예제 #1
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     foreach (AssetImportInput input in env.HandleAllInput(AcceptsInput))
     {
         env.AddOutput <PythonScript>(input.AssetName, input.Path);
     }
 }
예제 #2
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     // Ask to handle all input that matches the conditions in AcceptsInput
     foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
     {
         // For all handled input items, specify which Resource the importer intends to create / modify
         env.AddOutput <DualityFont>(input.AssetName, input.Path);
     }
 }
예제 #3
0
		public void PrepareImport(IAssetImportEnvironment env)
		{
			// Ask to handle all input that matches the conditions in AcceptsInput
			foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
			{
				// For all handled input items, specify which Resource the importer intends to create / modify
				env.AddOutput<Pixmap>(input.AssetName, input.Path);
			}
		}
예제 #4
0
        public void PrepareImport(IAssetImportEnvironment env)
        {
            // Ask to handle all input that matches the conditions in AcceptsInput
            foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
            {
                // For all handled input items, specify which Resource the importer intends to create / modify
                env.AddOutput <PlainTextData>(input.AssetName, input.Path);

                global::Duality.Log.Editor.WriteWarning("");
            }
        }
예제 #5
0
		public void PrepareImport(IAssetImportEnvironment env)
		{
			// Ask to handle all input that matches the conditions in AcceptsInput
			foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
			{
				// For all handled input items, specify which Resource the importer intends to create / modify
				string ext = Path.GetExtension(input.Path);
				if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
					env.AddOutput<VertexShader>(input.AssetName, input.Path);
				else
					env.AddOutput<FragmentShader>(input.AssetName, input.Path);
			}
		}
        public void PrepareImport(IAssetImportEnvironment env)
        {
            // File all fnt files with allocated png files
            var importFiles = from file in env.HandleAllInput(f => Path.GetExtension(f.Path).ToLower() == ".fnt" || Path.GetExtension(f.Path).ToLower() == ".xml")
                              select file;

            foreach (var input in importFiles)
            {
                var fileFormat = FigureOutFontFileFormat(input.Path);

                switch (fileFormat)
                {
                case FontFileFormat.None:
                {
                    // Not a file format we support, ignore
                    continue;
                }

                case FontFileFormat.BMFont:
                {
                    var fontData = LoadBMFontData(input.Path);

                    if (fontData.Pages.Count() > 1)
                    {
                        Log.Editor.WriteError("Only single page bitmap font files are allowed");
                        continue;         //skip this file
                    }

                    env.AddOutput <Duality.Resources.Font>(input.AssetName, input.Path);

                    foreach (var page in fontData.Pages)
                    {
                        var fullPath = Path.Combine(Path.GetDirectoryName(input.Path), page.File);

                        if (File.Exists(fullPath))
                        {
                            env.AddOutput <Pixmap>(input.AssetName, fullPath);
                        }
                        else
                        {
                            Log.Editor.WriteError("Corresponding bitmap font page file '{0}' not found ", fullPath);
                            continue;         //skip this file
                        }
                    }

                    break;
                }
                }
            }
        }
예제 #7
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     // Ask to handle all input that matches the conditions in AcceptsInput
     foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
     {
         // For all handled input items, specify which Resource the importer intends to create / modify
         string ext = Path.GetExtension(input.Path);
         if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
         {
             env.AddOutput <VertexShader>(input.AssetName, input.Path);
         }
         else
         {
             env.AddOutput <FragmentShader>(input.AssetName, input.Path);
         }
     }
 }