public HatDefinition(BundleDefinition Bundle, string Name, Vector2 ChipOffset, bool InFront = true) : this(Bundle.Sprite(Name), Bundle.Sprite($"{Name}Back"), Bundle.Sprite($"{Name}Floor"), Name, ChipOffset, InFront) { }
public PetDefinition(BundleDefinition Bundle, string Name, float YOffset = -0.1f) : this(Bundle.Object(Name), Bundle.Animation($"{Name}Idle"), Bundle.Animation($"{Name}Sad"), Bundle.Animation($"{Name}Scared"), Bundle.Animation($"{Name}Walk"), Name, YOffset) { }
private static string CreateTempDLL(BundleDefinition bundle, AssetDefinition assetDefinition) { byte[] bytes = File.ReadAllBytes(assetDefinition.path); string path = assetDefinition.path.Substring(0, assetDefinition.path.Length - 3) + "bytes"; Debug.Log($"AssetCompiler: Creating dll text asset at '{path}'"); File.WriteAllBytes(path, bytes); AssetDatabase.Refresh(); return(path); }
public Gun(BundleDefinition Bundle, string Name, int Damage, int Cooldown, float Distance, Sprite ButtonIcon, ButtonTargeter Targeter, Color OutlineColor) { this.Damage = Damage; this.Cooldown = Cooldown; this.Distance = Distance; this.Targeter = Targeter; this.OutlineColor = OutlineColor; this.ButtonIcon = ButtonIcon; Icon = Bundle.Sprite(Name); }
public void Add(string source, bool excludeFromBundle = false, Dictionary <string, string> additionalProperties = null) { var bundleDefinition = new BundleDefinition { Source = source, ExcludeFromBundle = excludeFromBundle }; if (additionalProperties != null) { bundleDefinition.AdditionalProperties = additionalProperties; } BundleDefinitions.AddIfNotContains((item) => item.Source == bundleDefinition.Source, () => bundleDefinition); }
private static AssetBundleBuild[] CustomCreateAssetBundleBuildMap( IEnumerable <string> abNames, ICollection <string> tempFilenames) { Log("Creating Asset Bundle BuildMaps"); List <AssetBundleBuild> assetBundleBuildList = new List <AssetBundleBuild>(); foreach (string abName in abNames) { string path = AssetCompiler.CreateXML(abName); Log($"Created XML file: {path}"); BundleDefinition bundle = BundleDefinition.LoadFromFile(path); List <string> assets = new List <string>(); foreach (AssetDefinition asset in bundle.assets) { // never going to use DLLs inside Bundles I think, prob could ditch this code if (asset.type == "dll") { Log($"Adding DLL asset: {asset.path}"); string tempDll = CreateTempDLL(bundle, asset); tempFilenames.Add(tempDll); assets.Add(tempDll); } else { Log($"Adding regular asset: {asset.path}"); assets.Add(asset.path); } } Log($"Adding bundle definition asset: {abName}"); assets.Add(AssetCompiler.ApplicationXMLFilePath(abName)); // Not completely sure we need dependencies? Log("Adding dependencies."); bundle.dependencyNames = new List <string>(GetDependencyBundles(bundle.name, assets)); bundle.Save(path); AssetBundleBuild buildMap = new AssetBundleBuild { assetBundleName = abName, assetNames = assets.ToArray() }; assetBundleBuildList.Add(buildMap); } return(assetBundleBuildList.ToArray()); }
public IEnumerable LoadAsset(string name) { if (loaded_assets.ContainsKey(name)) { yield break; } if (bundle_def == null) { bundle_def = AssetLoader.GetBundleDefinition(BUNDLE); } if (bundle_def != null) { var asset = AssetLoader.GetAssetDefinitionWithName(bundle_def, name); if (asset != null) { foreach (var _ in load(asset)) { yield return(null); } } } }
public HealthBar(BundleDefinition Bundle, string TeamName) : this(Bundle.Object($"{TeamName}Bar")) { }
public HatDefinitionSimple(BundleDefinition Bundle, string Name, Vector2 ChipOffset, bool InFront = true) : this(Bundle.Sprite(Name), Name, ChipOffset, InFront) { }
public EmojiDefinition(BundleDefinition Bundle, string AssetName, params KeyCode[] Keys) : this(Bundle.Object(AssetName), Keys) { }
public Gun(BundleDefinition Bundle, string Name, int Damage, int Cooldown, float Distance) : this(Bundle, Name, Damage, Cooldown, Distance, ExtraResources.SHOOT, StandardGunTargeter.INSTANCE, Palette.ImpostorRed) { }