public EngineBuiltInAssetInfo(Version version, EngineBuiltInAsset asset) { KeyValuePair <Version, EngineBuiltInAsset> kvp = new KeyValuePair <Version, EngineBuiltInAsset>(version, asset); m_variations = new List <KeyValuePair <Version, EngineBuiltInAsset> >(1); m_variations.Add(kvp); }
public bool TryGetAsset(Version version, out EngineBuiltInAsset asset) { foreach (KeyValuePair <Version, EngineBuiltInAsset> kvp in m_variations) { if (version >= kvp.Key) { asset = kvp.Value; return(true); } } asset = default; return(false); }
private static void AddAsset(Dictionary <string, EngineBuiltInAssetInfo> lookup, string name, Version version, uint exportID, uint param, bool isF) { EngineBuiltInAsset asset = new EngineBuiltInAsset(exportID, param, isF); if (lookup.TryGetValue(name, out EngineBuiltInAssetInfo assetInfo)) { assetInfo.AddVariation(version, asset); } else { assetInfo = new EngineBuiltInAssetInfo(version, asset); lookup.Add(name, assetInfo); } }
public void AddVariation(Version version, EngineBuiltInAsset asset) { KeyValuePair <Version, EngineBuiltInAsset> kvp = new KeyValuePair <Version, EngineBuiltInAsset>(version, asset); for (int i = 0; i < m_variations.Count; i++) { Version key = m_variations[i].Key; if (key < version) { m_variations.Insert(i, kvp); return; } } m_variations.Add(kvp); }
private static bool TryGetAsset(Dictionary <string, EngineBuiltInAssetInfo> lookup, string name, Version version, out EngineBuiltInAsset asset) { if (lookup.TryGetValue(name, out EngineBuiltInAssetInfo info)) { return(info.TryGetAsset(version, out asset)); } asset = default; return(false); }
public static bool TryGetBehaviour(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_behaviours, name, version, out asset)); }
public static bool TryGetLightmapParams(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_lightmapParams, name, version, out asset)); }
public static bool TryGetSprite(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_sprites, name, version, out asset)); }
public static bool TryGetFont(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_fonts, name, version, out asset)); }
public static bool TryGetMesh(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_meshes, name, version, out asset)); }
public static bool TryGetMaterial(string name, Version version, out EngineBuiltInAsset asset) { return(TryGetAsset(m_materials, name, version, out asset)); }