Text file assets.
protected List<Dictionary<string, int>> loadLevel(int level) { if(reader == null){ text = (TextAsset)Resources.Load("LevelDesign/fases/fase" + level,typeof(TextAsset)); reader = new StringReader(text.text); } while((line = reader.ReadLine()) != null){ if(line.Contains(",")){ string[] note = line.Split(new char[]{','}); phaseNotes.Add(new Dictionary<string,int>(){ {"time",int.Parse(note[0])}, {"show",int.Parse(note[1])}, {"note",int.Parse(note[2])} }); linecount++; }else if(line.Contains("tick")) { string[] tick = line.Split(new char[]{':'}); musicTick = float.Parse(tick[tick.Length - 1]); linecount ++; } } linecount = 0; return getNotesDuration(excludeDoubleNotes(phaseNotes)); }
void LoadCharactorInfo() { UnityEngine.TextAsset s = Resources.Load("Charactors/CharactorInfo") as TextAsset; string tmp = s.text; m_CharactorAll = JsonMapper.ToObject <CharactorAll> (tmp); }
public void Init() { jsonDataSheet = new List<Dictionary<string, string>>(); jsonFile = Resources.Load("TextAsset/SubWorldDefaultData/subworld_default") as TextAsset; subWorldJsonObj = new JSONObject(jsonFile.text); AccessData(subWorldJsonObj); }
// fields // properties static void TextAsset_text(JSVCall vc) { UnityEngine.TextAsset _this = (UnityEngine.TextAsset)vc.csObj; var result = _this.text; JSApi.setStringS((int)JSApi.SetType.Rval, result); }
public override void OnInspectorGUI() { _loader = target as PsaiSoundtrackLoader; _textAsset = EditorGUILayout.ObjectField("drop Soundtrack file here:", _textAsset, typeof(TextAsset), true) as TextAsset; if (_textAsset) { string path = AssetDatabase.GetAssetPath(_textAsset); string assetsResources = "Assets/Resources/"; if (!path.StartsWith(assetsResources)) { Debug.LogError("Failed! Your soundtrack file needs to be located within the 'Assets/Resources' folder along with your audio files. (path=" + path); } else { string subPath = path.Substring(assetsResources.Length); _loader.pathToSoundtrackFileWithinResourcesFolder = subPath; /* This is necessary to tell Unity to update the PsaiSoundtrackLoader */ if (GUI.changed) { EditorUtility.SetDirty(_loader); } } } EditorGUILayout.LabelField("Path within Resources folder", _loader.pathToSoundtrackFileWithinResourcesFolder); }
static void Load () { mLoaded = true; mPartial = EditorPrefs.GetString("NGUI Partial"); mFontName = EditorPrefs.GetString("NGUI Font Name"); mAtlasName = EditorPrefs.GetString("NGUI Atlas Name"); mFontData = GetObject("NGUI Font Asset") as TextAsset; mFontTexture = GetObject("NGUI Font Texture") as Texture2D; mFont = GetObject("NGUI Font") as UIFont; mAtlas = GetObject("NGUI Atlas") as UIAtlas; mAtlasPadding = EditorPrefs.GetInt("NGUI Atlas Padding", 1); mAtlasTrimming = EditorPrefs.GetBool("NGUI Atlas Trimming", true); mAtlasPMA = EditorPrefs.GetBool("NGUI Atlas PMA", true); mUnityPacking = EditorPrefs.GetBool("NGUI Unity Packing", true); mForceSquare = EditorPrefs.GetBool("NGUI Force Square Atlas", true); mPivot = (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot); mLayer = EditorPrefs.GetInt("NGUI Layer", -1); mDynFont = GetObject("NGUI DynFont") as Font; mDynFontSize = EditorPrefs.GetInt("NGUI DynFontSize", 16); mDynFontStyle = (FontStyle)EditorPrefs.GetInt("NGUI DynFontStyle", (int)FontStyle.Normal); if (mLayer < 0 || string.IsNullOrEmpty(LayerMask.LayerToName(mLayer))) mLayer = -1; if (mLayer == -1) mLayer = LayerMask.NameToLayer("UI"); if (mLayer == -1) mLayer = LayerMask.NameToLayer("GUI"); if (mLayer == -1) mLayer = 5; EditorPrefs.SetInt("UI Layer", mLayer); LoadColor(); }
public static bool ImportInputManager(RUISInputManager inputManager, string filename, TextAsset xmlSchema) { XmlDocument xmlDoc = XMLUtil.LoadAndValidateXml(filename, xmlSchema); if (xmlDoc == null) { return false; } XmlNode psMoveNode = xmlDoc.GetElementsByTagName("PSMoveSettings").Item(0); inputManager.enablePSMove = bool.Parse(psMoveNode.SelectSingleNode("enabled").Attributes["value"].Value); inputManager.PSMoveIP = psMoveNode.SelectSingleNode("ip").Attributes["value"].Value; inputManager.PSMovePort = int.Parse(psMoveNode.SelectSingleNode("port").Attributes["value"].Value); inputManager.connectToPSMoveOnStartup = bool.Parse(psMoveNode.SelectSingleNode("autoConnect").Attributes["value"].Value); inputManager.enableMoveCalibrationDuringPlay = bool.Parse(psMoveNode.SelectSingleNode("enableInGameCalibration").Attributes["value"].Value); inputManager.amountOfPSMoveControllers = int.Parse(psMoveNode.SelectSingleNode("maxControllers").Attributes["value"].Value); XmlNode kinectNode = xmlDoc.GetElementsByTagName("KinectSettings").Item(0); inputManager.enableKinect = bool.Parse(kinectNode.SelectSingleNode("enabled").Attributes["value"].Value); inputManager.maxNumberOfKinectPlayers = int.Parse(kinectNode.SelectSingleNode("maxPlayers").Attributes["value"].Value); inputManager.kinectFloorDetection = bool.Parse(kinectNode.SelectSingleNode("floorDetection").Attributes["value"].Value); inputManager.jumpGestureEnabled = bool.Parse(kinectNode.SelectSingleNode("jumpGestureEnabled").Attributes["value"].Value); XmlNode kinect2Node = xmlDoc.GetElementsByTagName("Kinect2Settings").Item(0); inputManager.enableKinect2 = bool.Parse(kinect2Node.SelectSingleNode("enabled").Attributes["value"].Value); XmlNode razerNode = xmlDoc.GetElementsByTagName("RazerSettings").Item(0); inputManager.enableRazerHydra = bool.Parse(razerNode.SelectSingleNode("enabled").Attributes["value"].Value); XmlNode riftDriftNode = xmlDoc.GetElementsByTagName("OculusDriftSettings").Item(0); // string magnetometerMode = riftDriftNode.SelectSingleNode("magnetometerDriftCorrection").Attributes["value"].Value; //inputManager.riftMagnetometerMode = (RUISInputManager.RiftMagnetometer)System.Enum.Parse(typeof(RUISInputManager.RiftMagnetometer), magnetometerMode); inputManager.kinectDriftCorrectionPreferred = bool.Parse(riftDriftNode.SelectSingleNode("kinectDriftCorrectionIfAvailable").Attributes["value"].Value); return true; }
public void TestEncryptionScript() { LuaTable scriptEnv = _luaEnv.NewTable(); EncryptionHelper _encryptionHelper = new EncryptionHelper(); //TODO: use EncryptionHelper to load encrypted lua script ///use loader to decrypt script //Decrypt nonce = 102 //2019 - 09 - 30 update #region YourScript //TODO: loader here UnityEngine.TextAsset file = (UnityEngine.TextAsset)UnityEngine.Resources.Load("Encrypted.lua"); byte[] decryptedString = _encryptionHelper.Decrypt(Convert.FromBase64String(file.text), 102); string outputString = Encoding.UTF8.GetString(decryptedString); _luaEnv.DoString(outputString); #endregion GetList unknowFunc = _luaEnv.Global.GetInPath <GetList>("_unknownFunc.unknownFunc"); if (6 - unknowFunc().Count != 0) { throw new Exception("Length not valid"); } testList = new List <int>(unknowFunc()); Debug.Log("Case 3 : pass "); }
void Start() { triviaFile = new FileInfo(Application.dataPath + "/trivia.txt"); if (triviaFile != null && triviaFile.Exists) { reader = triviaFile.OpenText(); } else { embedded = (TextAsset) Resources.Load("trivia_embedded", typeof (TextAsset)); reader = new StringReader(embedded.text); } string lineOfText = ""; int lineNumber = 0; while ( ( lineOfText = reader.ReadLine() ) != null ) { string question = lineOfText; int answerCount = Convert.ToInt32(reader.ReadLine()); List<string> answers = new List<string>(); for (int i = 0; i < answerCount; i++) { answers.Add(reader.ReadLine()); } Trivia temp = new Trivia(question, answerCount, answers); triviaQuestions.Add(temp); lineNumber++; } SendMessage( "BeginGame" ); }
// Use this for initialization void Start () { inote = 0; keysound = null; sounds = 0; if (GameObject4.gameFlags == "easy") { asset = (TextAsset)Resources.Load ("easy-toruko"); string json = asset.text; notes = (IList)Json.Deserialize(json); bpm = 240; } if (GameObject4.gameFlags == "normal") { asset = (TextAsset)Resources.Load ("normal-kakumei"); string json = asset.text; notes = (IList)Json.Deserialize(json); bpm = 145; } if (GameObject4.gameFlags == "hard") { asset = (TextAsset)Resources.Load ("hard-kusikosu"); string json = asset.text; notes = (IList)Json.Deserialize(json); bpm = 150; } }
internal static int LoadFromResource(RealStatePtr L) { try { string filename = LuaAPI.lua_tostring(L, 1).Replace('.', '/') + ".lua"; // Load with Unity3D resources UnityEngine.TextAsset file = (UnityEngine.TextAsset)UnityEngine.Resources.Load(filename); if (file == null) { LuaAPI.lua_pushstring(L, string.Format( "\n\tno such resource '{0}'", filename)); } else { if (LuaAPI.xluaL_loadbuffer(L, file.bytes, file.bytes.Length, "@" + filename) != 0) { return(LuaAPI.luaL_error(L, String.Format("error loading module {0} from resource, {1}", LuaAPI.lua_tostring(L, 1), LuaAPI.lua_tostring(L, -1)))); } } return(1); } catch (System.Exception e) { return(LuaAPI.luaL_error(L, "c# exception in LoadFromResource:" + e)); } }
