コード例 #1
0
        public void AddReturnsTrueIfSuccessfullyAdded()
        {
            var dictionary = new OptionDictionary <string, string>();

            var result = dictionary.Add("key", "value");

            Assert.That(result, Is.True);
        }
コード例 #2
0
        public void AddReturnsFalseIfKeyAlreadyAdded()
        {
            var dictionary = new OptionDictionary <string, string>
            {
                { "key", "value" }
            };

            var result = dictionary.Add("key", "other-value");

            Assert.That(result, Is.False);
        }
コード例 #3
0
        void OnEnable()
        {
            if (EnabledOptions == null)
                EnabledOptions = new OptionDictionary();

            foreach (string name in Enum.GetNames(typeof(BuildAssetBundleOptions)))
            {
                // the first enum value is 'None' so we skip it.
                if (string.IsNullOrEmpty(name) || name == "None")
                    continue;

                BuildAssetBundleOptions key = (BuildAssetBundleOptions)Enum.Parse(typeof(BuildAssetBundleOptions), name);
                if (!EnabledOptions.ContainsKey(key))
                {
                    bool val = false;
#if UNITY_5
                    // Skip some options which are not neccessary on Unity 5.x
                    // CollectDependencies and DeterministicAssetBundle are always enabled in the new AssetBundle build system introduced in 5.0.
                    // CompleteAssets is ingored as we always start from assets rather than objects, it should be complete by default.
                    if (key != BuildAssetBundleOptions.None && 
                       (key == BuildAssetBundleOptions.UncompressedAssetBundle ||
                        key == BuildAssetBundleOptions.DisableWriteTypeTree ||
                        key == BuildAssetBundleOptions.ForceRebuildAssetBundle ||
                        key == BuildAssetBundleOptions.IgnoreTypeTreeChanges ||
                        key == BuildAssetBundleOptions.AppendHashToAssetBundleName
                #if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2) // from Unity 5.3x, it supports ChunkBasedCompression
                        || key == BuildAssetBundleOptions.ChunkBasedCompression))
                #endif
                    {
                        EnabledOptions.Add(key, val);
                    }
#else
                        EnabledOptions.Add(key, val);
#endif
                }
            }
        }
コード例 #4
0
ファイル: XtiProcess.cs プロジェクト: JasonBenfield/XTI_Core
 public XtiProcess AddConfigOptions(object options, string name = "")
 {
     config.Add(options, name);
     return(this);
 }
コード例 #5
0
 public Entity Add(BlockPos relative, Entity entity)
 {
     _entities.Add(relative, entity); return(entity);
 }
コード例 #6
0
 public void Register <T>() where T : struct, IComponent =>
 _storageRegistry.Add(typeof(T),
                      new StorageHandler <T>(typeof(T), _chunks.Entities));