Esempio n. 1
0
 public void OnAfterDeserialize()
 {
     if (primary_function_enum != null)
     {
         primary_function = (PrimaryFunction)Enum.Parse(typeof(PrimaryFunction), primary_function_enum);
     }
     if (hierarchy_rank_enum != null)
     {
         hierarchy_rank = (HierarchyRank)Enum.Parse(typeof(HierarchyRank), hierarchy_rank_enum);
     }
     if (item_function_enum != null)
     {
         item_function = (ItemFunction)Enum.Parse(typeof(ItemFunction), item_function_enum);
     }
     if (material_function_enum != null)
     {
         material_function = (MaterialFunction)Enum.Parse(typeof(MaterialFunction), material_function_enum);
     }
     if (morph_function_enum != null)
     {
         morph_function = (MorphFunction)Enum.Parse(typeof(MorphFunction), morph_function_enum);
     }
     if (animation_function_enum != null)
     {
         animation_function = (AnimationFunction)Enum.Parse(typeof(AnimationFunction), animation_function_enum);
     }
     if (artisttools_function_enum != null)
     {
         artisttools_function = (ArtistToolsFunction)Enum.Parse(typeof(ArtistToolsFunction), artisttools_function_enum);
     }
 }
Esempio n. 2
0
        //during the import process unity gives us these arrays per gameobject - they are our metatadata from fbx
        public void PopulateValuesFromImportArrays(string[] names, object[] values)
        {
            //sweet. got the good stuff
            for (int i = 0; i < names.Length; i++)
            {
                //our placeholder values - make sure you dont use a previous parsed bad value!!!
                string name = names [i];
                string string_value;
                float  float_value;

                switch (name)
                {
                case "hierarchy_rank":
                    string_value = values [i].ToString();
                    this.rank    = MCS.Utilities.EnumHelper.ParseEnum <HierarchyRank> (string_value);
                    break;

                case "primary_function":
                    string_value  = values [i].ToString();
                    this.function = MCS.Utilities.EnumHelper.ParseEnum <PrimaryFunction>(string_value);
                    break;

                case "collection_version":
                    float_value             = float.Parse(values [i].ToString());
                    this.collection_version = float_value;
                    break;

                case "item_version":
                    float_value       = float.Parse(values [i].ToString());
                    this.item_version = float_value;
                    break;

                case "mcs_version":
                    float_value      = float.Parse(values [i].ToString());
                    this.mcs_version = float_value;
                    break;

                case "item_id":
                    string_value = values [i].ToString();
                    this.item_id = string_value;
                    break;

                case "collection_id":
                    string_value       = values [i].ToString();
                    this.collection_id = string_value;
                    break;

                case "item_name":
                    string_value   = values [i].ToString();
                    this.item_name = string_value;
                    break;

                case "collection_name":
                    string_value         = values [i].ToString();
                    this.collection_name = string_value;
                    break;

                case "geometries":
                    string_value   = values [i].ToString();                   //json bundle
                    this.schematic = ItemSchematic.CreateFromJSON(string_value);
                    break;

                case "compatibilities":
                    string_value = values [i].ToString();                     //json bundle
                    Debug.Log("FOUND IT: " + string_value);
                    this.compatibilities = ItemCompatibilities.CreateFromJSON(string_value);
                    break;
                }
            }
        }