/// <summary> /// Check if the selected material supports "tint". /// </summary> /// <returns>True if the selected material supports "tint" or not.</returns> private bool SupportTintColor() { if (this.m_currentAppearanceAssetElementId == ElementId.InvalidElementId) { return(false); } AppearanceAssetElement assetElem = m_document.GetElement(this.m_currentAppearanceAssetElementId) as AppearanceAssetElement; if (assetElem == null) { return(false); } Asset asset = assetElem.GetRenderingAsset(); AssetPropertyDoubleArray4d tintColorProp = asset["common_Tint_color"] as AssetPropertyDoubleArray4d; if (tintColorProp == null) { return(false); } // If the material supports tint but it is not enabled, it will be enabled first with a value (255 255 255) AssetPropertyBoolean tintToggleProp = asset["common_Tint_toggle"] as AssetPropertyBoolean; if ((tintToggleProp != null) && !(tintToggleProp.Value)) { EnableTintColor(); } return(true); }
/* Begin functions for IDatasmithLightActor */ static bool IsEnabled(Asset asset) { AssetPropertyBoolean isEnabled = asset.FindByName("on") as AssetPropertyBoolean; if (isEnabled != null) { return(isEnabled.Value); } return(false); }
/// <summary> /// 更改外观 /// </summary> /// <param name="material"></param> /// <param name="bumpmapImageFilepath"></param> public static void ChangeRenderingTexturePath(Material mat, Document doc, string texturePath, double x, double y) { using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(doc)) { Asset editableAsset = editScope.Start(mat.AppearanceAssetId); #if VERSION2018 AssetProperty assetProperty = editableAsset["generic_diffuse"]; #else // VERSION2019 AssetProperty assetProperty = editableAsset.FindByName("generic_diffuse"); #endif Asset connectedAsset = assetProperty.GetConnectedProperty(0) as Asset; /*if (connectedAsset == null) * { * * // Add a new default connected asset * assetProperty.AddConnectedAsset("UnifiedBitmap"); * connectedAsset = assetProperty.GetSingleConnectedAsset(); * }*/ if (connectedAsset.Name == "UnifiedBitmapSchema") { // TaskDialog.Show("Tip", "成功"); AssetPropertyString path = connectedAsset.FindByName(UnifiedBitmap.UnifiedbitmapBitmap) as AssetPropertyString; AssetPropertyBoolean scalelock = connectedAsset.FindByName(UnifiedBitmap.TextureScaleLock) as AssetPropertyBoolean; scalelock.Value = false; AssetPropertyDistance sizeY = connectedAsset.FindByName(UnifiedBitmap.TextureRealWorldScaleY) as AssetPropertyDistance; sizeY.Value = y; AssetPropertyDistance sizeX = connectedAsset.FindByName(UnifiedBitmap.TextureRealWorldScaleX) as AssetPropertyDistance; sizeX.Value = x; if (path.IsValidValue(texturePath)) { path.Value = texturePath; } else { throw new Exception("找不到文件:" + texturePath); //TaskDialog.Show("Tip", "文件路径错误"); } } editScope.Commit(true); } }
/// <summary> /// Enable tint color. /// </summary> private void EnableTintColor() { using (Transaction transaction = new Transaction(m_document, "Enable tint color")) { transaction.Start(); using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(m_document)) { Asset editableAsset = editScope.Start(m_currentAppearanceAssetElementId); // If the material supports tint but it is not enabled, it will be enabled first with a value (255 255 255) AssetPropertyBoolean tintToggleProp = editableAsset["common_Tint_toggle"] as AssetPropertyBoolean; AssetPropertyDoubleArray4d tintColorProp = editableAsset["common_Tint_color"] as AssetPropertyDoubleArray4d; tintToggleProp.Value = true; tintColorProp.SetValueAsColor(new Color(255, 255, 255)); editScope.Commit(true); } transaction.Commit(); } }
