public void GenerateGrid(int width, int height) { map = FindObjectOfType <MapImporter>(); map.width = width; map.height = height; map.Generate(); }
/** Loads all the static data, this includes things like monsters, items, etc. These values do not change as the game progresses */ public static void LoadGameData() { DateTime startTime = DateTime.Now; Trace.Log("Loading game data:"); DamageTypes = LoadLibrary <MDRDamageTypeLibrary, MDRDamageType>("DamageTypes", 0, true); Skills = LoadLibrary <MDRSkillLibrary, MDRSkill>("Skills", 0, true); SpellClasses = LoadLibrary <MDRSpellClassLibrary, MDRSpellClass>("SpellClasses"); Spells = LoadLibrary <MDRSpellLibrary, MDRSpell>("Spells"); Races = LoadLibrary <MDRRaceLibrary, MDRRace>("Races"); Guilds = LoadLibrary <MDRGuildLibrary, MDRGuild>("Guilds"); ItemClasses = LoadLibrary <MDRItemClassLibrary, MDRItemClass>("ItemClasses"); ItemTypes = LoadLibrary <MDRItemTypeLibrary, MDRItemType>("ItemTypes"); Items = LoadLibrary <MDRItemLibrary, MDRItem>("Items"); MonsterClasses = LoadLibrary <MDRMonsterClassLibrary, MDRMonsterClass>("MonsterClasses"); MonsterTypes = LoadLibrary <MDRMonsterTypeLibrary, MDRMonsterType>("MonsterTypes"); Monsters = LoadLibrary <MDRMonsterLibrary, MDRMonster>("Monsters"); // stub: import dungeon var importer = new MapImporter(); Dungeon = importer.LoadDungeon(Util.ResourceToStream("Data/MDATA11")); //Dungeon = LoadData<MDRDungeon>("Dungeon", 2.0f); Trace.Log("Game data loading completed in " + (DateTime.Now - startTime).TotalMilliseconds.ToString("0.0") + "ms."); _gameDataLoaded = true; }
internal Task <BoolWithMessage> ImportMapAsync(bool isReimport = false) { Task <BoolWithMessage> task = Task.Factory.StartNew(() => { string sourceFolderToCopy; if (IsZipFileImport) { if (File.Exists(PathToFileOrFolder) == false) { System.Windows.MessageBox.Show("File does not exist", "Error!", MessageBoxButton.OK, MessageBoxImage.Error); return(new BoolWithMessage(false, $"{PathToFileOrFolder} does not exist.")); } // extract files first before copying Directory.CreateDirectory(PathToTempUnzipFolder); BoolWithMessage didExtract = FileUtils.ExtractZipFile(PathToFileOrFolder, PathToTempUnzipFolder); if (didExtract.Result == false) { UserMessage = $"Failed to extract .zip file: {didExtract.Message}"; return(new BoolWithMessage(false, $"Failed to extract zip: {didExtract.Message}.")); } sourceFolderToCopy = PathToTempUnzipFolder; } else { if (Directory.Exists(PathToFileOrFolder) == false) { System.Windows.MessageBox.Show("Folder does not exist", "Error!", MessageBoxButton.OK, MessageBoxImage.Error); return(new BoolWithMessage(false, $"{PathToFileOrFolder} does not exist.")); } sourceFolderToCopy = PathToFileOrFolder; } FileUtils.CopyDirectoryRecursively(sourceFolderToCopy, PathToSessionContent, FilesToExclude, FoldersToExclude); if (IsZipFileImport && Directory.Exists(PathToTempUnzipFolder)) { // remove unzipped temp files Directory.Delete(PathToTempUnzipFolder, true); } else if (isReimport == false) { // make .meta file to tag where the imported map came from to support the 'Re-import' feature string mapName = MapImporter.GetMapFileNameFromFolder(sourceFolderToCopy); BoolWithMessage result = MapImporter.TrackMapLocation(mapName, sourceFolderToCopy, PathToSessionContent); } return(new BoolWithMessage(true)); }); return(task); }
// Use this for initialization void Start() { m_MapImporter = gameObject.AddComponent <MapImporter> (); if (ApplicationManager.Instance.IsInitialized) { OnManagersInitlized(); } else { ApplicationManager.Instance.OnManagersInitialized += OnManagersInitlized; } }
public Product Map(ProductInfoModel source) { var destination = new Product(); MapManufacturer?.Invoke(source, destination); MapCountryOfOrigin?.Invoke(source, destination); MapImporter?.Invoke(source, destination); MapImporterCountry?.Invoke(source, destination); MapName?.Invoke(source, destination); MapQuantityPerPackage?.Invoke(source, destination); MapImage?.Invoke(source, destination); MapSize?.Invoke(source, destination); MapLogoPath?.Invoke(source, destination); return(destination); }
