public IDisposable BeginLayerIgnoreMode(LayerIgnoreMode mode)
        {
            if (mode != LayerIgnoreMode)
            {
                return(new ScopedLayerIgnoreMode(this, mode));
            }

            return(null);
        }
Пример #2
0
        private void ProcessMapLayers(GameObject goParent, XElement xMap)
        {
            // Note that this method is re-entrant due to group layers
            foreach (XElement xNode in xMap.Elements())
            {
                if (!xNode.GetAttributeAs <bool>("visible", true))
                {
                    continue;
                }

                LayerIgnoreMode ignoreMode = xNode.GetPropertyAttributeAs(StringConstants.Unity_Ignore, SuperImportContext.LayerIgnoreMode);
                if (ignoreMode == LayerIgnoreMode.True)
                {
                    continue;
                }

                using (SuperImportContext.BeginLayerIgnoreMode(ignoreMode))
                {
                    SuperLayer layer = null;

                    if (xNode.Name == "layer")
                    {
                        layer = ProcessTileLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "group")
                    {
                        layer = ProcessGroupLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "objectgroup")
                    {
                        layer = ProcessObjectLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "imagelayer")
                    {
                        layer = ProcessImageLayer(goParent, xNode);
                    }

                    if (layer != null)
                    {
                        CustomProperty zprop;
                        if (layer.gameObject.TryGetCustomPropertySafe(StringConstants.Unity_ZPosition, out zprop))
                        {
                            float zpos = zprop.GetValueAsFloat();
                            layer.gameObject.transform.Translate(0, 0, zpos);
                        }
                    }
                }
            }
        }
Пример #3
0
        private void ProcessMapLayers(GameObject goParent, XElement xMap)
        {
            // Note that this method is re-entrant due to group layers
            foreach (XElement xNode in xMap.Elements())
            {
                if (!xNode.GetAttributeAs <bool>("visible", true))
                {
                    continue;
                }

                LayerIgnoreMode ignoreMode = xNode.GetPropertyAttributeAs(StringConstants.Unity_Ignore, SuperImportContext.LayerIgnoreMode);
                if (ignoreMode == LayerIgnoreMode.True)
                {
                    continue;
                }

                using (SuperImportContext.BeginLayerIgnoreMode(ignoreMode))
                {
                    if (xNode.Name == "layer")
                    {
                        ProcessTileLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "group")
                    {
                        ProcessGroupLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "objectgroup")
                    {
                        ProcessObjectLayer(goParent, xNode);
                    }
                    else if (xNode.Name == "imagelayer")
                    {
                        ProcessImageLayer(goParent, xNode);
                    }
                }
            }
        }
 public ScopedLayerIgnoreMode(SuperImportContext superContext, LayerIgnoreMode newIgnoreMode)
 {
     m_SuperContext                 = superContext;
     m_RestoreIgnoreMode            = m_SuperContext.LayerIgnoreMode;
     m_SuperContext.LayerIgnoreMode = newIgnoreMode;
 }