// Functions //---------------------------------------------------- public MaterialUnit MakeBatchedMaterial(Texture2D texture, int textureID, Shader shader) { MaterialUnit result = _matUnits.Find(delegate(MaterialUnit a) { return(a.IsEqualMaterial(texture, textureID, shader)); }); if (result != null) { //수정 : 이 함수는 Bake에서 호출되므로 Material은 만들지 않는다. //Material resultMat = result._material; //if(resultMat == null) //{ // result.MakeMaterial(); // resultMat = result._material; //} return(result); } //새로 만들자 int newID = _matUnits.Count + 1; result = new MaterialUnit(newID, texture, textureID, shader); _matUnits.Add(result); return(result); }
public void SetMeshCustomImageAll(int textureID, Texture2D newTexture, string propertyName) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestCustomImage(newTexture, propertyName); //curUnit.RefreshLinkedMeshes(); } if (_clippedMatUnits != null && _clippedMatUnits.Count > 0) { ClippedMatMeshSet curCMMSet = null; for (int i = 0; i < _clippedMatUnits.Count; i++) { curCMMSet = _clippedMatUnits[i]; if (!curCMMSet.IsValid()) { continue; } if (curCMMSet._matInfo._textureID != textureID) { continue; } curCMMSet._clippedMesh.SetClippedMaterialPropertyByBatch_CustomTexture(newTexture, propertyName); } } }
public void Clear(bool isDestroyMaterial) { if (isDestroyMaterial) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; try { if (curUnit._material != null) { UnityEngine.Object.DestroyImmediate(curUnit._material); } if (curUnit._material_Original != null) { UnityEngine.Object.DestroyImmediate(curUnit._material_Original); } } catch (Exception) { } } } _matUnits.Clear(); }
public void SetMeshAlphaAll(int textureID, float alpha) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestAlpha(alpha); //curUnit.RefreshLinkedMeshes(); } if (_clippedMatUnits != null && _clippedMatUnits.Count > 0) { ClippedMatMeshSet curCMMSet = null; for (int i = 0; i < _clippedMatUnits.Count; i++) { curCMMSet = _clippedMatUnits[i]; if (!curCMMSet.IsValid()) { continue; } if (curCMMSet._matInfo._textureID != textureID) { continue; } curCMMSet._clippedMesh.SetClippedMaterialPropertyByBatch_Alpha(alpha); } } }
public IHttpActionResult PutMaterialUnit(int id, MaterialUnit materialUnit) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != materialUnit.MaterialUnitId) { return(BadRequest()); } db.Entry(materialUnit).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!MaterialUnitExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
public ActionResult Create([Bind(Include = "Code,MaterialId,Name,latestPrice,MinReOrder,Description,qty,AvgPrice,barcode,UnitId,UnitId2,convert,WareHouseId,Dimension")] Material material) { if (ModelState.IsValid) { if (material.AvgPrice == null) { material.AvgPrice = 0; } if (material.latestPrice == null) { material.latestPrice = 0; } if (material.qty == null) { material.qty = 0; material.OpeningQty = 0; } else { material.OpeningQty = material.qty ?? 0; } material.CreatedDate = DateTime.Now; material.Resevedqty = 0; if (material.MinReOrder == null) { material.MinReOrder = 0; } db.Materials.Add(material); db.SaveChanges(); MaterialUnit mu = new MaterialUnit(); mu.MaterialId = material.MaterialId; mu.UnitId = material.UnitId; mu.convert = 1; db.MaterialUnits.Add(mu); if (material.UnitId2 != null) { MaterialUnit mu2 = new MaterialUnit(); mu2.MaterialId = material.MaterialId; mu2.UnitId = material.UnitId2 ?? 0; mu2.convert = material.convert ?? 0; db.MaterialUnits.Add(mu2); } db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.UnitId = new SelectList(db.Units, "UnitId", "Name", material.UnitId); ViewBag.UnitId2 = new SelectList(db.Units, "UnitId", "Name", material.UnitId2); ViewBag.WareHouseId = new SelectList(db.Warehouses, "WarehouseId", "Name", material.WareHouseId); return(View(material)); }
