void Start() { ConfigureLucene(); //get prefabs var toIndex = PoolManager.SpawnablePrefabs.Select(DevSpawnerDocument.ForPrefab).ToList(); //get unicloths TextAsset asset = Resources.Load(Path.Combine("metadata", "hier")) as TextAsset; if (asset != null) { var unicloths = asset.text .Split('\n') //filter by things allowed to spawn .Where(str => str.Contains(UniItemUtils.BagHierIdentifier) || str.Contains(UniItemUtils.HeadsetHierIdentifier) || str.Contains(UniItemUtils.ClothingHierIdentifier) || str.Contains(UniItemUtils.BackPackHierIdentifier)) .Select(str => str.Trim()) .Select(DevSpawnerDocument.ForUniCloth) .ToList(); toIndex.AddRange(unicloths); } else { Logger.LogError("Unable to load unicloths from metadata/hier directory. They will be unavailable" + " in the dev spawner."); } //start indexing StartCoroutine(lucene.IndexCoroutine(toIndex)); }
void Start() { ConfigureLucene(); //get prefabs var toIndex = Spawn.SpawnablePrefabs().Select(DevSpawnerDocument.ForPrefab).ToList(); //start indexing StartCoroutine(lucene.IndexCoroutine(toIndex)); }
void Start() { ConfigureLucene(); //get prefabs var toIndex = Spawn.SpawnablePrefabs().Select(DevSpawnerDocument.ForPrefab).ToList(); //get clothing foreach (var clothData in Spawn.AllClothData) { toIndex.Add(DevSpawnerDocument.ForClothing(clothData)); } //start indexing StartCoroutine(lucene.IndexCoroutine(toIndex)); }
void Start() { ConfigureLucene(); //get prefabs var toIndex = PoolManager.SpawnablePrefabs.Select(DevSpawnerDocument.ForPrefab).ToList(); //get clothing var data = Resources.FindObjectsOfTypeAll <ClothingData>(); //force clothfactory to load all clothing data foreach (var clothData in data) { if (!ClothFactory.Instance.ClothingStoredData.ContainsKey(clothData.name)) { ClothFactory.Instance.ClothingStoredData.Add(clothData.name, clothData); } toIndex.Add(DevSpawnerDocument.ForClothing(clothData)); } //start indexing StartCoroutine(lucene.IndexCoroutine(toIndex)); }