码来源:Overlay.cs

示例2: DrawOverlay

 public static void DrawOverlay(Asset asset, Asset metaAsset, Rect itemRect)
 {
     if (((asset != null) && (metaAsset != null)) && (Event.current.type == EventType.Repaint))
     {
         string externalVersionControl = EditorSettings.externalVersionControl;
         if (((externalVersionControl != ExternalVersionControl.Disabled) && (externalVersionControl != ExternalVersionControl.AutoDetect)) && ((externalVersionControl != ExternalVersionControl.Generic) && (externalVersionControl != ExternalVersionControl.AssetServer)))
         {
             DrawOverlays(asset, metaAsset, itemRect);
         }
     }
 }
开发者ID:demelev,项目名称:projectHL,代码行数:11,代码来源:Overlay.cs

示例3: Add

 public ListItem Add(ListItem parent, string name, Asset asset)
 {
     ListItem item = (parent == null) ? this.root : parent;
     ListItem listItem = new ListItem {
         Name = name,
         Asset = asset
     };
     item.Add(listItem);
     ListItem twinAsset = this.GetTwinAsset(listItem);
     if (((twinAsset != null) && (listItem.Asset != null)) && (twinAsset.Asset.state == (listItem.Asset.state & ~Asset.States.MetaFile)))
     {
         listItem.Hidden = true;
     }
     if ((listItem.Asset != null) && (listItem.Asset.path.Length > 0))
     {
         this.pathSearch[listItem.Asset.path.ToLower()] = listItem;
     }
     return listItem;
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:19,代码来源:ListControl.cs

示例4: DrawOverlay

		public static void DrawOverlay(Asset asset, Rect itemRect)
		{
			if (asset == null)
			{
				return;
			}
			if (Event.current.type != EventType.Repaint)
			{
				return;
			}
			Overlay.m_Asset = asset;
			Overlay.m_ItemRect = itemRect;
			Overlay.m_IconPrefix = EditorSettings.externalVersionControl;
			if (Overlay.m_IconPrefix == ExternalVersionControl.Disabled || Overlay.m_IconPrefix == ExternalVersionControl.AutoDetect || Overlay.m_IconPrefix == ExternalVersionControl.Generic || Overlay.m_IconPrefix == ExternalVersionControl.AssetServer)
			{
				return;
			}
			Overlay.DrawOverlays();
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:19,代码来源:Overlay.cs

示例5: IsChildOf

 public bool IsChildOf(Asset other);
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:1,代码来源:Asset.cs

示例6: IsChildOf

 public extern bool IsChildOf(Asset other);
开发者ID:randomize,项目名称:VimConfig,代码行数:1,代码来源:Asset.cs

示例7: DrawOverlayDescription

		private void DrawOverlayDescription(Asset.States state)
		{
			Rect atlasRectForState = Provider.GetAtlasRectForState((int)state);
			if (atlasRectForState.width == 0f)
			{
				return;
			}
			Texture2D overlayAtlas = Provider.overlayAtlas;
			if (overlayAtlas == null)
			{
				return;
			}
			GUILayout.Label("    " + Asset.StateToString(state), EditorStyles.miniLabel, new GUILayoutOption[0]);
			Rect lastRect = GUILayoutUtility.GetLastRect();
			lastRect.width = 16f;
			GUI.DrawTextureWithTexCoords(lastRect, overlayAtlas, atlasRectForState);
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:17,代码来源:EditorSettingsInspector.cs

示例8: Lock

 /// <summary>
 /// <para>Attempt to lock an asset for exclusive editing.</para>
 /// </summary>
 /// <param name="assets">List of assets to lock/unlock.</param>
 /// <param name="locked">True to lock assets, false to unlock assets.</param>
 /// <param name="asset">Asset to lock/unlock.</param>
 public static Task Lock(Asset asset, bool locked)
 {
     Asset[] assets = new Asset[] { asset };
     return Internal_Lock(assets, locked);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:11,代码来源:Provider.cs