private static Tuple <Type, Object> GetTypeAndValue(AssetProperty assetProperty, int level) { Object theValue; Type valueType; //For each AssetProperty, it has different type and value //must deal with it separately try { if (assetProperty is AssetPropertyBoolean) { AssetPropertyBoolean property = assetProperty as AssetPropertyBoolean; valueType = typeof(AssetPropertyBoolean); theValue = property.Value; } else if (assetProperty is AssetPropertyDistance) { AssetPropertyDistance property = assetProperty as AssetPropertyDistance; valueType = typeof(AssetPropertyDistance); theValue = property.Value; } else if (assetProperty is AssetPropertyDouble) { AssetPropertyDouble property = assetProperty as AssetPropertyDouble; valueType = typeof(AssetPropertyDouble); theValue = property.Value; } else if (assetProperty is AssetPropertyDoubleArray2d) { //Default, it is supported by PropertyGrid to display Double [] //Try to convert DoubleArray to Double [] AssetPropertyDoubleArray2d property = assetProperty as AssetPropertyDoubleArray2d; valueType = typeof(AssetPropertyDoubleArray2d); theValue = GetSystemArrayAsString(property.Value); } else if (assetProperty is AssetPropertyDoubleArray3d) { AssetPropertyDoubleArray3d property = assetProperty as AssetPropertyDoubleArray3d; valueType = typeof(AssetPropertyDoubleArray3d); //theValue = GetSystemArrayAsString( property.Value ); // 2017 theValue = Util.DoubleArrayString(property.GetValueAsDoubles()); // 2018 } else if (assetProperty is AssetPropertyDoubleArray4d) { AssetPropertyDoubleArray4d property = assetProperty as AssetPropertyDoubleArray4d; valueType = typeof(AssetPropertyDoubleArray4d); //theValue = GetSystemArrayAsString( property.Value ); // 2017 theValue = Util.DoubleArrayString(property.GetValueAsDoubles()); // 2018 } else if (assetProperty is AssetPropertyDoubleMatrix44) { AssetPropertyDoubleMatrix44 property = assetProperty as AssetPropertyDoubleMatrix44; valueType = typeof(AssetPropertyDoubleMatrix44); theValue = GetSystemArrayAsString(property.Value); } else if (assetProperty is AssetPropertyEnum) { AssetPropertyEnum property = assetProperty as AssetPropertyEnum; valueType = typeof(AssetPropertyEnum); theValue = property.Value; } else if (assetProperty is AssetPropertyFloat) { AssetPropertyFloat property = assetProperty as AssetPropertyFloat; valueType = typeof(AssetPropertyFloat); theValue = property.Value; } else if (assetProperty is AssetPropertyInteger) { AssetPropertyInteger property = assetProperty as AssetPropertyInteger; valueType = typeof(AssetPropertyInteger); theValue = property.Value; } else if (assetProperty is AssetPropertyReference) { AssetPropertyReference property = assetProperty as AssetPropertyReference; valueType = typeof(AssetPropertyReference); theValue = "REFERENCE"; //property.Type; } else if (assetProperty is AssetPropertyString) { AssetPropertyString property = assetProperty as AssetPropertyString; valueType = typeof(AssetPropertyString); theValue = property.Value; } else if (assetProperty is AssetPropertyTime) { AssetPropertyTime property = assetProperty as AssetPropertyTime; valueType = typeof(AssetPropertyTime); theValue = property.Value; } else { valueType = typeof(String); theValue = "Unprocessed asset type: " + assetProperty.GetType().Name; } if (assetProperty.NumberOfConnectedProperties > 0) { String result = ""; result = theValue.ToString(); TaskDialog.Show("Connected properties found", assetProperty.Name + ": " + assetProperty.NumberOfConnectedProperties); IList <AssetProperty> properties = assetProperty.GetAllConnectedProperties(); foreach (AssetProperty