public void BuildLevel(TextAsset levelData, GFGrid levelGrid) { //abort if there are no prefabs to instantiate if(!red || !green || !blue) return; //loop though the list of old blocks and destroy all of them, we don't want the new level on top of the old one foreach(GameObject go in blocks){ if(go) Destroy(go); } //destroying the blocks doesn't remove the reference to them in the list, so clear the list blocks.Clear(); //setup the reader, a variable for storing the read line and keep track of the number of the row we just read reader = new StringReader(levelData.text); string line; int row = 0; //read the text file line by line as long as there are lines while((line = reader.ReadLine()) != null){ //read each line character by character for(int i = 0; i < line.Length; i++){ //first set the target position based on where in the text file we are, then place a block there Vector3 targetPosition = levelGrid.GridToWorld(new Vector3(i + shift, -row - shift, 0)); //offset by 0.5 CreateBlock(line[i], targetPosition); } //we read a row, now it's time to read the next one; increment the counter row++; } }
void OnGUI() { GUILayout.Label("Export Options"); GlTF_Writer.binary = GUILayout.Toggle(GlTF_Writer.binary, "Binary GlTF"); //buildZip = GUILayout.Toggle(buildZip, "Export Zip"); // Force animation baking for now GlTF_Writer.bakeAnimation = GUILayout.Toggle(true, "Bake animations (forced for now)"); exportAnimation = GUILayout.Toggle(exportAnimation, "Export animations"); convertImages = GUILayout.Toggle(convertImages, "Convert images"); presetAsset = EditorGUILayout.ObjectField("Preset file", presetAsset, typeof(UnityEngine.TextAsset), false) as UnityEngine.TextAsset; if (!exporterGo) { exporterGo = new GameObject("exporter"); } if (!exporter) { exporter = exporterGo.AddComponent <SceneToGlTFWiz>(); } GUI.enabled = (Selection.GetTransforms(SelectionMode.Deep).Length > 0); if (GUILayout.Button("Export to glTF")) { ExportFile(); } GUI.enabled = true; }
static public T LoadJsonObj <T>(string filePath) where T : class { if (string.IsNullOrEmpty(filePath)) { return(null); } UnityEngine.TextAsset textAsset = Services.Get <ResourcesManager>().GetAsset <TextAsset>(filePath); if (textAsset == null) { return(null); } if (textAsset == null) { return(null); } if (string.IsNullOrEmpty(textAsset.text)) { return(null); } return(Json.FromJson <T>(textAsset.text)); }
public List <DramaData> getDramaData(string fileName) { if (dramas.ContainsKey(fileName)) { return(dramas[fileName]); } List <DramaData> result = new List <DramaData>(); UnityEngine.TextAsset s = Resources.Load(fileName) as TextAsset; string[] lineArray = s.text.Split(stringSeparators, StringSplitOptions.None); int i = 0; for (; i < lineArray.Length; i++) { if (Regex.IsMatch(lineArray[i], "^//")) { continue; } else { break; } } string[] title = lineArray[i].Split(","[0]); i++; string[] unit; DramaData data; Type t = typeof(DramaData); PropertyInfo pi; for (; i < lineArray.Length; i++) { if (Regex.IsMatch(lineArray[i].ToLower(), "^end")) { break; } if (Regex.IsMatch(lineArray[i], "^//")) { continue; } unit = lineArray[i].Split(","[0]); data = new DramaData(); for (int j = 0; j < title.Length; j++) { pi = t.GetProperty(title[j]); if (pi == null) { continue; } pi.SetValue(data, Convert.ChangeType(unit[j], pi.PropertyType), null); } result.Add(data); } return(result); }
public void ReadJsonData() { UnityEngine.TextAsset t = Resources.Load("Json/comInf") as TextAsset; string tmp = t.text; JsonData js = JsonMapper.ToObject(tmp); for (int i = 0; i < js.Count; i++) { //NPC tmpInf = new NPC(); NPC tmpInf = ScriptableObject.CreateInstance <NPC>(); tmpInf.firstName = (string)js[i]["firstName"]; tmpInf.lastName = (string)js[i]["lastName"]; tmpInf.job = js[i]["job"].ToString(); tmpInf.reason = (string)js[i]["reason"]; tmpInf.iniMood = (int)js[i]["iniMood"]; tmpInf.nature = (int)js[i]["nature"]; tmpInf.dialog1 = (string)js[i]["dialog1"]; tmpInf.dialog2 = (string)js[i]["dialog2"]; tmpInf.dialog3 = (string)js[i]["dialog3"]; tmpInf.dialog4 = (string)js[i]["dialog4"]; tmpInf.answer1_1 = (string)js[i]["answer1_1"]; tmpInf.answer1_2 = (string)js[i]["answer1_2"]; infList.npcList.Add(tmpInf); } }
/// <summary> /// Obtener el directorio principal del recurso /// </summary> /// <param name="assetName">nombre de asset</param> /// <param name="r">string vuele</param> /// <returns></returns> public bool GetParentPathName(string assetName, ref string r) { if (mAssetPathDic.Count == 0) { UnityEngine.TextAsset tex = Resources.Load <TextAsset>("res"); StringReader sr = new StringReader(tex.text); string fileName = sr.ReadLine(); while (fileName != null) { //Debug.Log("fileName =" + fileName); string[] ss = fileName.Split('='); mAssetPathDic.Add(ss[0], ss[1]); fileName = sr.ReadLine(); } } if (mAssetPathDic.ContainsKey(assetName)) { r = mAssetPathDic[assetName]; return(true); } else { return(false); } }