// Functions //----------------------------------------------------------------------------- //Material Info를 사용하지 않는 이전 방식 public Material GetSharedMaterial_Prev(Texture texture, Shader shader, apPortrait portrait) { #if UNITY_EDITOR if (UnityEditor.BuildPipeline.isBuildingPlayer) { return(null); } #endif MaterialUnit matUnit = null; //Debug.LogWarning("Shared Material - Get Shared Material [ " + texture.name + " / " + shader.name + " / " + portrait.name + " ]"); if (_matUnits_Prev.ContainsKey(texture)) { if (_matUnits_Prev[texture].ContainsKey(shader)) { matUnit = _matUnits_Prev[texture][shader]; } else { //새로운 Material Set 생성 matUnit = new MaterialUnit(texture, shader); //Shader 키와 함께 등록 _matUnits_Prev[texture].Add(shader, matUnit); //Debug.Log(">> (!) 새로운 Material 리턴"); } } else { //새로운 Material Set 생성 matUnit = new MaterialUnit(texture, shader); //Texture 키와 리스트 생성 _matUnits_Prev.Add(texture, new Dictionary <Shader, MaterialUnit>()); //Shader 키와 함께 등록 _matUnits_Prev[texture].Add(shader, matUnit); //Debug.Log(">> (!) 새로운 Material 리턴"); } //Portrait 등록 matUnit.LinkPortrait(portrait); List <MaterialUnit> matUnitList = null; if (!_portrait2MatUnits_Prev.ContainsKey(portrait)) { _portrait2MatUnits_Prev.Add(portrait, new List <MaterialUnit>()); } matUnitList = _portrait2MatUnits_Prev[portrait]; if (!matUnitList.Contains(matUnit)) { matUnitList.Add(matUnit); } //Shader Material 반환 return(matUnit._material); }
private void CreateMaterialsList() { using (StringWriter sw = new StringWriter()) { using (HtmlTextWriter writer = new HtmlTextWriter(sw)) { MaterialCollection materials = Material.Utils.GetMaterialsByPartID(partID); writer.AddAttribute("class", "listview"); writer.AddAttribute("cellspacing", "0"); writer.AddAttribute("cellpadding", "0"); writer.RenderBeginTag(HtmlTextWriterTag.Table); writer.RenderBeginTag(HtmlTextWriterTag.Tr); writer.AddAttribute("class", "title"); writer.RenderBeginTag(HtmlTextWriterTag.Th); writer.Write(Resources.MaterialTexts.ListHeaderTitle); writer.RenderEndTag(); // Th writer.AddAttribute("class", "unit"); writer.RenderBeginTag(HtmlTextWriterTag.Th); writer.Write(Resources.MaterialTexts.ListHeaderUnit); writer.RenderEndTag(); // Th writer.AddAttribute("class", "delete"); writer.RenderBeginTag(HtmlTextWriterTag.Th); writer.Write(Resources.Global.ListHeaderButtons); writer.RenderEndTag(); // Th writer.RenderEndTag(); // Tr foreach (var material in materials) { writer.RenderBeginTag(HtmlTextWriterTag.Tr); writer.AddAttribute("class", "title"); writer.RenderBeginTag(HtmlTextWriterTag.Td); writer.Write(material.Title); writer.RenderEndTag(); // Td writer.AddAttribute("class", "unit"); writer.RenderBeginTag(HtmlTextWriterTag.Td); MaterialUnit unit = new MaterialUnit(material.UnitID); writer.Write(unit.Title); writer.RenderEndTag(); // Td writer.AddAttribute("class", "delete"); writer.RenderBeginTag(HtmlTextWriterTag.Td); writer.AddAttribute("class", "fa fa fa-times remove"); writer.AddAttribute("onclick", "return removeMaterial(" + material.ID + ", '" + material.Title + "');"); writer.RenderBeginTag(HtmlTextWriterTag.I); writer.RenderEndTag(); // I writer.RenderEndTag(); // Td writer.RenderEndTag(); //Tr } writer.RenderEndTag(); // Table litMaterialList.Text = sw.ToString(); } } }
public void ResetProperties(int textureID) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; curUnit.ResetRequestProperties(); //curUnit.RefreshLinkedMeshes(); } }
public IHttpActionResult GetMaterialUnit(int id) { MaterialUnit materialUnit = db.MaterialUnits.Find(id); if (materialUnit == null) { return(NotFound()); } return(Ok(materialUnit)); }
public IHttpActionResult PostMaterialUnit(MaterialUnit materialUnit) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } db.MaterialUnits.Add(materialUnit); db.SaveChanges(); return(CreatedAtRoute("DefaultApi", new { id = materialUnit.MaterialUnitId }, materialUnit)); }
