コード例 #1
0
ファイル: ObjectValidator.cs プロジェクト: ArnasJ/tlplib
 public override int GetHashCode()
 {
     unchecked {
         var hashCode = (int)type;
         hashCode = (hashCode * 397) ^ (message != null ? message.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (obj != null ? obj.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (objFullPath != null ? objFullPath.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ location.GetHashCode();
         return(hashCode);
     }
 }
コード例 #2
0
        public override int GetHashCode()
        {
            int hash = 1;

            if (matchPatternCase_ == MatchPatternOneofCase.OneOf)
            {
                hash ^= OneOf.GetHashCode();
            }
            hash ^= (int)matchPatternCase_;
            if (_unknownFields != null)
            {
                hash ^= _unknownFields.GetHashCode();
            }
            return(hash);
        }
コード例 #3
0
 /// <summary>
 /// 从当前Bundle组集合中删除一组Bundle的配置
 /// </summary>
 public static void Delete()
 {
     if ((EGameBundle)focusGame != EGameBundle.EGB_ALL)
     {
         foreach (var OneOf in Setting.ListOfBundles)
         {
             if (OneOf.GetHashCode() == SelBundle)
             {
                 Setting.ListOfBundles.Remove(OneOf);
                 break;
             }
         }
     }
     else
     {
         EditorUtility.DisplayDialog("Warning", "Can not delete a bundle in preview model(ALL)", "Cancel");
     }
 }
コード例 #4
0
        /// <summary>
        /// 生成BundleManager的Bundle配置
        /// </summary>
        private static void UpdateBundleManager()
        {
            clearallflag();
            CollectNeedBuildBundles();

            AssetDatabase.Refresh();
            RebuiltRelation.Clear();

            float PreProgress = cookingSetting.ListOfBundles.Count > 0 ? 1.0f / cookingSetting.ListOfBundles.Count : 1.0f;
            float CurProgress = 0;

            List <BundleInfo.Element> AllToBuild = new List <BundleInfo.Element>();
            bool BuildSelection = false;

            foreach (var OneOf in cookingSetting.ListOfBundles)
            {
                if (OneOf.GetHashCode() == SelBundle)
                {
                    AllToBuild.Add(OneOf);
                    BuildSelection = true;
                    break;
                }
            }

            if (!BuildSelection)
            {
                AllToBuild = cookingSetting.ListOfBundles;
            }

            foreach (var OneOf in AllToBuild)
            {
                if (OneOf.Mode == BundleInfo.BundleMode.AllInOne)
                {
                    List <string> Files = FileSystem.GetSubFiles(OneOf.Path);
                    for (int Index = 0; Index < Files.Count; ++Index)
                    {
                        Files[Index] = OneOf.Path + "/" + Files[Index];
                    }

                    CurProgress += PreProgress;
                    if (Files.Count <= 0)
                    {
                        continue;
                    }

                    EditorUtility.DisplayProgressBar("生成BundleManager配置", "处理配置 : " + OneOf.Name + " of " + OneOf.gameName, CurProgress);
                    string fullname = OneOf.Path + "/" + OneOf.Name;

                    SetSingleAssetBundleName(OneOf.Path, OneOf.Name, "u");
                    UnityEngine.Debug.Log(fullname + "..........." + fullname.Replace('/', '_'));
                }
                else if (OneOf.Mode == BundleInfo.BundleMode.SeparateSubFile)
                {
                    List <string> Files = FileSystem.GetSubFiles(OneOf.Path);
                    float         Step  = Files.Count > 0 ? PreProgress / (1.0f * Files.Count) : 1.0f;
                    foreach (var OneOfFile in Files)
                    {
                        CurProgress += Step;
                        string tmpfile    = OneOfFile.Replace("/", "_");
                        string BundleName = OneOf.Name + "_" + tmpfile;
                        EditorUtility.DisplayProgressBar("生成BundleManager配置", "处理配置 : " + BundleName + " of " + OneOf.gameName, CurProgress);
                        string fullname = OneOf.Path + "/" + OneOfFile;
                        SetSingleAssetBundleName(fullname, fullname.Replace('/', '_'), "u");
                        UnityEngine.Debug.Log(fullname + "............" + fullname.Replace('/', '_'));
                    }
                }
                else if (OneOf.Mode == BundleInfo.BundleMode.SeparateSubFolder)
                {
                    List <string> Folders = FileSystem.GetSubFolders(OneOf.Path);
                    float         Step    = Folders.Count > 0 ? PreProgress / (1.0f * Folders.Count) : 1.0f;
                    foreach (var OneOfFolder in Folders)
                    {
                        List <string> Files = FileSystem.GetSubFiles(OneOf.Path + "/" + OneOfFolder);
                        for (int Index = 0; Index < Files.Count; ++Index)
                        {
                            Files[Index] = OneOf.Path + "/" + OneOfFolder + "/" + Files[Index];
                        }

                        CurProgress += Step;
                        if (Files.Count <= 0)
                        {
                            continue;
                        }

                        string BundleName = OneOf.Name + "_" + OneOfFolder;
                        EditorUtility.DisplayProgressBar("生成BundleManager配置", "处理配置 : " + BundleName + " of " + OneOf.gameName, CurProgress);

                        string fullname = OneOf.Path + "/" + OneOfFolder;
                        SetSingleAssetBundleName(fullname, fullname.Replace('/', '_'), "u");
                        UnityEngine.Debug.Log(fullname + "......." + fullname.Replace('/', '_'));
                    }

                    if (!Directory.Exists(OneOf.Path))
                    {
                        continue;
                    }
                }
                else if (OneOf.Mode == BundleInfo.BundleMode.SingleFile)
                {
                    List <string> Files = new List <string>();
                    Files.Add(OneOf.Path);


                    CurProgress += PreProgress;
                    if (Files.Count <= 0)
                    {
                        continue;
                    }

                    EditorUtility.DisplayProgressBar("生成BundleManager配置", "处理配置 : " + OneOf.Name + " of " + OneOf.gameName, CurProgress);
                    string fullname = OneOf.Path + "......." + OneOf.Name;
                    SetSingleAssetBundleName(fullname, fullname.Replace('/', '_'), "u");
                    UnityEngine.Debug.Log(fullname + "......." + fullname.Replace('/', '_'));
                }
                else if (OneOf.Mode == BundleInfo.BundleMode.SceneBundle)
                {
                    List <string> Files = new List <string>();
                    Files.Add(OneOf.Path);


                    CurProgress += PreProgress;
                    if (Files.Count <= 0)
                    {
                        continue;
                    }

                    EditorUtility.DisplayProgressBar("生成BundleManager配置", "处理配置 : " + OneOf.Name + " of " + OneOf.gameName, CurProgress);

                    // string fullname = OneOf.Path;
                    SetSingleAssetBundleName(OneOf.Path, OneOf.Name, "u");
                }
            }
            EditorUtility.ClearProgressBar();
        }