void SubtitleInitialize(string _path) { setting.IgnoreComments=true; setting.IgnoreProcessingInstructions=true; //setting.IgnoreWhitespace=true; textFile =(TextAsset)Resources.Load(_path); xmlDoc.LoadXml(textFile.text); XmlNode root =xmlDoc.DocumentElement; XmlNodeList x=root.ChildNodes; for(int i=0; i<x.Count;i++){ SubtitleModel model= new SubtitleModel(); model.Name=x[i].Attributes["name"].Value; string a=x[i].FirstChild.InnerText; model.PlayTime=float.Parse(a); model.Content=x[i].FirstChild.NextSibling.InnerText; model.AutoOff= Boolean.Parse(x[i].Attributes["AutoOff"].Value); model.AutoPlay= Boolean.Parse(x[i].Attributes["AutoPlay"].Value); model.Action=x[i].FirstChild.NextSibling.NextSibling.InnerText; if (x[i].FirstChild.NextSibling.NextSibling.Attributes["object"]!=null){ model.ActionTarget=x[i].FirstChild.NextSibling.NextSibling.Attributes["object"].Value; }else { model.ActionTarget=null; } //model.AutoOff=x[i].Attributes["AutoOff"].Value; subtitleModel.Add(model); //y.Add (x[i]); //将XMLmodelslist 对象转换为xmlnodes的list对象 } }
public XmlLevel ParseLevel(TextAsset levelAsset) { XmlReader sourceReader = XmlReader.Create(new StringReader(levelAsset.text)); XDocument xDoc = new XDocument(XDocument.Load(sourceReader)); XElement xLevel = xDoc.Element(XmlLevel.ElementLevel); return XmlLevel.FromElement(xLevel); }
static public int constructor(IntPtr l) { UnityEngine.TextAsset o; o = new UnityEngine.TextAsset(); pushObject(l, o); return(1); }
public void splitTheStrings(TextAsset theJourney) { string[] splitStrings = theJourney.ToString().Split(new string[]{"\r\n"}, StringSplitOptions.RemoveEmptyEntries); //INITIALIZE ALL THE LISTS int temp = splitStrings.Length; Debug.Log(temp); notes = new string[temp]; index = new int[temp]; killQuests = new string[temp]; killOptionals = new string[temp]; fetchQuests = new string[temp]; lootQuests = new string[temp]; payQuests = new string[temp]; readQiests = new string[temp]; for(int i=1; i< splitStrings.Length; i++) // Skip the title row { string[] columns = splitStrings[i].Split(new string[]{","}, StringSplitOptions.None); //EACH COLUMN GETS PULLED INTO A DIFFERENT LIST notes[i] = columns[0]; index[i] = int.Parse(columns[1]); killQuests[i] = columns[2]; killOptionals[i] = columns[3]; fetchQuests[i] = columns[4]; lootQuests[i] = columns[5]; payQuests[i] = columns[6]; readQiests[i] = columns[7]; } }
void Awake () { if (textAsset == null) return; string text = textAsset.text; text = text.Replace("\\n", System.Environment.NewLine); textAsset = null; // Required otherwise the clone will instantiate other clones GameObject clone = Instantiate(gameObject) as GameObject; TextMesh clone_text_mesh = clone.GetComponent<TextMesh>(); string[] parts = text.Split(' '); text = ""; string line = ""; for (int i = 0; i < parts.Length; ++i) { clone_text_mesh.text = line + parts[i]; if (clone_text_mesh.renderer.bounds.extents.x > maxWidth) { text += line.TrimEnd() + System.Environment.NewLine; line = ""; } line += parts[i] + " "; } text += line.TrimEnd(); text_mesh_ = GetComponent<TextMesh>(); text_mesh_.text = text; Destroy(clone); }
public static EnemyData Load(TextAsset asset) { EnemyData enemyData = null; var serializer = new XmlSerializer(typeof(EnemyData)); using (var stream = new StringReader(asset.text)) { enemyData = serializer.Deserialize(stream) as EnemyData; } enemyData.EnemyTypes = new Dictionary<int, EnemyType>(); foreach (EnemyType type in enemyData.EnemyTypeArray) { /*try {*/ enemyData.EnemyTypes.Add(type.Id, type); /*} catch (ArgumentException e) { Debug.Log("ArgumentException: " + e.Message); }*/ } return enemyData; }
public LinkedList<MoleculesSet> loadMoleculesFromFile(TextAsset filePath) { bool b = true; MoleculesSet moleculeSet; string setId; LinkedList<MoleculesSet> moleculesSets = new LinkedList<MoleculesSet>(); XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(filePath.text); XmlNodeList moleculesLists = xmlDoc.GetElementsByTagName("molecules"); foreach (XmlNode moleculesNode in moleculesLists) { setId = moleculesNode.Attributes["id"].Value; if (setId != "" && setId != null) { ArrayList molecules = new ArrayList(); b &= loadMolecules(moleculesNode, molecules); moleculeSet = new MoleculesSet(); moleculeSet.id = setId; moleculeSet.molecules = molecules; moleculesSets.AddLast(moleculeSet); } else { Debug.Log("Error : missing attribute id in reactions node"); b = false; } } return moleculesSets; }
