public static void Generate() { using (var writer = new ConstantsWriter(_name)) { writer.WriteLine("namespace UnityAudioConstants {"); writer.Indent(); foreach (var mixerToParams in MixersToParameterNames) { var mixerName = ConstantsWriter.MakeSafeForCode(mixerToParams.Key); writer.WriteLine("namespace {0} {1}", mixerName, "{"); writer.Indent(); writer.WriteLine("public static class ExposedAudioParameters {"); writer.Indent(); foreach (var paramName in mixerToParams.Value) { writer.WriteLine("public const string {0} = \"{1}\";", ConstantsWriter.MakeSafeForCode(paramName), paramName); } writer.UnIndent(); writer.WriteLine("}"); writer.UnIndent(); writer.WriteLine("}"); } writer.UnIndent(); writer.WriteLine("}"); } }
public static void Generate() { using (var writer = new ConstantsWriter(_name)) { writer.WriteLine("namespace UnityAnimationConstants {"); writer.Indent(); foreach (var animatorToParams in AnimatorsToParameters) { var animatorName = ConstantsWriter.MakeSafeForCode(animatorToParams.Key); writer.WriteLine("namespace {0} {1}", animatorName, "{"); writer.Indent(); writer.WriteLine("public static class Parameters {"); writer.Indent(); foreach (var param in animatorToParams.Value) { writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(param.name), param.nameHash); } writer.UnIndent(); writer.WriteLine("}"); writer.UnIndent(); writer.WriteLine("}"); } writer.UnIndent(); writer.WriteLine("}"); } }
public static void Generate() { using (var writer = new ConstantsWriter(_name)) { writer.WriteLine("namespace " + _name + " {"); // open namespace writer.Indent(); writer.WriteLine("public static class Levels {"); // open levels writer.Indent(); foreach (var sceneIdToName in SceneIdsToNames) { var id = sceneIdToName.Key; var name = sceneIdToName.Value; writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(name), id); } writer.WriteLine("public enum E {"); // open levels enum writer.Indent(); foreach (var sceneIdToName in SceneIdsToNames) { var id = sceneIdToName.Key; var name = sceneIdToName.Value; writer.WriteLine("{0} = {1},", ConstantsWriter.MakeSafeForCode(name), id); } writer.UnIndent(); writer.WriteLine("};"); // close levels enum writer.WriteLine(); writer.UnIndent(); writer.WriteLine("}"); // close levels writer.WriteLine(); // Write out the tags writer.WriteLine("public static class Tags {"); writer.Indent(); foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags) { writer.WriteLine("/// <summary>"); writer.WriteLine("/// Name of tag '{0}'.", tag); writer.WriteLine("/// </summary>"); writer.WriteLine("public const string {0} = \"{1}\";", ConstantsWriter.MakeSafeForCode(tag), tag); } writer.UnIndent(); writer.WriteLine("}"); writer.WriteLine(); // Write out sorting layers // var sortingLayerNames = UnityToolbag.SortingLayerHelper.sortingLayerNames; // if (sortingLayerNames != null) { // writer.WriteLine("public static class SortingLayers {"); // writer.Indent(); // foreach (var name in sortingLayerNames) { // int id = UnityToolbag.SortingLayerHelper.GetSortingLayerIDForName(name); // writer.WriteLine("/// <summary>"); // writer.WriteLine("/// ID of sorting layer '{0}'.", name); // writer.WriteLine("/// </summary>"); // writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(name), id); // } // writer.UnIndent(); // writer.WriteLine("}"); // writer.WriteLine(); // } // Write out layers writer.WriteLine("public static class Layers {"); writer.Indent(); for (int i = 0; i < 32; i++) { string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i); if (!string.IsNullOrEmpty(layer)) { writer.WriteLine("/// <summary>"); writer.WriteLine("/// Index of layer '{0}'.", layer); writer.WriteLine("/// </summary>"); writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(layer), i); } } writer.WriteLine(); for (int i = 0; i < 32; i++) { string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i); if (!string.IsNullOrEmpty(layer)) { writer.WriteLine("/// <summary>"); writer.WriteLine("/// Bitmask of layer '{0}'.", layer); writer.WriteLine("/// </summary>"); writer.WriteLine("public const int {0}Mask = 1 << {1};", ConstantsWriter.MakeSafeForCode(layer), i); } } writer.UnIndent(); writer.WriteLine("}"); writer.WriteLine(); writer.UnIndent(); writer.Write("}"); // close namespace } }