public void TestInitialize() { Log.Logger = new LoggerConfiguration() .MinimumLevel.Verbose() .WriteTo.Console() .Enrich.FromLogContext() .CreateLogger(); _itemInfos = AlliedModsWiki.GetItemInfos(); var itemInfoSource = new ItemInfoSource(_itemInfos); var classNameSource = new ClassNameSource(); _transformations = new Dictionary <string, ITransformation <Node> > { { "tf2rebalance_attributes", new Tf2RebalanceTransformation(itemInfoSource, classNameSource) }, { "Custom Attributes", new CustomAttributesTransformation(itemInfoSource, classNameSource) }, }; }
private static void Execute(IList <string> files, IRebalanceInfoFormatter formatter, IFileSystem fileSystem) { IDictionary <string, List <ItemInfo> > weaponNames = AlliedModsWiki.GetItemInfos(); var itemInfoSource = new ItemInfoSource(weaponNames); var classNameSource = new ClassNameSource(); var transformations = new Dictionary <string, ITransformation <Node> > { { "tf2rebalance_attributes", new Tf2RebalanceTransformation(itemInfoSource, classNameSource) }, { "Custom Attributes", new CustomAttributesTransformation(itemInfoSource, classNameSource) }, }; IConverter converter = new CompositeTf2FormatConverter(new ValveFormatParser(), transformations); foreach (string filename in files) { CreateSummary(filename, converter, formatter, fileSystem); } Log.Information("finished creating summaries for {ConfigFileCount} configs", files.Count); }
public void Export(ClassNameSource aClassNameSource, string aOutputPath = PATH) { try { // prepare export run mClassNameSource = aClassNameSource; mWrittenBaseClasses = new List <string>(); mWrittenTemplateClasses = new List <string>(); mBaseClassBases = new Dictionary <string, string>(); mExportedObjectCount = 0; mExportedAssetCount = 0; var aTopics = new List <string> { "Flow", "Entities", "Assets", "Locations", }; // check output dir DirectoryInfo outDir = new DirectoryInfo(aOutputPath); if (!outDir.Exists) { //mFramework.ShowError("Output directory does not exist! Please specify the asset directory of your Unity project."); return; } //var files = outDir.GetFiles("*.unity"); //if (files.Length == 0) //{ // //mFramework.ShowError("The specified output directory does not contain a Unity project file! Please specify the asset directory of your Unity project."); // return; //} DirectoryInfo pluginsDir = new DirectoryInfo(outDir.FullName + @"\Plugins"); if (!pluginsDir.Exists) { pluginsDir.Create(); } DirectoryInfo articyDir = new DirectoryInfo(pluginsDir.FullName + @"\Articy"); if (!articyDir.Exists) { articyDir.Create(); } mClassDir = new DirectoryInfo(articyDir.FullName + @"\Classes"); if (!mClassDir.Exists) { mClassDir.Create(); } // export flow); if (aTopics.Contains("Flow")) { var systemFolderFlow = mSession.GetSystemFolder(SystemFolderNames.Flow); var flowDir = new DirectoryInfo(articyDir.FullName + @"\Flow"); if (!flowDir.Exists) { flowDir.Create(); } ExportFlowFolder(systemFolderFlow, flowDir); } // export entities if (aTopics.Contains("Entities")) { var systemFolderEntities = mSession.GetSystemFolder(SystemFolderNames.Entities); var entitiesDir = new DirectoryInfo(articyDir.FullName + @"\Entities"); if (!entitiesDir.Exists) { entitiesDir.Create(); } ExportEntityFolder(systemFolderEntities, entitiesDir); } // export locations if (aTopics.Contains("Locations")) { var systemFolderLocations = mSession.GetSystemFolder(SystemFolderNames.Locations); var locationsDir = new DirectoryInfo(articyDir.FullName + @"\Locations"); if (!locationsDir.Exists) { locationsDir.Create(); } ExportLocationFolder(systemFolderLocations, locationsDir); } // export assets if (aTopics.Contains("Assets")) { var systemFolderAssets = mSession.GetSystemFolder(SystemFolderNames.Assets); var assetsDir = new DirectoryInfo(articyDir.FullName + @"\Resources"); mResourcesPath = assetsDir.FullName; if (!assetsDir.Exists) { assetsDir.Create(); } ExportAssetsFolder(systemFolderAssets, assetsDir); } mSession.ShowMessageBox("Complete"); } catch (Exception ex) { mSession.ShowMessageBox("Error"); } }