property in properties) { if (property is Asset) { // Nested? Asset asset = property as Asset; int size = asset.Size; for (int i = 0; i < size; i++) { //AssetProperty subproperty = asset[i]; // 2018 AssetProperty subproperty = asset.Get(i); // 2019 Tuple <Type, Object> valueAndType = GetTypeAndValue(subproperty, level + 1); String indent = ""; if (level > 0) { for (int iLevel = 1; iLevel <= level; iLevel++) { indent += " "; } } result += "\n " + indent + "- connected: name: " + subproperty.Name + " | type: " + valueAndType.Item1.Name + " | value: " + valueAndType.Item2.ToString(); } } } theValue = result; } } catch { return(null); } return(new Tuple <Type, Object>(valueType, theValue)); }
/// <summary> /// Gets the current value of the property on a component. /// </summary> /// <param name="component">The component with the property for which to retrieve the value.</param> /// <returns>The value of a property for a given component.</returns> public override object GetValue(object component) { //For each AssetProperty, it has different type and value //must deal with it separately try { if (m_assetProperty is AssetPropertyBoolean) { AssetPropertyBoolean property = m_assetProperty as AssetPropertyBoolean; m_valueType = typeof(Boolean); m_value = property.Value; } else if (m_assetProperty is AssetPropertyDistance) { AssetPropertyDistance property = m_assetProperty as AssetPropertyDistance; m_valueType = typeof(Double); m_value = property.Value; } else if (m_assetProperty is AssetPropertyDouble) { AssetPropertyDouble property = m_assetProperty as AssetPropertyDouble; m_valueType = typeof(Double); m_value = property.Value; } else if (m_assetProperty is AssetPropertyDoubleArray2d) { //Default, it is supported by PropertyGrid to display Double [] //Try to convert DoubleArray to Double [] AssetPropertyDoubleArray2d property = m_assetProperty as AssetPropertyDoubleArray2d; m_valueType = typeof(Double[]); m_value = GetSystemArray(property.Value); } else if (m_assetProperty is AssetPropertyDoubleArray3d) { AssetPropertyDoubleArray3d property = m_assetProperty as AssetPropertyDoubleArray3d; m_valueType = typeof(Double[]); m_value = GetSystemArray(property.Value); } else if (m_assetProperty is AssetPropertyDoubleArray4d) { AssetPropertyDoubleArray4d property = m_assetProperty as AssetPropertyDoubleArray4d; m_valueType = typeof(Double[]); m_value = GetSystemArray(property.Value); } else if (m_assetProperty is AssetPropertyDoubleMatrix44) { AssetPropertyDoubleMatrix44 property = m_assetProperty as AssetPropertyDoubleMatrix44; m_valueType = typeof(Double[]); m_value = GetSystemArray(property.Value); } else if (m_assetProperty is AssetPropertyEnum) { AssetPropertyEnum property = m_assetProperty as AssetPropertyEnum; m_valueType = typeof(int); m_value = property.Value; } else if (m_assetProperty is AssetPropertyFloat) { AssetPropertyFloat property = m_assetProperty as AssetPropertyFloat; m_valueType = typeof(float); m_value = property.Value; } else if (m_assetProperty is AssetPropertyInteger) { AssetPropertyInteger property = m_assetProperty as AssetPropertyInteger; m_valueType = typeof(int); m_value = property.Value; } else if (m_assetProperty is AssetPropertyReference) { AssetPropertyReference property = m_assetProperty as AssetPropertyReference; m_valueType = typeof(String); m_value = property.Type; } else if (m_assetProperty is AssetPropertyString) { AssetPropertyString property = m_assetProperty as AssetPropertyString; m_valueType = typeof(String); m_value = property.Value; } else if (m_assetProperty is AssetPropertyTime) { AssetPropertyTime property = m_assetProperty as AssetPropertyTime; m_valueType = typeof(DateTime); m_value = property.Value; } else { return(null); } } catch { return(null); } return(m_value); }
