public BuildingObj AddBuilding(Vector2Int ij, BuildingDef buildingDef, QualityEnum quality) { BuildingObj newBuilding = new BuildingObj(ij, buildingDef, quality); ManagerBase.domain.buildings.Add(newBuilding); return(newBuilding); }
public ResourceTypeQuantityQuality(string type, QualityEnum quality, int quantity, int minTier) { this.type = type; this.quantity = quantity; this.quality = quality; this.minTier = minTier; }
private static void ConvertAtlasFormat(BuildTarget bt, QualityEnum qe) { #if UNITY_2018 var dirs = new List <string>(); GetDirs(Application.dataPath, ref dirs, @"\.spriteatlas$"); foreach (var t in dirs) { //Debug.Log(string.Format("== SpriteAtlas 路径为: {0} ==", dirs[i])); var sa = AssetDatabase.LoadAssetAtPath <SpriteAtlas>(t); sa.SetIncludeInBuild(true); //TODO var saps = sa.GetPackingSettings(); saps.enableRotation = false; saps.enableTightPacking = false; sa.SetPackingSettings(saps); var platName = GetPlatName(bt); var tips = sa.GetPlatformSettings(platName); if (tips == null) { continue; } tips.overridden = true; tips.format = GetImageQuality(bt, qe); //tips.compressionQuality = (int)TextureCompressionQuality.Normal; TODO sa.SetPlatformSettings(tips); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.LogWarning($"==== 完成对应品质的Atlas转换: {qe.ToString()}===="); #endif }
public GameContent(Game game, uint id, MediaTypeEnum content, QualityEnum quality, AngleEnum angle) { Id = new ContentId(id); Game = game; Content = content; Quality = quality; Angle = angle; }
public LooseObject(bool carriable, bool uninstallable, QualityEnum quality, int maxDurability, int currentDurability) { Carriable = carriable; Uninstallable = uninstallable; Quality = quality; MaxDurability = maxDurability; CurrentDurability = currentDurability; }
public static IGeometry Simplify(IGeometry geometry, QualityEnum quality) { double distance; switch (quality) { case QualityEnum.VeryLow: distance = 0.015; break; case QualityEnum.Low: distance = 0.0045; break; case QualityEnum.Medium: distance = 0.0020; break; case QualityEnum.High: distance = 0.0010; break; case QualityEnum.VeryHigh: distance = 0.00005; break; case QualityEnum.Excellent: //distance = 0.00000275; // de 25 a 35 distance = 0.000002; // de 25 a 35 break; default: throw new Exception("Invalid quality."); } var simplifyer = new NetTopologySuite.Simplify.DouglasPeuckerSimplifier(geometry); simplifyer.DistanceTolerance = distance; var geo = simplifyer.GetResultGeometry(); if (geo.IsValid == false) { throw new Exception("La simplificación ha generado una geometría inválida."); } return(geo); }
public BuildingObj(Vector2Int ij, BuildingDef buildingDef, QualityEnum quality) { guid = System.Guid.NewGuid(); ijLocation = ij; this.quality = quality; name = buildingDef.name; calculatedMaxDistToWorkTiles = ResourceManager.qualityMultiplier[quality] * buildingDef.defaultMaxDistToWorkTiles; calculatedHousing = Mathf.RoundToInt(ResourceManager.qualityMultiplier[quality] * buildingDef.housing); maxHp = buildingDef.maxHp; currentHp = maxHp; // Need to add worked tiles // Need to add calculatedBonuses buildingBonuses = new List <JobBonus>(); //this.jobManager = jobManager; }
public Apparel(Material material, QualityEnum quality, int maxDurability, int currentDurability) : base(true, false, quality, maxDurability, currentDurability) { Material = material; DirectionSprite = new Dictionary <DirectionEnum, Sprite>(); LoadSprites(); }
public ResourceNameQuantityQuality(string name, QualityEnum quality, int quantity) { this.name = name; this.quantity = quantity; this.quality = quality; }
public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { QualityEnum quality = (QualityEnum)(value); return(quality.ToString()); }