public override void OnInspectorGUI() { DrawDefaultInspector(); MapImporter map = (MapImporter)target; if (GUILayout.Button("Import Map")) { map.Import(); } if (GUILayout.Button("Split Map")) { map.Split(); } if (GUILayout.Button("Save Map")) { map.SaveMapTextFile(Application.dataPath + map.saveLocation); AssetDatabase.Refresh(); } }
private void ContextMenu_ContextMenuOpening(object sender, System.Windows.Controls.ContextMenuEventArgs e) { // disable certain menu items if no map selected bool isMapSelected = (lstMaps.SelectedItem != null); bool isSessionPathValid = ViewModel.IsSessionPathValid(); menuReimporSelectedMap.IsEnabled = isMapSelected; menuOpenSelectedMapFolder.IsEnabled = isMapSelected; menuOpenSessionFolder.IsEnabled = isSessionPathValid; menuOpenMapsFolder.IsEnabled = isSessionPathValid; if (isMapSelected) { MapListItem selected = (lstMaps.SelectedItem as MapListItem); bool hasImportLocation = MapImporter.IsImportLocationStored(ViewModel.SessionContentPath, selected.DisplayName); menuReimporSelectedMap.IsEnabled = hasImportLocation; menuReimporSelectedMap.ToolTip = hasImportLocation ? null : "You can only re-import if you imported the map from 'Import Map > From Computer ...' and imported a folder.\n(does not work with .zip files)"; } }
private static void ImportQ1Map() { GameObject go = null; try { string path = EditorUtility.OpenFilePanel("Import Quake 1 Map", "", "map"); if (path.Length != 0) { EditorUtility.DisplayProgressBar("RealtimeCSG: Importing Quake 1 Map", "Parsing Quake 1 Map File (*.map)...", 0.0f); var importer = new MapImporter(); //importer.adjustTexturesForValve = mapImporter.adjustTexturesForValve; var map = importer.Import(path); // create parent game object to store all of the imported content. go = new GameObject("Q1-" + Path.GetFileNameWithoutExtension(path)); go.SetActive(false); // create chisel model and import all of the brushes. EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Preparing Material Searcher...", 0.0f); Q1MapWorldConverter.Import(go.transform, map); // begin converting hammer entities to unity objects. //Q1EntityConverter.Import(go.transform, map); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("Quake 1 Map Import", "An exception occurred while importing the map:\r\n" + ex.Message, "Ohno!"); } finally { EditorUtility.ClearProgressBar(); if (go != null) { go.SetActive(true); } } }
/// <summary> /// Initializes the editor /// </summary> private void InitializeEditor() { // events Move += editorViewport.OnEditorMoves; Activated += editorViewport.OnEditorGotFocus; Deactivate += editorViewport.OnEditorLostFocus; Disposed += EditorForm_Dispose; editorViewport.OnViewportFocus += OnViewportFocus; textureSelector.ApplyButton.Click += OnApplySelectedTexture; textureSelector.ReplaceButton.Click += OnReplaceSelectedTexture; creationButtonsPanel.OnCreationButtonPressed = HandleGeometryBarItems; solidProperties.OnPropertiesChanged = OnSolidPropertiesChanged; textureProperties.OnPropertiesChanged = OnTexturePropertiesChanged; textureProperties.OnJustify = OnTexturePropertiesJustifyClicked; // initialization EditorSettings = new EditorSettings(); RubberBand = new RubberBand(); Selection = new MapObjectGroup(); CopyBoard = new MapObjectGroup(); CurrentTool = new SolidManipulationTool(); defaultMapSaver = new RuneMapExporter(); defaultMapLoader = new RuneMapImporter(); TextureCollection = new TextureCollection(EditorSettings.TextureFolder); if (!DesignMode) { EditorSettings.Load(); SetupSolidFactory(); solidProperties.UpdateProperties(Selection); editorViewport.SetController(this); textureSelector.TextureCollection = TextureCollection; CurrentTool.Initialize(this); Rotate = GeneralUtility.CreateCursor(Resources.rotate, 16, 16); NewDocument(); } }
void Start() { map = GetComponent <MapImporter>(); }
static void Init() { MapImporter mapImporter = (MapImporter)EditorWindow.GetWindow(typeof(MapImporter)); mapImporter.Show(); }
// Use this for initialization void Start() { m_MapImporter = gameObject.AddComponent<MapImporter> (); if (ApplicationManager.Instance.IsInitialized) { OnManagersInitlized(); } else { ApplicationManager.Instance.OnManagersInitialized += OnManagersInitlized; } }