private void LogMaterial(AssetProperty asset, StringBuilder log, string t = null) { if (asset == null) { return; } log.Append(t + "Asset.Type:" + asset.Type.ToString() + "::" + asset.Name + "="); switch (asset.Type) { case AssetPropertyType.APT_Asset: Asset a = asset as Asset; log.Append("Asset,Size:" + a.Size + "\n"); for (int i = 0; i < a.Size; i++) { LogMaterial(a[i], log, t + "\t"); } break; case AssetPropertyType.APT_Boolean: AssetPropertyBoolean ab = asset as AssetPropertyBoolean; log.Append(ab.Value + "\n"); break; case AssetPropertyType.APT_Distance: AssetPropertyDistance ad = asset as AssetPropertyDistance; log.Append(ad.Value + "\n"); break; case AssetPropertyType.APT_Double: AssetPropertyDouble ado = asset as AssetPropertyDouble; log.Append(ado.Value + "\n"); break; case AssetPropertyType.APT_Double44: break; case AssetPropertyType.APT_DoubleArray2d: AssetPropertyDoubleArray2d ado2 = asset as AssetPropertyDoubleArray2d; log.Append(ado2.Value.get_Item(0) + "," + ado2.Value.get_Item(1) + "\n"); break; case AssetPropertyType.APT_DoubleArray3d: AssetPropertyDoubleArray3d ado3 = asset as AssetPropertyDoubleArray3d; log.Append(ado3.Value.get_Item(0) + "," + ado3.Value.get_Item(1) + "," + ado3.Value.get_Item(2) + "\n"); break; case AssetPropertyType.APT_DoubleArray4d: AssetPropertyDoubleArray4d ado4 = asset as AssetPropertyDoubleArray4d; log.Append(ado4.Value.get_Item(0) + "," + ado4.Value.get_Item(1) + "," + ado4.Value.get_Item(2) + "," + ado4.Value.get_Item(3) + "\n"); break; case AssetPropertyType.APT_Enum: AssetPropertyEnum ae = asset as AssetPropertyEnum; log.Append(ae.Value + "\n"); break; case AssetPropertyType.APT_Float: AssetPropertyFloat af = asset as AssetPropertyFloat; log.Append(af.Value + "\n"); break; case AssetPropertyType.APT_FloatArray: IList <float> lf = (asset as AssetPropertyFloatArray).GetValue(); foreach (float f in lf) { log.Append(f + ","); } log.Append("\n"); break; case AssetPropertyType.APT_Int64: AssetPropertyInt64 ai6 = asset as AssetPropertyInt64; log.Append(ai6.Value + "\n"); break; case AssetPropertyType.APT_Integer: AssetPropertyInteger ai = asset as AssetPropertyInteger; log.Append(ai.Value + "\n"); break; case AssetPropertyType.APT_List: break; case AssetPropertyType.APT_Properties: AssetProperties ap = asset as AssetProperties; log.Append("AssetProperties,Count:" + ap.Size + "\n"); for (int i = 0; i < ap.Size; i++) { LogMaterial(ap[i], log, t + "\t"); } break; case AssetPropertyType.APT_Reference: break; case AssetPropertyType.APT_String: AssetPropertyString _as = asset as AssetPropertyString; log.Append(_as.Value + "\n"); break; case AssetPropertyType.APT_Time: AssetPropertyTime at = asset as AssetPropertyTime; log.Append(at.Value + "\n"); break; case AssetPropertyType.APT_UInt64: AssetPropertyUInt64 aiu6 = asset as AssetPropertyUInt64; log.Append(aiu6.Value + "\n"); break; case AssetPropertyType.APT_Unknown: log.Append("\n"); break; default: log.Append("\n"); break; } foreach (Asset _a in asset.GetAllConnectedProperties()) { log.Append(t + "GetAllConnectedProperties:\n"); LogMaterial(_a, log, t + "\t"); } }