示例9: Add

 public ListItem Add(ListItem parent, string name, Asset asset)
 {
   ListItem listItem1 = parent == null ? this.root : parent;
   ListItem listItem2 = new ListItem();
   listItem2.Name = name;
   listItem2.Asset = asset;
   listItem1.Add(listItem2);
   ListItem twinAsset = this.GetTwinAsset(listItem2);
   if (twinAsset != null && listItem2.Asset != null && twinAsset.Asset.state == (listItem2.Asset.state & ~Asset.States.MetaFile))
     listItem2.Hidden = true;
   if (listItem2.Asset == null || listItem2.Asset.path.Length <= 0)
     return listItem2;
   this.pathSearch[listItem2.Asset.path.ToLower()] = listItem2;
   return listItem2;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:15,代码来源:ListControl.cs

示例10: IsOneOfStates

 public bool IsOneOfStates(Asset.States[] states)
 {
   foreach (Asset.States state in states)
   {
     if ((this.state & state) != Asset.States.None)
       return true;
   }
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:9,代码来源:Asset.cs

示例11: AllStateToString

 internal static string AllStateToString(Asset.States state)
 {
   StringBuilder stringBuilder = new StringBuilder();
   if (Asset.IsState(state, Asset.States.AddedLocal))
     stringBuilder.AppendLine("Added Local");
   if (Asset.IsState(state, Asset.States.AddedRemote))
     stringBuilder.AppendLine("Added Remote");
   if (Asset.IsState(state, Asset.States.CheckedOutLocal))
     stringBuilder.AppendLine("Checked Out Local");
   if (Asset.IsState(state, Asset.States.CheckedOutRemote))
     stringBuilder.AppendLine("Checked Out Remote");
   if (Asset.IsState(state, Asset.States.Conflicted))
     stringBuilder.AppendLine("Conflicted");
   if (Asset.IsState(state, Asset.States.DeletedLocal))
     stringBuilder.AppendLine("Deleted Local");
   if (Asset.IsState(state, Asset.States.DeletedRemote))
     stringBuilder.AppendLine("Deleted Remote");
   if (Asset.IsState(state, Asset.States.Local))
     stringBuilder.AppendLine("Local");
   if (Asset.IsState(state, Asset.States.LockedLocal))
     stringBuilder.AppendLine("Locked Local");
   if (Asset.IsState(state, Asset.States.LockedRemote))
     stringBuilder.AppendLine("Locked Remote");
   if (Asset.IsState(state, Asset.States.OutOfSync))
     stringBuilder.AppendLine("Out Of Sync");
   if (Asset.IsState(state, Asset.States.Synced))
     stringBuilder.AppendLine("Synced");
   if (Asset.IsState(state, Asset.States.Missing))
     stringBuilder.AppendLine("Missing");
   if (Asset.IsState(state, Asset.States.ReadOnly))
     stringBuilder.AppendLine("ReadOnly");
   return stringBuilder.ToString();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:33,代码来源:Asset.cs

示例12: UnlockIsValid

 /// <summary>
 /// <para>Returns true if locking the assets is a valid operation.</para>
 /// </summary>
 /// <param name="assets">The assets to lock.</param>
 /// <param name="asset">The asset to lock.</param>
 public static bool UnlockIsValid(Asset asset)
 {
     Asset[] assets = new Asset[] { asset };
     return Internal_UnlockIsValid(assets);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:Provider.cs

