Example #1
0
 public void CheckAssets()
 {
     if (!String.Equals("", filename) && !app.CheckAssetFileExists(filename))
     {
         app.AddMissingAsset(filename);
     }
 }
Example #2
0
 public void CheckAssets()
 {
     if (!app.CheckMaterialExists(skyBoxName))
     {
         app.AddMissingAsset(string.Format("Material: {0}", skyBoxName));
     }
 }
        public void CheckAssets()
        {
            bool missing = false;

            if (!app.CheckAssetFileExists(descriptionFilename))
            {
                int    extOff  = descriptionFilename.LastIndexOf('.');
                string treName = string.Format("{0}.tre", descriptionFilename.Substring(0, extOff));
                if (descriptionFilename != treName)
                {
                    if (!app.CheckAssetFileExists(treName))
                    {
                        missing = true;
                    }
                }
                else
                {
                    missing = true;
                }
            }
            if (missing)
            {
                app.AddMissingAsset(descriptionFilename);
            }
        }
 public void CheckAssets()
 {
     if (!Axiom.ParticleSystems.ParticleSystemManager.Instance.SystemTemplateList.ContainsKey(particleEffectName))
     {
         app.AddMissingAsset(string.Format("Particle Effect:{0}", particleEffectName));
     }
 }
 protected void CheckAsset(string name)
 {
     if ((name != null) && (name != ""))
     {
         if (!app.CheckAssetFileExists(name))
         {
             app.AddMissingAsset(name);
         }
     }
 }
Example #6
0
 public void CheckAssets()
 {
     if (imageName != null)
     {
         if (!app.CheckAssetFileExists(imageName))
         {
             app.AddMissingAsset(imageName);
         }
     }
 }
Example #7
0
        public bool CheckValid(WorldEditor app, string meshName)
        {
            // get the list from the mesh
            List <SubMeshInfo> listFromMesh;

            if (app.CheckAssetFileExists(meshName))
            {
                listFromMesh = buildSubMeshList(meshName);
            }
            else
            {
                // if we can't find the mesh, then log it and say its ok, since we have no idea if the submeshes are right.
                app.AddMissingAsset(meshName);
                return(true);
            }

            // counts differ, check fails
            if (subMeshList.Count != listFromMesh.Count)
            {
                return(false);
            }

            bool foundSubMesh = false;

            foreach (SubMeshInfo info in subMeshList)
            {
                foundSubMesh = false;
                for (int i = 0; i < listFromMesh.Count; i++)
                {
                    SubMeshInfo infoFromMesh = listFromMesh[i];

                    if (infoFromMesh.Name == info.Name)
                    {
                        // name is the same, so we found it and its ok
                        foundSubMesh = true;

                        // remove the submesh info from consideration in future iterations
                        listFromMesh.Remove(infoFromMesh);
                        break;
                    }
                }

                // we didn't find the submesh, so the check fails
                if (!foundSubMesh)
                {
                    return(false);
                }
            }

            // the temporary list should be empty at this point
            Debug.Assert(listFromMesh.Count == 0);

            // if we get this far, all the checks passed
            return(true);
        }
 public void CheckAssets()
 {
     if (!app.CheckAssetFileExists(filename))
     {
         app.AddMissingAsset(filename);
     }
     foreach (IWorldObject child in treeTypes)
     {
         child.CheckAssets();
     }
 }
        public void CheckAssets()
        {
            if (!app.CheckAssetFileExists(meshName))
            {
                app.AddMissingAsset(meshName);
            }

            foreach (IWorldObject child in children)
            {
                child.CheckAssets();
            }
        }
        public void CheckAssets()
        {
            if (!app.CheckAssetFileExists(app.Config.MarkerPointMeshName))
            {
                app.AddMissingAsset(app.Config.MarkerPointMeshName);
            }
            string textureFile = "directional_marker_orange.dds";

            if (!app.CheckAssetFileExists(textureFile))
            {
                app.AddMissingAsset(textureFile);
            }
            string materialFile = "directional_marker.material";

            if (!app.CheckAssetFileExists(materialFile))
            {
                app.AddMissingAsset(materialFile);
            }
            foreach (IWorldObject child in children)
            {
                child.CheckAssets();
            }
        }