private void ReloadFamilyData() { UnityEngine.TextAsset s = Resources.Load("family") as TextAsset; string tmp = s.text; m_FamilyList = JsonMapper.ToObject <FamilyList>(tmp); }
public void OnGUI() { string message = "This wizard allows you to import a texture atlas generated" + "with the Texture Packer program. You must select both the Texture and the " + "Data File in order to proceed. You must select the 'Unity3D' format in the " + "'Data Format' dropdown when exporting these files from Texture Packer."; EditorGUILayout.HelpBox( message, MessageType.Info ); if( GUILayout.Button( "Texture Packer Documentation", "minibutton", GUILayout.ExpandWidth( true ) ) ) { Application.OpenURL( "https://www.codeandweb.com/texturepacker/documentation" ); return; } dfEditorUtil.DrawSeparator(); textureFile = EditorGUILayout.ObjectField( "Texture File", textureFile, typeof( Texture2D ), false ) as Texture2D; dataFile = EditorGUILayout.ObjectField( "Data File", dataFile, typeof( TextAsset ), false ) as TextAsset; if( textureFile != null && dataFile != null ) { if( GUILayout.Button( "Import" ) ) { doImport(); } } }
public void Reload(TextAsset tileXml) { this._Clear(); this._InitProperties(); this._Reload(tileXml); this._ParseData(); }
IEnumerator getXML() { Flow.header.levelText.Text = "Level " + Flow.playerLevel.ToString(); Flow.header.experienceText.Text = "Exp " + Flow.playerExperience.ToString(); Flow.header.expBar.width = 7 * Flow.playerExperience/(Flow.playerLevel * Flow.playerLevel * 100); Flow.header.expBar.CalcSize(); string caminho = "file:///"+Application.persistentDataPath+"/"+fileName; Debug.Log(caminho); WWW reader = new WWW (caminho); yield return reader; if (reader.error != null) { Debug.Log ("Erro lendo arquivo xml: "+reader.error); tilesetXML = Resources.Load("Tileset") as TextAsset; rawXML = tilesetXML.text; readFromXML(); } else { Debug.Log("loaded DOCUMENTS xml"); rawXML = reader.text; readFromXML(); } }
public List<WeaponStats> ReadWeaponStatsFromFile(TextAsset weaponAssets) { List<WeaponStats> outputList = new List<WeaponStats>(); if (weaponAssets != null) { Debug.Log(weaponAssets.text); using (StreamReader sr = new StreamReader(new MemoryStream(weaponAssets.bytes))) { while (!sr.EndOfStream) { string t = sr.ReadLine(); Debug.Log("Line contents: " + t); if (!t.Contains("#")) { WeaponStats tws = new WeaponStats(); Debug.Log(t); string[] tt = t.Split(','); tws.setName(tt[0]); tws.setClipSize(int.Parse(tt[1])); tws.setMaxAmmo(int.Parse(tt[2])); tws.setSpreadFactor(float.Parse(tt[3])); Debug.Log("Added " + tws.getName() + " to weapon list"); outputList.Add(tws); } } } } return outputList; }
static bool LoadTextAsset(TextAsset textAsset, Dictionary<string, string> dic) { if (textAsset == null || dic == null) return false; char[] separator1 = new char[] { '\n' }; char[] separator2 = new char[] { '=' }; string[] sArr1 = textAsset.text.Split(separator1); dic.Clear(); for (int i=0; i<sArr1.Length; i++) { string line = sArr1[i]; string[] sArr2 = line.Split(separator2); if (sArr2.Length < 2) continue; string akey = sArr2[0].Trim(); string avalue = sArr2[1].Trim(); if (!dic.ContainsKey(akey)) dic.Add(akey, avalue); else Debug.LogError(string.Format("{0}存在相同的key={1}", textAsset.name, akey) ); } return true; }
public static LevelData Load(TextAsset asset) { LevelData level = null; var serializer = new XmlSerializer(typeof(LevelData)); using (var stream = new StringReader(asset.text)) { level = serializer.Deserialize(stream) as LevelData; } int yLength = level.Rows.Length; int xLength = yLength > 0 ? level.Rows[0].RowLength : 0; level.Grid = new int[xLength, yLength]; for (int y = 0; y < yLength; ++y) { char[] row = level.Rows[y].RowData.ToCharArray(); for (int x = 0; x < xLength; ++x) { level.Grid[x, y] = row[x] == WALL ? 1 : 0; } } return level; }
//载入地图编辑器数据 private void LoadData() { UnityEngine.TextAsset s = null; #if UNITY_EDITOR s = UnityEditor.AssetDatabase.LoadAssetAtPath <TextAsset>("Assets/PublishRes/DesignTools/MapEditorData" + ".json"); allEditorData = JsonMapper.ToObject <MapEditorData>(s.text); #endif }