// public void OnDaylightPortal(DaylightPortalNode node) //{ // Like RPCs, Daylight Portals too have their assets available only. // THere is no other public API for them currently available. // return; //} public void OnMaterial(MaterialNode node) { materialNode = node; MessageBuffer mb = new MessageBuffer(); mb.add(node.MaterialId.IntegerValue); mb.add(node.NodeName); mb.add(node.Color); mb.add((byte)(((100 - (node.Transparency)) / 100.0) * 255)); Asset asset; if (node.HasOverriddenAppearance) { asset = node.GetAppearanceOverride(); } else { asset = node.GetAppearance(); } String textureName = ""; AssetProperties properties = asset as AssetProperties; for (int index = 0; index < asset.Size; index++) { if (properties[index].Type == AssetPropertyType.Reference) { AssetPropertyReference e = properties[index] as AssetPropertyReference; if (e != null) { AssetProperty p = e.GetConnectedProperty(0); if (p.Type == AssetPropertyType.Asset) { Asset a = p as Asset; if (a != null) { Boolean foundValidTexture = false; AssetProperties prop = a as AssetProperties; for (int ind = 0; ind < a.Size; ind++) { if (prop[ind].Name == "unifiedbitmap_Bitmap") { AssetPropertyString ps = prop[ind] as AssetPropertyString; if (ps.Value != "") { textureName = ps.Value; foundValidTexture = true; } } if (prop[ind].Name == "texture_URepeat") { AssetPropertyBoolean ps = prop[ind] as AssetPropertyBoolean; if (foundValidTexture) { } //textureName = ps.Value; } if (prop[ind].Name == "texture_VRepeat") { AssetPropertyBoolean ps = prop[ind] as AssetPropertyBoolean; if (foundValidTexture) { } } } } } } } } mb.add(textureName); OpenCOVERPlugin.COVER.Instance.sendMessage(mb.buf, OpenCOVERPlugin.COVER.MessageTypes.NewMaterial); return; }
public void ReadAssetProperty(AssetProperty prop, StreamWriter objWriter) { switch (prop.Type) { // Retrieve the value from simple type property is easy. // for example, retrieve bool property value. #if _Revit2018 case AssetPropertyType.Integer: #else case AssetPropertyType.APT_Integer: #endif var AssetPropertyInt = prop as AssetPropertyInteger; objWriter.WriteLine(_priexFix + AssetPropertyInt.Name + "= " + AssetPropertyInt.Value); break; #if _Revit2018 case AssetPropertyType.Distance: #else case AssetPropertyType.APT_Distance: #endif var AssetPropertyDistance = prop as AssetPropertyDistance; objWriter.WriteLine(_priexFix + AssetPropertyDistance.Name + "= " + AssetPropertyDistance.Value); break; #if _Revit2018 case AssetPropertyType.Float: #else case AssetPropertyType.APT_Float: #endif var assFlot = prop as AssetPropertyFloat; objWriter.WriteLine(_priexFix + assFlot.Name + "= " + assFlot.Value); break; #if _Revit2018 case AssetPropertyType.Double1: #else case AssetPropertyType.APT_Double: #endif var AssetPropertyDouble = prop as AssetPropertyDouble; objWriter.WriteLine(_priexFix + AssetPropertyDouble.Name + "= " + AssetPropertyDouble.Value); break; #if _Revit2018 case AssetPropertyType.Double2: #else case AssetPropertyType.APT_DoubleArray2d: #endif var AssetPropertyDoubleArray2d = prop as AssetPropertyDoubleArray2d; string msg = AssetPropertyDoubleArray2d.Value.Cast <double>().Aggregate(string.Empty, (current, v) => current + (v + ", ")); objWriter.WriteLine(_priexFix + AssetPropertyDoubleArray2d.Name + "= " + msg); break; #if _Revit2018 case AssetPropertyType.Double3: var arr3d = prop as AssetPropertyDoubleArray3d; msg = arr3d.GetValueAsDoubles().Cast <double>().Aggregate(string.Empty, (current, v) => current + (v + ", ")); #else case AssetPropertyType.APT_DoubleArray3d: var arr3d = prop as AssetPropertyDoubleArray3d; msg = arr3d.Value.Cast <double>().Aggregate(string.Empty, (current, v) => current + (v + ", ")); #endif objWriter.WriteLine(_priexFix + arr3d.Name + "= " + msg); break; #if _Revit2018 case AssetPropertyType.Double4: var arr4d = prop as AssetPropertyDoubleArray4d; msg = arr4d.GetValueAsDoubles().Cast <double>().Aggregate(string.Empty, (current, v) => current + (v + ", ")); #else case AssetPropertyType.APT_DoubleArray4d: var arr4d = prop as AssetPropertyDoubleArray4d; msg = arr4d.Value.Cast <double>().Aggregate(string.Empty, (current, v) => current + (v + ", ")); #endif objWriter.WriteLine(_priexFix + arr4d.Name + "= " + msg); break; #if _Revit2018 case AssetPropertyType.String: #else case AssetPropertyType.APT_String: #endif AssetPropertyString val = prop as AssetPropertyString; objWriter.WriteLine(_priexFix + val.Name + "= " + val.Value); break; #if _Revit2018 case AssetPropertyType.Boolean: #else case AssetPropertyType.APT_Boolean: #endif AssetPropertyBoolean boolProp = prop as AssetPropertyBoolean; objWriter.WriteLine(_priexFix + boolProp.Name + "= " + boolProp.Value); break; // When you retrieve the value from the data array property, // you may need to get which value the property stands for. // for example, the APT_Double44 may be a transform data. #if _Revit2018 case AssetPropertyType.Double44: #else case AssetPropertyType.APT_Double44: #endif AssetPropertyDoubleArray4d transformProp = prop as AssetPropertyDoubleArray4d; objWriter.WriteLine(_priexFix + transformProp.Name + "= " + transformProp.Value); break; // The APT_List contains a list of sub asset properties with same type. #if _Revit2018 case AssetPropertyType.List: #else case AssetPropertyType.APT_List: #endif AssetPropertyList propList = prop as AssetPropertyList; IList <AssetProperty> subProps = propList.GetValue(); if (subProps.Count == 0) { break; } objWriter.WriteLine(_priexFix + propList.Name + " as propList"); _priexFix += "\t"; foreach (var ap in subProps) { ReadAssetProperty(ap, objWriter); } _priexFix = _priexFix.Substring(0, _priexFix.Length - 1); break; #if _Revit2018 case AssetPropertyType.Asset: #else case AssetPropertyType.APT_Asset: #endif Asset propAsset = prop as Asset; objWriter.WriteLine(_priexFix + propAsset.Name + " as Asset"); ReadAsset(propAsset, objWriter); break; #if _Revit2018 case AssetPropertyType.Enumeration: #else case AssetPropertyType.APT_Enum: #endif var propEnum = prop as AssetPropertyEnum; objWriter.WriteLine(_priexFix + propEnum.Name + "= " + propEnum.Value); break; #if _Revit2018 case AssetPropertyType.Reference: #else case AssetPropertyType.APT_Reference: #endif var propRef = prop as AssetPropertyReference; objWriter.WriteLine(_priexFix + prop.Name + " as propReference"); break; default: objWriter.WriteLine(_priexFix + "居然有啥都不是类型的" + prop.Type); break; } // Get the connected properties. // please notice that the information of many texture stores here. if (prop.NumberOfConnectedProperties == 0) { return; } objWriter.WriteLine(_priexFix + "Connected Property: "); _priexFix += "\t"; foreach (AssetProperty connectedProp in prop.GetAllConnectedProperties()) { // Note: Usually, the connected property is an Asset. ReadAssetProperty(connectedProp, objWriter); } _priexFix = _priexFix.Substring(0, _priexFix.Length - 1); }
/// <summary> /// 读取Asset中的各种属性 /// </summary> /// <param name="prop"></param> /// <param name="ttrgb"></param> public void ReadAssetProperty(AssetProperty prop, string ttrgb) { switch (prop.Type) { #if R2016 case AssetPropertyType.APT_Integer: #elif R2018 case AssetPropertyType.Integer: #endif var AssetPropertyInt = prop as AssetPropertyInteger; break; #if R2016 case AssetPropertyType.APT_Distance: #elif R2018 case AssetPropertyType.Distance: #endif var AssetPropertyDistance = prop as AssetPropertyDistance; break; #if R2016 case AssetPropertyType.APT_Double: #elif R2018 case AssetPropertyType.Double1: #endif