/// <summary> /// Client for making requests to the API. /// </summary> /// <param name="authHandler">The authentication handler.</param> /// <param name="ctx">The HTTP context to use for this session.</param> private Client(Func <CancellationToken, Task <string> > authHandler, HttpContext ctx) { // Setup resources. Assets = new AssetsResource(authHandler, ctx); TimeSeries = new TimeSeriesResource(authHandler, ctx); DataPoints = new DataPointsResource(authHandler, ctx); Events = new EventsResource(authHandler, ctx); Sequences = new SequencesResource(authHandler, ctx); Raw = new RawResource(authHandler, ctx); Relationships = new RelationshipResource(authHandler, ctx); DataSets = new DataSetsResource(authHandler, ctx); ThreeDModels = new ThreeDModelsResource(authHandler, ctx); ThreeDRevisions = new ThreeDRevisionsResource(authHandler, ctx); ThreeDAssetMappings = new ThreeDAssetMappingsResource(authHandler, ctx); Files = new FilesResource(authHandler, ctx); Login = new LoginResource(authHandler, ctx); Token = new TokenResource(authHandler, ctx); ExtPipes = new ExtPipesResource(authHandler, ctx); Labels = new LabelsResource(authHandler, ctx); Groups = new GroupsResource(authHandler, ctx); // Playground features (experimental) Playground = new PlaygroundResource(authHandler, ctx); // Beta features (experimental) Beta = new BetaResource(authHandler, ctx); }
public ResPool(string name, AssetsResource ar) { _poolName = name; _res = ar; _res.AddRef(); CreateUnLoader(); }
public GameObj GetGameObj(AssetsResource ar) { ResPool pool; if (!_poolDic.TryGetValue(ar.AssetPath, out pool)) { pool = CreatePool(ar); } return(pool.GetGameObj()); }
ResPool CreatePool(AssetsResource ar) { string path = ar.AssetPath; if (!_poolDic.ContainsKey(path)) { ResPool pool = new ResPool(path, ar); _poolDic.Add(path, pool); return(pool); } return(_poolDic[path]); }
public TimeUnLoader(AssetsResource ar, ResPool pool, int life) : base(ar, pool) { _pool = pool; _res = ar; _poolLife = life; }
public PoolUnLoaderBase(AssetsResource ar, ResPool pool) { _pool = pool; _res = ar; }