Esempio n. 1
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        public WorkExperienceParser(IResourceLoader resourceLoader)
        {
            var assembly = Assembly.GetExecutingAssembly();

            _jobLookUp     = new List <string>(resourceLoader.Load(assembly, "JobTitles.txt", ','));
            _countryLookUp = new List <string>(resourceLoader.Load(assembly, "Countries.txt", '|'));
        }
Esempio n. 2
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        public void Preload()
        {
            if ((Interlocked.CompareExchange(ref pendingOperation, 1, 0) == 0))
            {
                if (active.state == ResourceState.Ready)
                {
                    return;
                }

                switch (inactive.state)
                {
                case ResourceState.Empty:
                    inactive.state = ResourceState.Loading;
                    resourceLoader.Load(this);
                    return;

                case ResourceState.Ready:
                    throw new NotSupportedException("active slot is not ready so inactive slot cannot be ready");

                case ResourceState.Loading:
                    throw new NotSupportedException("tried to load resource while loading");

                case ResourceState.Unloading:
                    throw new NotSupportedException("tried to load resource while unloading");

                default:
                    throw new NotSupportedException("this should never occur!");
                }
            }
        }
 public void Load(ResourceHandle resourceHandle)
 {
     executor.Add(() =>
     {
         loader.Load(resourceHandle);
     });
 }
        public PersonalParser(IResourceLoader resourceLoader)
        {
            var assembly = Assembly.GetExecutingAssembly();

            _firstNameLookUp = resourceLoader.LoadIntoHashSet(assembly, "FirstName.txt", ',');
            _countryLookUp   = new List <string>(resourceLoader.Load(assembly, "Countries.txt", '|'));
        }
Esempio n. 5
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        public T Load <T>(string filename, bool keepExtension) where T : Resource
        {
            Type t = typeof(T);

            // strip off the extension if it exists
            string filenameWithoutExtension;

            if (keepExtension == false)
            {
                filenameWithoutExtension = Utils.GetFilenameWithoutExtension(filename);
            }
            else
            {
                filenameWithoutExtension = filename;
            }

            // is the resource already loaded?
            Dictionary <Type, Resource> rs;
            Resource r;

            if (_loadedContent.TryGetValue(filenameWithoutExtension, out rs))
            {
                if (rs.TryGetValue(t, out r))
                {
                    return((T)r);
                }
            }

            // we need to load it
            IResourceLoader loader = _loadersByType[t];

            r = loader.Load(filename, this);

            // cache the new resource.
            // even though we just checked we need to check again
            // since the resource we loaded could have loaded other
            // stuff, so the state of the resource collection is unknown at this point
            if (_loadedContent.TryGetValue(filenameWithoutExtension, out rs))
            {
                Resource dummy;
                if (rs.TryGetValue(t, out dummy))
                {
                    // nothing to do!
                }
                else
                {
                    rs.Add(t, r);
                }
            }
            else
            {
                rs = new Dictionary <Type, Resource>();
                rs.Add(t, r);
                _loadedContent.Add(filenameWithoutExtension, rs);
            }

            return((T)r);
        }
        public IEnumerable <string> Load(Assembly assembly, string resourceName, char delimiter)
        {
            var key = "Load:" + resourceName;

            if (!_cacheResources.ContainsKey(key))
            {
                _cacheResources[key] = _decorated.Load(assembly, resourceName, delimiter);
            }

            return(_cacheResources[key]);
        }
Esempio n. 7
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        public SummaryParser(IResourceLoader resourceLoader)
        {
            var assembly = Assembly.GetExecutingAssembly();

            using (StreamReader sr = new StreamReader("C:\\Tekathon 2019\\Data\\Technology.txt"))
            {
                // Read the stream to a string, and write the string to the console.
                String line = sr.ReadToEnd();
                _technologylist = line.Split(',').ToList();
            }
            _jobLookUp = new List <string>(resourceLoader.Load(assembly, "JobTitles.txt", ','));
        }
Esempio n. 8
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        ///
        ///
        /// </summary>
        public Object load(string name)
        {
            if (string.IsNullOrEmpty(name))
            {
                return(null);
            }

            string path = Path.Combine(ResourceSetting.WAR_EFFECT, name);

            path = Path.Combine(ResourceSetting.UNPACKROOT, path);

            return(ObjLoader.Load(path));
        }
Esempio n. 9
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    private void InstantiateItem(string itemId, Transform attachmentPoint)
    {
        if (attachmentPoint.childCount > 0)
        {
            return;
        }

