Esempio n. 1
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 public Asset(AssetDirectory dir, T data, bool nonEditable = true)
 {
     Directory   = dir;
     Data        = data;
     NonEditable = nonEditable;
 }
Esempio n. 2
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        // Methods
        public static void Load(string dataDir, string stageID, GameEntry game)
        {
            Data.Clear();

            // Throw exceptions if necessary
            if (!Directory.Exists(dataDir))
            {
                throw new DirectoryNotFoundException(
                          $"Cannot load stage from \"{dataDir}\". Data Directory not found!");
            }

            if (string.IsNullOrEmpty(stageID))
            {
                throw new ArgumentNullException("stageID",
                                                "Cannot load stage. Invalid Stage ID!");
            }

            GameType = game;
            ID       = stageID;
            DataDir  = dataDir;

            var resDir = new AssetDirectory(game.ResourcesDir);

            Data.ModelDirectories.Add(resDir);
            Data.ResourceDirectories.Add(resDir);

            // Make cache directory
            CacheDir = Path.Combine(Program.StartupPath,
                                    Program.CachePath, stageID);

            string editorCachePath = Path.Combine(
                CacheDir, EditorCache.FileName);

            Directory.CreateDirectory(CacheDir);

            // Load Editor Cache
            bool cacheExists = File.Exists(editorCachePath);

            EditorCache = new EditorCache()
            {
                GameType = game.Name,
            };

            if (cacheExists)
            {
                var editorCache = new EditorCache();
                editorCache.Load(editorCachePath);

                if (editorCache.GameType == game.Name)
                {
                    EditorCache = editorCache;
                }
            }

            // Lua Script
            string pth = Path.Combine(Program.StartupPath,
                                      Program.ScriptsPath, LuaScript.GamesDir,
                                      $"{game.ShortName}{LuaScript.Extension}");

            if (script == null || scriptPath != pth)
            {
                script     = new LuaScript();
                scriptPath = pth;

                try
                {
                    script.DoScript(scriptPath);
                    var canAddSetLayer = script.GetValue("CanAddSetLayer");

                    SceneView.CanAddLayer = (canAddSetLayer != null &&
                                             canAddSetLayer.GetType() == typeof(bool)) ?
                                            (bool)canAddSetLayer : false;
                }
                catch (Exception ex)
                {
                    LuaTerminal.LogError($"ERROR: {ex.Message}");
                }
            }

            // Unpack/Load
            var unpackStopWatch = System.Diagnostics.Stopwatch.StartNew();

            try
            {
                script.Call("Load", dataDir, CacheDir, stageID);
            }
            catch (Exception ex)
            {
                LuaTerminal.LogError($"ERROR: {ex.Message}, {ex.StackTrace}");
            }

            unpackStopWatch.Stop();
            Console.WriteLine("Done unpacking! Time: {0}(ms).",
                              unpackStopWatch.ElapsedMilliseconds);

            // Generate new Editor Cache
            if (cacheExists)
            {
                File.Delete(editorCachePath);
            }

            EditorCache.Save(editorCachePath, true);

            // TODO: Remove this line
            //CurrentSetLayer = Sets[0];
        }