public static string ReadTextFile(string assetName) { TextAsset textasset = UResources.Load(assetName, typeof(TextAsset)) as TextAsset; if (textasset == null) { throw new ContentLoadException("Failed to load " + assetName + " as " + typeof(TextAsset)); } return(textasset.text); }
public static Stream ReadBytesFileToStream(string fileName) { fileName = fileName.ToLower().Replace("\\", "/"); TextAsset binData = UResources.Load(fileName, typeof(TextAsset)) as TextAsset; if (binData == null) { throw new ContentLoadException("Failed to load " + fileName + " as " + typeof(TextAsset)); } return(new MemoryStream(binData.bytes)); }
static public int get_bytes(IntPtr l) { try { UnityEngine.TextAsset self = (UnityEngine.TextAsset)checkSelf(l); pushValue(l, self.bytes); return(1); } catch (Exception e) { return(error(l, e)); } }
void Start() { string filepath = "rofbuff_bytes"; UnityEngine.TextAsset assetObj = (UnityEngine.TextAsset)_AssetManager.GetAsset <UnityEngine.Object>(AppConst.mDaoBiao_Path + filepath); if (assetObj != null) { RofBuffTable = new RofTable <RofBuffRow>(assetObj.bytes); } //StartCoroutine(StartLoadDaoBiao(filepath)); }
public JsonData getData(string fileName) { // if (!jsons.ContainsKey(fileName)) // { // UnityEngine.TextAsset s = Resources.Load(fileName) as TextAsset; // jsons.Add(fileName, JsonMapper.ToObject(s.text)); // } // return jsons[fileName]; UnityEngine.TextAsset s = Resources.Load(fileName) as TextAsset; return(JsonMapper.ToObject(s.text)); }
static public int get_text(IntPtr l) { try { UnityEngine.TextAsset self = (UnityEngine.TextAsset)checkSelf(l); pushValue(l, true); pushValue(l, self.text); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.TextAsset o; o = new UnityEngine.TextAsset(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
IEnumerator StartLoadDaoBiao(string filepath) { AssetBundle mDaoBiaoBundle = AssetBundle.LoadFromFile(AppConst.LoadRes_Root_Path + AppConst.mDaoBiao_Path + filepath); string obj_name_suff = filepath.Remove(0, filepath.LastIndexOf('_') + 1); string obj_name = filepath.Remove(filepath.LastIndexOf('_'), filepath.Length - filepath.LastIndexOf('_')) + "." + obj_name_suff; Debug.Log("===>" + obj_name); UnityEngine.TextAsset assetObj = (UnityEngine.TextAsset)mDaoBiaoBundle.LoadAsset(obj_name); RofBuffTable = new RofTable <RofBuffRow>(assetObj.bytes); Debug.Log("===>" + RofBuffTable.GetDataByID(10001).Num); yield return(null); }
static public int get_bytes(IntPtr l) { try { UnityEngine.TextAsset self = (UnityEngine.TextAsset)checkSelf(l); pushValue(l, self.bytes); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static string LoadTextAsset(string path) { try { UnityEngine.TextAsset asset = Resources.Load(path) as UnityEngine.TextAsset; string text = asset.text; Resources.UnloadAsset(asset); return(text); } catch (Exception e) { LOG.Debug("**** {0} ", e.ToString()); return(""); } }
static public int constructor(IntPtr l) { try { UnityEngine.TextAsset o; o = new UnityEngine.TextAsset(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void TextAsset_bytes(JSVCall vc) { UnityEngine.TextAsset _this = (UnityEngine.TextAsset)vc.csObj; var result = _this.bytes; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSApi.setByte((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.TextAsset o; if (matchType(l, 1)) { o = new UnityEngine.TextAsset(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
/// <summary> /// 加载自定义的Lua文件 /// </summary> /// <param name="luaFileName"></param> /// <returns></returns> public byte[] LoadCustomLuaFile(string filename) { // 从缓存中加载 byte[] result = LoadFormAssetBundle(filename); if (result != null) { return(result); } string loadFileName = string.Empty; if (filename.EndsWith(".lua")) { loadFileName = filename; } else { loadFileName = filename + ".lua"; } #if UNITY_EDITOR // 从Lua原始目录加载 string fileFullName = (LuaConst.LuaDir + "/" + loadFileName).Replace("//", "/"); if (File.Exists(fileFullName)) { return(File.ReadAllBytes(fileFullName)); } else { Debug.LogErrorFormat("Don't exsit lua file:[{0}]", fileFullName); return(null); } #else // 从Resource 目录加载 string fileFullName = (LuaConst.LuaDirInResources + "/" + loadFileName).Replace("//", "/").TrimStart('/'); // Load with Unity3D resources UnityEngine.TextAsset file = (UnityEngine.TextAsset)UnityEngine.Resources.Load(fileFullName); if (file != null) { return(file.bytes); } else { Debug.LogErrorFormat("Custom lua resource path can't find lua file[{0}]", filename); return(null); } #endif }