        var prefab = _resourceLoader.Load <GameObject>(itemId);
        var item   = Instantiate(prefab);

        item.transform.SetParent(attachmentPoint);
        item.transform.localPosition = Vector3.zero;
        item.transform.localRotation = Quaternion.identity;
    }
Esempio n. 10
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        /// <summary>
        /// Loads from unpack folder. country参数决定是否要读取 国家分类
        /// </summary>
        /// <returns>The Object from unack.</returns>
        /// <param name="name">Name.</param>
        GameObject loadFromUnPack(string name, Quaternion qua, Vector3 pos, bool country, bool cached, bool ignoreSetting)
        {
            Object     obj = null;
            GameObject go  = null;

            if (!string.IsNullOrEmpty(name))
            {
                string path = string.Empty;
                if (country)
                {
                    path = Path.Combine(CountryRegion.country, ResourceSetting.UNPACKROOT);
                    path = Path.Combine(path, name);
                }
                else
                {
                    path = Path.Combine(ResourceSetting.UNPACKROOT, name);
                }

                if (cached)
                {
                    obj = ObjLoader.Load(path);
                }
                else
                {
                    obj = URes.Load(path);
                }

                if (obj == null)
                {
                    ConsoleEx.DebugWarning(path + "  is not find");
                    return(null);
                }

                if (ignoreSetting)
                {
                    go = GameObject.Instantiate(obj) as GameObject;
                }
                else
                {
                    go = GameObject.Instantiate(obj, pos, qua) as GameObject;
                }
            }

            return(go);
        }
 protected override Texture2D Load(string info) => _loader.Load(_device, info);
Esempio n. 12
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 public void LoadDataConfig(string pName, ResouceLoadedCompleteHandler pHandler, params object[] pParams)
 {
     _loader.Load("DataConfig/" + pName, typeof(TextAsset), pHandler, pParams);
 }
Esempio n. 13
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 public JsonTranslate(IResourceLoader loader, string language)
 {
     _dict = loader.Load($"Services/i18n/{language}.json").Replace("{{value}}", "{0}");
 }
 private Task OnStart(CancellationToken token)
 {
     loader.Load(options.TemplateFiles);
     return(Task.CompletedTask);
 }
Esempio n. 15
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        ///
        /// 先尝试从ObjLoader里面取,如果不存在则再去WeakObjLoader取
        ///
        /// 但是如果是自己队伍里NPC则必须使用ObjLoader去创建
        ///
        public ClientNPC Load(int num, int id, CAMP camp, GameObject WarPoint)
        {
            if (NpcModel == null)
            {
                NpcModel = Core.Data.getIModelConfig <NPCModel>();
            }

            NPCConfigData configData = NpcModel.get(num);

            if (configData == null)
            {
                ConsoleEx.DebugWarning("not find npc config data ::  " + num);
                return(null);
            }

            string path = Path.Combine(ResourceSetting.PACKROOT, NPC);

            path = Path.Combine(path, configData.model.ToString());

            //TODO: 是自己队伍里NPC则必须使用ObjLoader去创建

            bool cached = ObjLoader.hitCache(path);

            Object obj = null;

            if (cached)
            {
                obj = ObjLoader.Load(path);
            }
            else
            {
                obj = WeakObjLoader.Load(path);
            }
            if (obj == null)
            {
                ConsoleEx.DebugWarning(configData.model + " not find models. Npc Num = " + num);
                return(null);
            }

            GameObject go = GameObject.Instantiate(obj) as GameObject;

            UnityUtils.AddChild_Reverse(go, WarPoint);

            ///
            /// 数据的初始化过程
            ///
            DynamicDataInit(go, num, camp, id);

            ClientNPC npc = go.GetComponent <ClientNPC> ();

            if (npc != null)
            {
                go.name = "NPC_" + npc.data.configData.ID + "_" + npc.UniqueID;
                if (!string.IsNullOrEmpty(configData.controlScript))
                {
                    ClientNpcAnimState animState = go.AddComponent(configData.controlScript) as ClientNpcAnimState;
                    npc.animState         = animState;
                    animState.CachedNpc   = npc;
                    animState.AttackCount = configData.normalHit.Length;
                    npc.broadcast         = animState.OnNewStateReceived;
                }
                cliNpcMgr.CreateNpcUI(npc);
            }

            return(npc);
        }
 protected override SpriteFont Load(string info) => _loader.Load(_device, info);
 protected override Task OnStart(CancellationToken token)
 {
     _loader.Load(_options.TemplateFiles);
     return(Task.CompletedTask);
 }