//public void DebugAllMaterials() //{ // MaterialUnit curUnit = null; // Debug.LogError("Batched Materials"); // for (int i = 0; i < _matUnits.Count; i++) // { // string strMaterialName = "<None Material>"; // string strTextureName = "<None Texture>"; // int nLinked = 0; // curUnit = _matUnits[i]; // if(curUnit._material != null) // { // strMaterialName = curUnit._material.name; // if(curUnit._material.mainTexture != null) // { // strTextureName = curUnit._material.mainTexture.name; // } // } // nLinked = curUnit._linkedMeshes.Count; // Debug.Log("[" + i + "] : " + strMaterialName + " / " + strTextureName + " (" + nLinked + ")"); // } //} // 추가 12.13 : 일괄 수정 요청 //--------------------------------------------------------------- /// <summary> /// Batched Material 의 속성을 초기화한다. 이 함수 호출 후에는 Shared Material로 유도한다. /// </summary> public void ResetAllProperties() { MaterialUnit curUnit = null; //apOptMesh curMesh = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; curUnit.ResetRequestProperties(); //curUnit.RefreshLinkedMeshes(); } }
public string Upd(MaterialUnit Table_entity) { try { _app.Upd(Table_entity); } catch (Exception ex) { Result.Status = false; Result.Message = ex.Message; } return(JsonHelper.Instance.Serialize(Result)); }
protected void ButtonNew_Click(object sender, EventArgs e) { MaterialUnit NewMat = new MaterialUnit(); ModelTMSContainer Temp = new ModelTMSContainer(Session["CustomerConnectString"].ToString(), Session); Temp.AddToMaterialUnitSet(NewMat); NewMat.Description = "Materiaaleenheid"; Temp.SaveChanges(SaveOptions.DetectChangesBeforeSave); WebUserControlStockUnitsBase1.KeyID = NewMat.Id; WebUserControlStockUnitsBase1.Visible = true; }
public IHttpActionResult DeleteMaterialUnit(int id) { MaterialUnit materialUnit = db.MaterialUnits.Find(id); if (materialUnit == null) { return(NotFound()); } db.MaterialUnits.Remove(materialUnit); db.SaveChanges(); return(Ok(materialUnit)); }
public MaterialEntity( string materialManagementCode, string materialCode, string materialName, float materialQuantity, string materialUnit, DateTime materialExpirationDate) { MaterialManagementCode = new MaterialManagementCode(materialManagementCode); MaterialCode = new MaterialCode(materialCode); MaterialName = new MaterialName(materialName); MaterialQuantity = new MaterialQuantity(materialQuantity); MaterialUnit = new MaterialUnit(materialUnit); MaterialExpirationDate = new MaterialExpirationDate(materialExpirationDate);//SL }
public void SetMeshCustomVector4All(int textureID, Vector4 vecValue, string propertyName) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestCustomVector4(vecValue, propertyName); //curUnit.RefreshLinkedMeshes(); } }
public void SetMeshImageAll(int textureID, Texture2D newTexture) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestImage(newTexture); //curUnit.RefreshLinkedMeshes(); } }
public void SetMeshCustomAlphaAll(int textureID, float alpha, string propertyName) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestCustomAlpha(alpha, propertyName); //curUnit.RefreshLinkedMeshes(); } }
public void SetMeshColorAll(int textureID, Color color) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestColor(color); //curUnit.RefreshLinkedMeshes(); } }
public void SetMeshAlphaAll(int textureID, float alpha) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; if (curUnit._textureID != textureID) { continue; } curUnit.RequestAlpha(alpha); //curUnit.RefreshLinkedMeshes(); } }
public Material GetMaterial(int materialID) { MaterialUnit result = _matUnits.Find(delegate(MaterialUnit a) { return(a._uniqueID == materialID); }); if (result != null) { if (result._material == null) { result.MakeMaterial(); } return(result._material); } return(null); }
/// <summary> /// Batched Material을 만들거나, 동일한 Material를 리턴하는 함수. /// v1.1.7 또는 그 이후 버전을 위한 함수이며 Material Info를 이용한다. /// </summary> /// <param name="srcMatInfo"></param> /// <returns></returns> public MaterialUnit MakeBatchedMaterial_MatInfo(apOptMaterialInfo srcMatInfo) { MaterialUnit result = _matUnits.Find(delegate(MaterialUnit a) { return(a.IsEqualMaterial_MatInfo(srcMatInfo)); }); if (result != null) { return(result); } //새로 만들자 int newID = _matUnits.Count + 1; result = new MaterialUnit(newID, srcMatInfo); _matUnits.Add(result); return(result); }
