コード例 #1
0
 /** 作成。すべて。
  *
  *      a_assets_path					: 「Assets」からの相対パス。
  *
  */
 public static System.Collections.Generic.List <string> CreateAll(string a_assets_path)
 {
     System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>();
     {
         System.Collections.Generic.Stack <string> t_work = new System.Collections.Generic.Stack <string>();
         {
             string t_assets_path_root = NormalizePath.NormalizeSeparateAndLast(a_assets_path);
             System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_assets_path_root);
             if (t_assets_path_root.Length == 0)
             {
                 foreach (string t_directoryname in t_directory_name_list)
                 {
                     t_list.Add(t_directoryname);
                     t_work.Push(t_directoryname);
                 }
             }
             else
             {
                 foreach (string t_directoryname in t_directory_name_list)
                 {
                     string t_assets_path = t_assets_path_root + "\\" + t_directoryname;
                     t_list.Add(t_assets_path);
                     t_work.Push(t_assets_path);
                 }
             }
         }
         {
             while (t_work.Count > 0)
             {
                 string t_assets_path_current = t_work.Pop();
                 System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_assets_path_current);
                 foreach (string t_directoryname in t_directory_name_list)
                 {
                     string t_assets_path = t_assets_path_current + "\\" + t_directoryname;
                     t_list.Add(t_assets_path);
                     t_work.Push(t_assets_path);
                 }
             }
         }
     }
     return(t_list);
 }
コード例 #2
0
 /** 作成。すべて。
  *
  *      a_full_path						: フルパス。
  *
  */
 public static System.Collections.Generic.List <string> CreateAll(string a_full_path)
 {
     System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>();
     {
         System.Collections.Generic.List <string> t_full_path_directory_list;
         {
             string t_full_path = NormalizePath.NormalizeSeparateAndLast(a_full_path);
             t_full_path_directory_list = CreateDirectoryNameListWithFullPath.CreateAll(t_full_path);
             t_full_path_directory_list.Add(t_full_path);
         }
         {
             foreach (string t_full_path in t_full_path_directory_list)
             {
                 System.Collections.Generic.List <string> t_filename_list = CreateTopOnly(t_full_path);
                 foreach (string t_filename in t_filename_list)
                 {
                     t_list.Add(t_full_path + '\\' + t_filename);
                 }
             }
         }
     }
     return(t_list);
 }
コード例 #3
0
        /** 作成。すべて。
         *
         *      a_full_path						: フルパス。
         *
         */
        public static System.Collections.Generic.List <string> CreateAll(string a_full_path)
        {
            System.Collections.Generic.Stack <string> t_work = new System.Collections.Generic.Stack <string>();
            {
                t_work.Push(NormalizePath.NormalizeSeparateAndLast(a_full_path));
            }

            System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>();
            {
                while (t_work.Count > 0)
                {
                    string t_full_path_current = t_work.Pop();
                    System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_full_path_current);
                    foreach (string t_directoryname in t_directory_name_list)
                    {
                        string t_full_path = t_full_path_current + '\\' + t_directoryname;
                        t_list.Add(t_full_path);
                        t_work.Push(t_full_path);
                    }
                }
            }
            return(t_list);
        }
コード例 #4
0
        /** 作成。すべて。
         *
         *      a_assets_path					: 「Assets」からの相対パス。
         *
         */
        public static System.Collections.Generic.List <string> CreateAll(string a_assets_path)
        {
            System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>();
            {
                string t_assets_path_root = NormalizePath.NormalizeSeparateAndLast(a_assets_path);

                if (t_assets_path_root.Length == 0)
                {
                    System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path_root);
                    foreach (string t_filename in t_file_name_list)
                    {
                        t_list.Add(t_filename);
                    }
                }
                else
                {
                    System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path_root);
                    foreach (string t_filename in t_file_name_list)
                    {
                        t_list.Add(t_assets_path_root + '\\' + t_filename);
                    }
                }
                {
                    System.Collections.Generic.List <string> t_assets_path_directory_list = CreateDirectoryNameListWithAssetsPath.CreateAll(t_assets_path_root);
                    foreach (string t_assets_path in t_assets_path_directory_list)
                    {
                        System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path);
                        foreach (string t_filename in t_file_name_list)
                        {
                            t_list.Add(t_assets_path + '\\' + t_filename);
                        }
                    }
                }
            }
            return(t_list);
        }
コード例 #5
0
 /** AssetLib
  */
 static AssetLib()
 {
     s_application_data_path            = NormalizePath.NormalizeSeparateAndLast(UnityEngine.Application.dataPath);
     s_application_streamingassets_path = NormalizePath.NormalizeSeparateAndLast(UnityEngine.Application.streamingAssetsPath);
 }