public TemplateLookup (Config config) { this.TemplateConfig = new TemplateEngineConfig (); this.config = config; }
/// <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); }
public AnimatorCodeElementsBuilder (GameObject go, string className, Config c) { this.targetClassName = className; this.config = c; animator = go.GetComponent<Animator> (); }
/// <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); } }