private void OnGUI() { GUILayout.Label("Export Options"); GlTF_Writer.binary = GUILayout.Toggle(GlTF_Writer.binary, "Binary GlTF"); if (GlTF_Writer.binary) { GlTF_Writer.b3dm = GUILayout.Toggle(GlTF_Writer.b3dm, "B3dm"); } else { GlTF_Writer.b3dm = false; } copyShaders = GUILayout.Toggle(copyShaders, "Copy shaders"); presetAsset = EditorGUILayout.ObjectField("Preset file", presetAsset, typeof(UnityEngine.TextAsset), false) as UnityEngine.TextAsset; rtcScript = EditorGUILayout.ObjectField("Cesium RTC Callback", rtcScript, typeof(MonoScript), false) as MonoScript; rotScript = EditorGUILayout.ObjectField("Rotation Callback", rotScript, typeof(MonoScript), false) as MonoScript; if (rtcScript != null) { var name = typeof(RTCCallback).FullName; var ci = rtcScript.GetClass().GetInterface(name); if (ci == null) { rtcScript = null; } } if (rotScript != null) { var name = typeof(RotationCallback).FullName; var ci = rotScript.GetClass().GetInterface(name); if (ci == null) { rotScript = null; } } if (GUILayout.Button("Export")) { OnWizardCreate(); } }
public string GetFileFullName(string assetName) { if (mAssetPathDic.Count == 0) { UnityEngine.TextAsset tex = Resources.Load <TextAsset>("res"); StringReader sr = new StringReader(tex.text); string fileName = sr.ReadLine(); while (fileName != null) { //Debug.Log("fileName =" + fileName); string [] ss = fileName.Split('='); mAssetPathDic.Add(ss[0], ss[1]); fileName = sr.ReadLine(); } } string parent = mAssetPathDic.ContainsKey(assetName) ? mAssetPathDic[assetName] : ""; return(parent == "" ? assetName : parent + "/" + assetName); }
void test() { m_Localization = Singlton.getInstance("NvLocalizationManager") as NvLocalizationManager; if (m_Localization == null) { Debug.LogError("Can Not Find Localization File!!"); } Debug.LogError("ssss" + m_Localization.GetValue("seaside_song_2_name")); // UnityEngine.TextAsset s = (UnityEngine.TextAsset)Resources.Load("TXT/KKKKK/TestJson", typeof(UnityEngine.TextAsset)); m_ScenariogListLocal = JsonMapper.ToObject <List <KKKKK> >(s.text); Debug.Log("************" + m_ScenariogListLocal.Count); for (int i = 0; i < m_ScenariogListLocal.Count; i++) { Debug.Log(i + "=>" + m_ScenariogListLocal[i].strS1 + "++" + m_ScenariogListLocal[i].nN + "++" + m_ScenariogListLocal[i].strS2); } }
static int QPYX__CreateUnityEngine_TextAsset_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 0) { UnityEngine.TextAsset QPYX_obj_YXQP = new UnityEngine.TextAsset(); ToLua.Push(L_YXQP, QPYX_obj_YXQP); return(1); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to ctor method: UnityEngine.TextAsset.New")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
// パターンデータテキストアセットから、パターンデータを読み出す. void LoadSpawnPattern(TextAsset pattern_text, List<SpawnPattern> pList) { string pText = pattern_text.text; string[] lines = pText.Split('\n'); List<string> pattern_data_str = new List<string>(); // BEGIN=>END間のパターンデータのテキスト foreach(var line in lines) { string str = line.Trim(); // 前後の空白を消す. if(str.StartsWith("#")) continue; // コメント行なら読み飛ばし. switch(str.ToUpper()) { case "": continue; // 空行なら読み飛ばし. case "BEGIN": // BEGINがきたらパターンデータテキストを一から作り直す. pattern_data_str = new List<string>(); break;; // TODO 1テキストで複数パターン読み込み出来るようにする. case "END": // ENDがきたらパターンデータテキストを基にパターンデータを作成し、パターンリストに追加. SpawnPattern pattern = new SpawnPattern(); pattern.LoadPattern(pattern_data_str.ToArray()); pList.Add(pattern); // パターンリストに追加. break; default: // BEGIN=>END間なのでパターンデータテキストに追加. pattern_data_str.Add(str); break; } } }
// Generates a dictionary for our localized languages public static Dictionary<string, Dictionary<string, string>> Generate_Localized_Dictionary(TextAsset text_asset) { Dictionary<string, Dictionary<string, string>> language_dictionaries = new Dictionary<string, Dictionary<string, string>>(); // Read in the Localized UI so we change the labels of our UI to the correct language string[,] split_csv = CSVReader.SplitCsvGrid(text_asset.text); // Put these values into multiple dictionaries based on their language // Each language gets its own dictionary // Then the specific dictionary is searched for (int x = 1; x < split_csv.GetUpperBound(0); x++) { // Create a dictionary for this language Dictionary<string, string> new_dictionary = new Dictionary<string, string>(); if (string.IsNullOrEmpty(split_csv[x, 0])) break; // Populate the entries for (int y = 1; y < split_csv.GetUpperBound(1); y++) { string key = split_csv[0, y]; string value = split_csv[x, y]; if (!string.IsNullOrEmpty(key) || !string.IsNullOrEmpty(value)) { new_dictionary.Add(key, value); } } language_dictionaries.Add(split_csv[x, 0], new_dictionary); } return language_dictionaries; }