示例13: OnGUI


//.........这里部分代码省略.........
			GUI.color = color;
			if (current.isKey && GUIUtility.keyboardControl == 0 && current.type == EventType.KeyDown && current.keyCode == KeyCode.F5)
			{
				flag2 = true;
				current.Use();
			}
			if (flag2)
			{
				Provider.InvalidateCache();
				if (Provider.isActive && Provider.onlineState == OnlineState.Online)
				{
					Task task = Provider.ChangeSets();
					task.SetCompletionAction(CompletionAction.OnChangeSetsPendingWindow);
					Task task2 = Provider.Incoming();
					task2.SetCompletionAction(CompletionAction.OnIncomingPendingWindow);
				}
				else
				{
					Provider.UpdateSettings();
				}
			}
			GUILayout.EndArea();
			Rect rect = new Rect(0f, fixedHeight, base.position.width, base.position.height - fixedHeight - 17f);
			bool flag3 = false;
			GUILayout.EndHorizontal();
			if (!Provider.isActive)
			{
				Color color2 = GUI.color;
				GUI.color = new Color(0.8f, 0.5f, 0.5f);
				rect.height = fixedHeight;
				GUILayout.BeginArea(rect);
				GUILayout.BeginHorizontal(EditorStyles.toolbar, new GUILayoutOption[0]);
				GUILayout.FlexibleSpace();
				string text = "DISABLED";
				if (Provider.enabled)
				{
					if (Provider.onlineState == OnlineState.Updating)
					{
						GUI.color = new Color(0.8f, 0.8f, 0.5f);
						text = "CONNECTING...";
					}
					else
					{
						text = "OFFLINE";
					}
				}
				GUILayout.Label(text, EditorStyles.miniLabel, new GUILayoutOption[0]);
				GUILayout.FlexibleSpace();
				GUILayout.EndHorizontal();
				GUILayout.EndArea();
				rect.y += rect.height;
				if (!string.IsNullOrEmpty(Provider.offlineReason))
				{
					GUI.Label(rect, Provider.offlineReason);
				}
				GUI.color = color2;
				flag3 = false;
			}
			else
			{
				if (this.m_ShowIncoming)
				{
					flag3 |= this.incomingList.OnGUI(rect, base.hasFocus);
				}
				else
				{
					flag3 |= this.pendingList.OnGUI(rect, base.hasFocus);
				}
				rect.y += rect.height;
				rect.height = 17f;
				GUI.Label(rect, GUIContent.none, WindowPending.s_Styles.bottomBarBg);
				GUIContent content2 = new GUIContent("Apply All Incoming Changes");
				Vector2 vector = EditorStyles.miniButton.CalcSize(content2);
				Rect rect2 = new Rect(rect.x, rect.y - 2f, rect.width - vector.x - 5f, rect.height);
				WindowPending.ProgressGUI(rect2, Provider.activeTask, false);
				if (this.m_ShowIncoming)
				{
					Rect position = rect;
					position.width = vector.x;
					position.height = vector.y;
					position.y = rect.y + 2f;
					position.x = base.position.width - vector.x - 5f;
					EditorGUI.BeginDisabledGroup(this.incomingList.Size == 0);
					if (GUI.Button(position, content2, EditorStyles.miniButton))
					{
						Asset item = new Asset(string.Empty);
						Task latest = Provider.GetLatest(new AssetList
						{
							item
						});
						latest.SetCompletionAction(CompletionAction.OnGotLatestPendingWindow);
					}
					EditorGUI.EndDisabledGroup();
				}
			}
			if (flag3)
			{
				base.Repaint();
			}
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:101,代码来源:WindowPending.cs

示例14: Status

 /// <summary>
 /// <para>Start a task that will fetch the most recent status from revision control system.</para>
 /// </summary>
 /// <param name="assets">The assets fetch new state for.</param>
 /// <param name="asset">The asset path to fetch new state for.</param>
 /// <param name="recursively">If any assets specified are folders this flag will get status for all descendants of the folder as well.</param>
 public static Task Status(Asset asset)
 {
     Asset[] assets = new Asset[] { asset };
     return Internal_Status(assets, true);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:11,代码来源:Provider.cs

示例15: ChangeSetMove

 /// <summary>
 /// <para>Move an asset or list of assets from their current changeset to a new changeset.</para>
 /// </summary>
 /// <param name="assets">List of asset to move to changeset.</param>
 /// <param name="changeset">Changeset to move asset to.</param>
 /// <param name="asset">Asset to move to changeset.</param>
 /// <param name="changesetID">ChangesetID to move asset to.</param>
 public static Task ChangeSetMove(Asset asset, string changesetID)
 {
     ChangeSet target = new ChangeSet("", changesetID);
     Asset[] assets = new Asset[] { asset };
     return Internal_ChangeSetMove(assets, target);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:13,代码来源:Provider.cs


注:本文中的UnityEditor.VersionControl.Asset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。