public string GetTemplate() { var result = new TableData(); List <MaterialUnit> listMaterialUnit = new List <MaterialUnit>(); MaterialUnit entity = _app.FindSingle(u => u.Id > 0); if (entity != null) { listMaterialUnit.Add(entity); } else { listMaterialUnit.Add(new MaterialUnit()); } result.data = listMaterialUnit; result.count = listMaterialUnit.Count; return(JsonHelper.Instance.Serialize(result)); }
public MaterialUnit GetMaterialUnit(int materialID, apOptMesh optMesh) { MaterialUnit result = _matUnits.Find(delegate(MaterialUnit a) { return(a._uniqueID == materialID); }); if (result != null) { if (result._material == null) { result.MakeMaterial(); } result.LinkMesh(optMesh); return(result); } return(null); }
// Functions //---------------------------------------------------- /// <summary> /// Batched Material을 만들거나, 동일한 Material를 리턴하는 함수. /// v1.1.6 또는 그 이전 버전의 함수이다. /// </summary> /// <param name="texture"></param> /// <param name="textureID"></param> /// <param name="shader"></param> /// <returns></returns> public MaterialUnit MakeBatchedMaterial_Prev(Texture2D texture, int textureID, Shader shader) { MaterialUnit result = _matUnits.Find(delegate(MaterialUnit a) { return(a.IsEqualMaterial_Prev(texture, textureID, shader)); }); if (result != null) { return(result); } //새로 만들자 int newID = _matUnits.Count + 1; result = new MaterialUnit(newID, texture, textureID, shader); _matUnits.Add(result); return(result); }
private void FillValues(Material material) { txtMaterialTitle.Text = material.Title; txtMaterialPrice.Text = material.Price.Price.ToString("N2"); txtMinStockAmount.Text = material.MinStockOrder.ToString("N2"); txtMaterialNumber.Text = material.Number; litPartnumberDetails.Text = material.Number; MaterialUnit unit = new MaterialUnit(material.UnitID); litUnitDetails.Text = unit.Title; litPriceUnitDetails.Text = material.Price.Price.ToString("N2"); string typeTxt = ""; switch (material.TypeID) { case 1: typeTxt = "Pakke"; break; case 2: typeTxt = "Lager"; break; case 3: typeTxt = "Mellemlager"; break; default: break; } litTypeDetails.Text = typeTxt; litMinimumOrderDetails.Text = material.MinStockOrder.ToString("N2"); litCompanyDetails.Text = new Company(material.CompanyID).Name; }
public void Clear(bool isDestroyMaterial) { //Debug.LogWarning("Batched Material 초기화"); if (isDestroyMaterial) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; try { if (curUnit._material != null) { UnityEngine.Object.DestroyImmediate(curUnit._material); } if (curUnit._material_Original != null) { UnityEngine.Object.DestroyImmediate(curUnit._material_Original); } } catch (Exception) { } } } _matUnits.Clear(); if (_clippedMatUnits == null) { _clippedMatUnits = new List <ClippedMatMeshSet>(); } if (_clippedMesh2MatUnits == null) { _clippedMesh2MatUnits = new Dictionary <apOptMesh, ClippedMatMeshSet>(); } _clippedMatUnits.Clear(); _clippedMesh2MatUnits.Clear(); }
public void SetMeshImageAll(int textureID, Texture2D newTexture) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; //Debug.Log("[" + i + "] : " + curUnit._textureID); if (curUnit._textureID != textureID) { continue; } curUnit.RequestImage(newTexture); //curUnit.RefreshLinkedMeshes(); } if (_clippedMatUnits != null && _clippedMatUnits.Count > 0) { ClippedMatMeshSet curCMMSet = null; for (int i = 0; i < _clippedMatUnits.Count; i++) { curCMMSet = _clippedMatUnits[i]; if (!curCMMSet.IsValid()) { continue; } if (curCMMSet._matInfo._textureID != textureID) { continue; } curCMMSet._clippedMesh.SetClippedMaterialPropertyByBatch_Texture(newTexture); } } }
public void ResetProperties(int textureID) { MaterialUnit curUnit = null; for (int i = 0; i < _matUnits.Count; i++) { curUnit = _matUnits[i]; //추가 19.10.28 : 이 코드가 빠지면 버그다. if (curUnit._textureID != textureID) { continue; } curUnit.ResetRequestProperties(); //curUnit.RefreshLinkedMeshes(); } if (_clippedMatUnits != null && _clippedMatUnits.Count > 0) { ClippedMatMeshSet curCMMSet = null; for (int i = 0; i < _clippedMatUnits.Count; i++) { curCMMSet = _clippedMatUnits[i]; if (!curCMMSet.IsValid()) { continue; } if (curCMMSet._matInfo._textureID != textureID) { continue; } curCMMSet.ResetRequestProperties(); } } }