//Constructor public ColorDictionary(TextAsset colorList) { colorDictionary = new Dictionary<string, Dictionary<string, Color>>(); //Parse color rows string[] fileRows = colorList.text.Split('\n'); for (int i = 0; i < fileRows.Length - 1; i++) { //Create temporary color type dictionary Dictionary<string, Color> tempDictionary = new Dictionary<string, Color>(); //create variable to hold parsed color values string[] values = fileRows[i].Split(','); //Create temp color string temp_Color = values[0]; int numberOfColors = (values.Length - 1) / 4; //For each _ColorType, add Color to tempDictionary for(int j = 0; j < numberOfColors; j++) { //Create temp_ColorType string temp_ColorType = values[1 + 4 * j]; //Create tempColor Color tempColor = Color.HSVToRGB(float.Parse(values[2+4*j]), float.Parse(values[3+4*j]), float.Parse(values[4+4*j])); //Add tempColor to the tempDictionary tempDictionary.Add(temp_ColorType, tempColor); } //Add to colorDictionary colorDictionary.Add(temp_Color, tempDictionary); } }
private void OnEnable() { if (templateFile == null) { templateFile = AssetDatabase.LoadMainAssetAtPath(TemplateFilePath) as TextAsset; } }
public Vector2 GetMapSize(TextAsset file) { //returns the size of the map as a Vector 2, needs to be converted (shown below). StringReader reader = new StringReader(file.text); int xSize = 0; int ySize = 0; if (reader == null) { print ("read failed"); } else { for (string line = reader.ReadLine(); line != null; line = reader.ReadLine()) { if (xSize == 0) { foreach (char c in line) { xSize++; } } ySize++; } } return new Vector2(xSize, ySize); }
public static BossData Load(TextAsset asset) { BossData bossData = null; var serializer = new XmlSerializer(typeof(BossData)); using (var stream = new StringReader(asset.text)) { bossData = serializer.Deserialize(stream) as BossData; } bossData.BossTypes = new Dictionary<int, BossType>(); foreach (BossType type in bossData.BossTypeArray) { /*try {*/ bossData.BossTypes.Add(type.Id, type); /*} catch (ArgumentException e) { Debug.Log("ArgumentException: " + e.Message); }*/ } return bossData; }
// --------------------- // Helpers // --------------------- List<Message> ParseMessagesFromTextAsset (TextAsset asset) { List<Message> messages = new List<Message> { }; string text = asset.text; string[] lines = text.Split ('\n'); foreach (string line in lines) { string[] parts = line.Split (','); if (parts.Length < 2) { print ("Line contains error"); continue; } short result; bool success = short.TryParse (parts [0], out result); if (success) { // remove target from array parts = parts.Where ((val, idx) => idx != 0).ToArray (); } else { print ("Failed parsing target"); } Target target = (Target)result; string message = string.Join (",", parts); Message msg = new Message (); msg.target = target; msg.message = message; messages.Add (msg); } return messages; }
public TileType[,] Read(TextAsset file, int xSize, int ySize) { StringReader reader = new StringReader(file.text); TileType[,] ttmap = new TileType[xSize, ySize]; if (reader == null) { print ("read failed"); return null; } else { int x = 0; int y = ySize - 1; for (string line = reader.ReadLine(); line != null; line = reader.ReadLine()) { //PrintMapLine(line, row); x = 0; foreach(char c in line) { //print ("" + x + " " + y); ttmap[x,y] = ConvertToTileTypeFromChar(c, x, y); x++; } y--; } return ttmap; } }
public TileType[,] Read(TextAsset file) { //option to call Read without size information. Vector2 size = GetMapSize(file); //convert Vector2 from GetMapSize into integers return Read(file, (int) size.x, (int) size.y); }
// 바이너리 로드 public void Load(TextAsset kTa_) { //FileStream fs = new FileStream("Assets\\Resources\\StageDB.bytes", FileMode.Open); //BinaryReader br = new BinaryReader(fs); Stream kStream = new MemoryStream (kTa_.bytes); BinaryReader br = new BinaryReader(kStream); // *주의 // 바이너리 세이브 순서와 로드 순서가 같아야된다. [5/13/2012 JK] // 바이너리 리드 int iCount = br.ReadInt32(); // 갯수 읽기 for (int i = 0; i < iCount; ++i) { StStateInfo kInfo = new StStateInfo(); kInfo.m_nStageIndex = br.ReadInt32(); // 캐릭터 코드 // 스테이지 별로 나오는 캐릭터 kInfo.m_anCharCode = new int[(int)EStageDetail.Count]; for (int k = 0; k < (int)EStageDetail.Count; ++k) { kInfo.m_anCharCode[k] = br.ReadInt32(); } kInfo.m_fTermTime = br.ReadSingle(); m_tmStage.Add(kInfo.m_nStageIndex, kInfo); } //fs.Close(); br.Close(); kStream.Close(); }