var AssetPropertyDouble = prop as AssetPropertyDouble; break; #if R2016 case AssetPropertyType.APT_DoubleArray2d: #elif R2018 case AssetPropertyType.Double2: #endif var AssetPropertyDoubleArray2d = prop as AssetPropertyDoubleArray2d; break; #if R2016 case AssetPropertyType.APT_DoubleArray4d: #elif R2018 case AssetPropertyType.Double4: #endif var AssetPropertyDoubleArray4d = prop as AssetPropertyDoubleArray4d; break; #if R2016 case AssetPropertyType.APT_String: #elif R2018 case AssetPropertyType.String: #endif AssetPropertyString val = prop as AssetPropertyString; if (val.Name == "unifiedbitmap_Bitmap" && val.Value != "") { map.Add(ttrgb); map.Add(val.Value.Trim().Replace("\\", "")); } break; #if R2016 case AssetPropertyType.APT_Boolean: #elif R2018 case AssetPropertyType.Boolean: #endif AssetPropertyBoolean boolProp = prop as AssetPropertyBoolean; break; #if R2016 case AssetPropertyType.APT_Double44: #elif R2018 case AssetPropertyType.Double44: #endif AssetPropertyDoubleArray4d transformProp = prop as AssetPropertyDoubleArray4d; #if R2016 DoubleArray tranformValue = transformProp.Value; #elif R2018 DoubleArray tranformValue = (DoubleArray)transformProp.GetValueAsDoubles(); #endif break; //APT_Lis包含了一系列的子属性值 #if R2016 case AssetPropertyType.APT_List: #elif R2018 case AssetPropertyType.List: #endif AssetPropertyList propList = prop as AssetPropertyList; IList <AssetProperty> subProps = propList.GetValue(); if (subProps.Count == 0) { break; } switch (subProps[0].Type) { #if R2016 case AssetPropertyType.APT_Integer: #elif R2018 case AssetPropertyType.Integer: #endif foreach (AssetProperty subProp in subProps) { AssetPropertyInteger intProp = subProp as AssetPropertyInteger; int intValue = intProp.Value; } break; #if R2016 case AssetPropertyType.APT_String: #elif R2018 case AssetPropertyType.String: #endif foreach (AssetProperty subProp in subProps) { AssetPropertyString intProp = subProp as AssetPropertyString; string intValue = intProp.Value; if (intProp.Name == "unifiedbitmap_Bitmap" && intProp.Value != "") { map.Add(ttrgb); map.Add(intProp.Value.Trim().Replace("\\", "")); } } break; } break; #if R2016 case AssetPropertyType.APT_Asset: #elif R2018 case AssetPropertyType.Asset: #endif Asset propAsset = prop as Asset; for (int i = 0; i < propAsset.Size; i++) { ReadAssetProperty(propAsset[i], ttrgb); } break; #if R2016 case AssetPropertyType.APT_Reference: #elif R2018 case AssetPropertyType.Reference: #endif break; default: break; } //遍历连接属性,一般位图信息存储在这里 if (prop.NumberOfConnectedProperties == 0) { return; } foreach (AssetProperty connectedProp in prop.GetAllConnectedProperties()) { ReadAssetProperty(connectedProp, ttrgb); } }
public void ReadAssetProperty(AssetProperty prop, StreamWriter objWriter) { switch (prop.Type) { // Retrieve the value from simple type property is easy. // for example, retrieve bool property value. #if R2016 case AssetPropertyType.APT_Integer: #elif R2018 case AssetPropertyType.Integer: #endif var AssetPropertyInt = prop as AssetPropertyInteger; objWriter.WriteLine(AssetPropertyInt.Name + "= " + AssetPropertyInt.Value.ToString() + ";" + AssetPropertyInt.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_Distance: #elif R2018 case AssetPropertyType.Distance: #endif var AssetPropertyDistance = prop as AssetPropertyDistance; objWriter.WriteLine(AssetPropertyDistance.Name + "= " + AssetPropertyDistance.Value + ";" + AssetPropertyDistance.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_Double: #elif R2018 case AssetPropertyType.Double1: #endif var AssetPropertyDouble = prop as AssetPropertyDouble; objWriter.WriteLine(AssetPropertyDouble.Name + "= " + AssetPropertyDouble.Value.ToString() + ";" + AssetPropertyDouble.