public VideoAccess(QualityEnum quality, AngleEnum angle, Range <uint> bitRate) { Quality = quality; Angle = angle; BitRate = bitRate; }
public ResourceTypeQuantityQuality(string type, QualityEnum quality, int quantity) { this.type = type; this.quantity = quantity; this.quality = quality; }
/// <summary> /// 获取对应压缩材质的图片 /// https://docs.unity3d.com/Manual/class-TextureImporterOverride.html /// </summary> /// <param name="bt"></param> /// <param name="qe"></param> /// <param name="isAlpha"></param> /// <returns></returns> private static TextureImporterFormat GetImageQuality(BuildTarget bt, QualityEnum qe, bool isAlpha = true) { if (qe.Equals(QualityEnum.None)) { return(isAlpha ? TextureImporterFormat.RGBA32 : TextureImporterFormat.RGB24); } switch (bt) { case BuildTarget.iOS: switch (qe) { case QualityEnum.Normal: // return isAlpha ? TextureImporterFormat.PVRTC_RGBA4 : TextureImporterFormat.PVRTC_RGB4; return(isAlpha ? TextureImporterFormat.ASTC_RGBA_4x4 : TextureImporterFormat.ASTC_RGB_4x4); case QualityEnum.Crunched: return(isAlpha ? TextureImporterFormat.ETC2_RGBA8Crunched : TextureImporterFormat.ETC_RGB4Crunched); case QualityEnum.RGB_ETC4: return(isAlpha ? TextureImporterFormat.ETC2_RGB4_PUNCHTHROUGH_ALPHA : TextureImporterFormat.ETC_RGB4); // default: // break; } break; case BuildTarget.Android: switch (qe) { case QualityEnum.Normal: return(isAlpha ? TextureImporterFormat.ETC2_RGBA8 : TextureImporterFormat.ETC_RGB4); case QualityEnum.Crunched: return(isAlpha ? TextureImporterFormat.ETC2_RGBA8Crunched : TextureImporterFormat.ETC_RGB4Crunched); case QualityEnum.RGB_ETC4: return(isAlpha ? TextureImporterFormat.ETC2_RGB4_PUNCHTHROUGH_ALPHA : TextureImporterFormat.ETC_RGB4); // default: // break; } break; //case BuildTarget.StandaloneOSX: //case BuildTarget.StandaloneWindows: //case BuildTarget.StandaloneWindows64: //case BuildTarget.StandaloneLinux: //case BuildTarget.StandaloneLinux64: //case BuildTarget.StandaloneLinuxUniversal: //case BuildTarget.PS4: //case BuildTarget.XboxOne: // break; } return(TextureImporterFormat.RGBA32); }
private static void ConvertImgFormat(BuildTarget bt, QualityEnum qe, bool isRestore = false) { var imageBase = new TextureImporterPlatformSettings { overridden = true, name = bt.ToString(), //maxTextureSize = 2048, format = TextureImporterFormat.RGBA32, //compressionQuality = (int)TextureCompressionQuality.Best, TODO allowsAlphaSplitting = false }; var dirs = new List <string>(); GetDirs(Application.dataPath, ref dirs, @"\.((pn)|(jp))g$"); foreach (var t in dirs) { var lowName = t.ToLowerInvariant(); var valid = false; foreach (var t1 in _checkDirs) { var lowDir = t1.ToLowerInvariant(); if (!lowName.Contains(lowDir)) { continue; } valid = true; break; } if (!valid) { continue; } var importer = AssetImporter.GetAtPath(t) as TextureImporter; //if (!importer.textureType.Equals(TextureImporterType.Sprite)) //{ // Debug.LogError(string.Format("==检测到非Sprite资源== path:{0}", dirs[j])); // continue; //} if (!isRestore) { imageBase.format = GetImageQuality(bt, qe, importer.DoesSourceTextureHaveAlpha()); importer.SetPlatformTextureSettings(imageBase); importer.mipmapEnabled = false; } else { importer.ClearPlatformTextureSettings(bt.ToString()); //importer.SaveAndReimport(); } //image_base = importer.GetPlatformTextureSettings(BuildTarget.Android.ToString()); //Debug.Log(string.Format("==检测到资源== path:{0} overridden:{1} name:{2} maxTextureSize:{3} format:{4} compressionQuality:{5} allowsAlphaSplitting:{6} crunchedCompression:{7}", // dirs[j], Android_png.overridden, // Android_png.name, Android_png.maxTextureSize, // Android_png.format, Android_png.compressionQuality, // Android_png.allowsAlphaSplitting, Android_png.crunchedCompression)); } AssetDatabase.Refresh(); //} Debug.LogWarning( $"==图片转换处理结束== 对象平台:{bt.ToString()} 处理数量:{dirs.Count} 品质:{qe.ToString()}"); }