void Start()
    {
        ConfigureLucene();

        //get prefabs
        var toIndex = PoolManager.SpawnablePrefabs.Select(DevSpawnerDocument.ForPrefab).ToList();

        //get unicloths
        TextAsset asset = Resources.Load(Path.Combine("metadata", "hier")) as TextAsset;

        if (asset != null)
        {
            var unicloths =
                asset.text
                .Split('\n')
                //filter by things allowed to spawn
                .Where(str => str.Contains(UniItemUtils.BagHierIdentifier) ||
                       str.Contains(UniItemUtils.HeadsetHierIdentifier) ||
                       str.Contains(UniItemUtils.ClothingHierIdentifier) ||
                       str.Contains(UniItemUtils.BackPackHierIdentifier))
                .Select(str => str.Trim())
                .Select(DevSpawnerDocument.ForUniCloth)
                .ToList();
            toIndex.AddRange(unicloths);
        }
        else
        {
            Logger.LogError("Unable to load unicloths from metadata/hier directory. They will be unavailable" +
                            " in the dev spawner.");
        }

        //start indexing
        StartCoroutine(lucene.IndexCoroutine(toIndex));
    }
Example #2
0
    void Start()
    {
        ConfigureLucene();

        //get prefabs
        var toIndex = Spawn.SpawnablePrefabs().Select(DevSpawnerDocument.ForPrefab).ToList();

        //start indexing
        StartCoroutine(lucene.IndexCoroutine(toIndex));
    }
    void Start()
    {
        ConfigureLucene();

        //get prefabs
        var toIndex = Spawn.SpawnablePrefabs().Select(DevSpawnerDocument.ForPrefab).ToList();

        //get clothing
        foreach (var clothData in Spawn.AllClothData)
        {
            toIndex.Add(DevSpawnerDocument.ForClothing(clothData));
        }

        //start indexing
        StartCoroutine(lucene.IndexCoroutine(toIndex));
    }
Example #4
0
    void Start()
    {
        ConfigureLucene();

        //get prefabs
        var toIndex = PoolManager.SpawnablePrefabs.Select(DevSpawnerDocument.ForPrefab).ToList();

        //get clothing
        var data = Resources.FindObjectsOfTypeAll <ClothingData>();

        //force clothfactory to load all clothing data
        foreach (var clothData in data)
        {
            if (!ClothFactory.Instance.ClothingStoredData.ContainsKey(clothData.name))
            {
                ClothFactory.Instance.ClothingStoredData.Add(clothData.name, clothData);
            }

            toIndex.Add(DevSpawnerDocument.ForClothing(clothData));
        }

        //start indexing
        StartCoroutine(lucene.IndexCoroutine(toIndex));
    }