コード例 #1
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		public TemplateLookup (Config config) {
			this.TemplateConfig = new TemplateEngineConfig ();
			this.config = config;
		}
コード例 #2
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		/// <summary>
		/// Contructor in case of the very first generation of an AnimatorAccess class. On subsequent generations 
		/// ClassElementsBuilder (GameObject go) is called.
		/// </summary>
		/// <param name="go">GameObject to generate an AnimatorAccess class for.</param>
		/// <param name="fileName">File name where to save the file. A subdirectory 'Generated' is recommended to 
		/// emphasize that this code shouldn't be edited.</param>
		public ClassElementsBuilder (GameObject go, string fileName)
		{
			className = Path.GetFileNameWithoutExtension (fileName);
			config = ConfigFactory.Get (className);
			templateEngine = new SmartFormatTemplateEngine ();
			builder = new AnimatorCodeElementsBuilder (go, className, config);
			existingClassBuilder = new ReflectionCodeElementsBuilder ("Assembly-CSharp", config.DefaultNamespace, className);
		}
コード例 #3
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		public AnimatorCodeElementsBuilder (GameObject go, string className, Config c)
		{
			this.targetClassName = className;
			this.config = c;
			animator = go.GetComponent<Animator> ();
		}
コード例 #4
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		/// <summary>
		/// Udpate contructor.
		/// </summary>
		/// <param name="go">GameObject to generate an AnimatorAccess class for.</param>
		public ClassElementsBuilder (GameObject go)
		{
			BaseAnimatorAccess animatorAccess = go.GetComponent<BaseAnimatorAccess> ();
			if (animatorAccess != null) {
				existingClassBuilder = new ReflectionCodeElementsBuilder (animatorAccess);
				className = existingClassBuilder.ClassName;
				config = ConfigFactory.Get (className);
				templateEngine = new SmartFormatTemplateEngine ();
				builder = new AnimatorCodeElementsBuilder (go, className, config);
				existingAllTransitionsHash = animatorAccess.AllTransitionsHash;
			} else {
				Logger.Error ("Cannot access component BaseAnimatorAccess from object " + go.name);
			}
		}