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_DoubleArray2d: #elif R2018 case AssetPropertyType.Double2: #endif var AssetPropertyDoubleArray2d = prop as AssetPropertyDoubleArray2d; objWriter.WriteLine(AssetPropertyDoubleArray2d.Name + "= " + AssetPropertyDoubleArray2d.Value.ToString() + ";" + AssetPropertyDoubleArray2d.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_DoubleArray4d: #elif R2018 case AssetPropertyType.Double4: #endif var AssetPropertyDoubleArray4d = prop as AssetPropertyDoubleArray4d; objWriter.WriteLine(AssetPropertyDoubleArray4d.Name + "= " + AssetPropertyDoubleArray4d.Value.ToString() + ";" + AssetPropertyDoubleArray4d.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_String: #elif R2018 case AssetPropertyType.String: #endif AssetPropertyString val = prop as AssetPropertyString; objWriter.WriteLine(val.Name + "= " + val.Value + ";" + val.IsReadOnly.ToString()); break; #if R2016 case AssetPropertyType.APT_Boolean: #elif R2018 case AssetPropertyType.Boolean: #endif AssetPropertyBoolean boolProp = prop as AssetPropertyBoolean; objWriter.WriteLine(boolProp.Name + "= " + boolProp.Value.ToString() + ";" + boolProp.IsReadOnly.ToString()); break; // When you retrieve the value from the data array property, // you may need to get which value the property stands for. // for example, the APT_Double44 may be a transform data. #if R2016 case AssetPropertyType.APT_Double44: #elif R2018 case AssetPropertyType.Double44: #endif AssetPropertyDoubleArray4d transformProp = prop as AssetPropertyDoubleArray4d; DoubleArray tranformValue = transformProp.Value; objWriter.WriteLine(transformProp.Name + "= " + transformProp.Value.ToString() + ";" + tranformValue.IsReadOnly.ToString()); break; // The APT_List contains a list of sub asset properties with same type. #if R2016 case AssetPropertyType.APT_List: #elif R2018 case AssetPropertyType.List: #endif AssetPropertyList propList = prop as AssetPropertyList; IList <AssetProperty> subProps = propList.GetValue(); if (subProps.Count == 0) { break; } switch (subProps[0].Type) { #if R2016 case AssetPropertyType.APT_Integer: #elif R2018 case AssetPropertyType.Integer: #endif foreach (AssetProperty subProp in subProps) { AssetPropertyInteger intProp = subProp as AssetPropertyInteger; int intValue = intProp.Value; objWriter.WriteLine(intProp.Name + "= " + intProp.Value.ToString() + ";" + intProp.IsReadOnly.ToString()); } break; #if R2016 case AssetPropertyType.APT_String: #elif R2018 case AssetPropertyType.String: #endif foreach (AssetProperty subProp in subProps) { AssetPropertyString intProp = subProp as AssetPropertyString; string intValue = intProp.Value; objWriter.WriteLine(intProp.Name + "= " + intProp.Value.ToString() + ";" + intProp.IsReadOnly.ToString()); } break; } break; #if R2016 case AssetPropertyType.APT_Asset: #elif R2018 case AssetPropertyType.Asset: #endif Asset propAsset = prop as Asset; for (int i = 0; i < propAsset.Size; i++) { ReadAssetProperty(propAsset[i], objWriter); } break; #if R2016 case AssetPropertyType.APT_Reference: #elif R2018 case AssetPropertyType.Reference: #endif break; default: objWriter.WriteLine("居然有啥都不是类型的" + prop.Type.ToString()); break; } // Get the connected properties. // please notice that the information of many texture stores here. if (prop.NumberOfConnectedProperties == 0) { return; } foreach (AssetProperty connectedProp in prop.GetAllConnectedProperties()) { ReadAssetProperty(connectedProp, objWriter); } }