示例#1
0
        public static void Generate()
        {
            var    projectPath         = Directory.GetParent(Application.dataPath); // Strips off Assets
            string projectName         = projectPath.Name;
            string projectLocationPath = Directory.GetParent(projectPath.FullName).FullName;

            using (var writer = new ConstantsWriter(projectName,
                                                    extension: ".sublime-project",
                                                    spacesPerIndent: 2,
                                                    path: projectLocationPath)) {
                writer.WriteLine("{"); // open main
                writer.Indent();

                writer.WriteLine("\"folders\":");
                writer.WriteLine("[ {{ \"folder_exclude_patterns\": [ \"{0}{1}Library\" ]", projectName, Path.DirectorySeparatorChar);
                writer.Indent();
                writer.WriteLine(", \"file_exclude_patterns\": [ \"*.meta\" ]");
                writer.WriteLine(", \"path\": \".\"");
                writer.WriteLine("}"); // close folder_exclude_patterns
                writer.UnIndent();

                writer.WriteLine("]"); // close folders
                writer.WriteLine(", \"solution_file\": \"{0}{1}{0}.sln\"", projectName, Path.DirectorySeparatorChar);
                writer.UnIndent();
                writer.WriteLine("}"); // close main
            }
        }
        public static void Generate()
        {
            var projectPath = Directory.GetParent(Application.dataPath); // Strips off Assets
            string projectName = projectPath.Name;
            string projectLocationPath = Directory.GetParent(projectPath.FullName).FullName;
            using (var writer = new ConstantsWriter(projectName,
                                                    extension: ".sublime-project",
                                                    spacesPerIndent: 2,
                                                    path: projectLocationPath)) {
                writer.WriteLine("{"); // open main
                writer.Indent();

                writer.WriteLine("\"folders\":");
                writer.WriteLine("[ {{ \"folder_exclude_patterns\": [ \"{0}{1}Library\" ]", projectName, Path.DirectorySeparatorChar);
                writer.Indent();
                writer.WriteLine(", \"file_exclude_patterns\": [ \"*.meta\" ]");
                writer.WriteLine(", \"path\": \".\"");
                writer.WriteLine("}"); // close folder_exclude_patterns
                writer.UnIndent();

                writer.WriteLine("]"); // close folders
                writer.WriteLine(", \"solution_file\": \"{0}{1}{0}.sln\"", projectName, Path.DirectorySeparatorChar);
                writer.UnIndent();
                writer.WriteLine("}"); // close main
            }
            SyncMonoDevelop();
        }
 public static void Generate()
 {
     using (var writer = new ConstantsWriter(_name)) {
         writer.WriteLine("namespace UnityAnimationConstants {");
         writer.Indent();
         foreach (var animatorToParams in AnimatorsToParameters)
         {
             var animatorName = ConstantsWriter.MakeSafeForCode(animatorToParams.Key);
             writer.WriteLine("namespace {0} {1}", animatorName, "{");
             writer.Indent();
             writer.WriteLine("public static class Parameters {");
             writer.Indent();
             foreach (var param in animatorToParams.Value)
             {
                 writer.WriteLine("public const int {0} = {1};",
                                  ConstantsWriter.MakeSafeForCode(param.name),
                                  param.nameHash);
             }
             writer.UnIndent();
             writer.WriteLine("}");
             writer.UnIndent();
             writer.WriteLine("}");
         }
         writer.UnIndent();
         writer.WriteLine("}");
     }
 }
 public static void Generate()
 {
     using (var writer = new ConstantsWriter(_name)) {
         writer.WriteLine("namespace UnityAudioConstants {");
         writer.Indent();
         foreach (var mixerToParams in MixersToParameterNames)
         {
             var mixerName = ConstantsWriter.MakeSafeForCode(mixerToParams.Key);
             writer.WriteLine("namespace {0} {1}", mixerName, "{");
             writer.Indent();
             writer.WriteLine("public static class ExposedAudioParameters {");
             writer.Indent();
             foreach (var paramName in mixerToParams.Value)
             {
                 writer.WriteLine("public const string {0} = \"{1}\";",
                                  ConstantsWriter.MakeSafeForCode(paramName),
                                  paramName);
             }
             writer.UnIndent();
             writer.WriteLine("}");
             writer.UnIndent();
             writer.WriteLine("}");
         }
         writer.UnIndent();
         writer.WriteLine("}");
     }
 }
        public static void Generate () {
            using (var writer = new ConstantsWriter(_name)) {
                writer.WriteLine("namespace UnityAnimationConstants {");
                writer.Indent();
                foreach (var animatorToParams in AnimatorsToParameters) {
                    var animatorName = ConstantsWriter.MakeSafeForCode(animatorToParams.Key);
                    writer.WriteLine("namespace {0} {1}", animatorName, "{");
                    writer.Indent();
                    writer.WriteLine("public static class Parameters {");
                    writer.Indent();
                    foreach (var param in animatorToParams.Value) {
                        writer.WriteLine("public const int {0} = {1};",
                                         ConstantsWriter.MakeSafeForCode(param.name),
                                         param.nameHash);
                    }
                    writer.UnIndent();
                    writer.WriteLine("}");
                    writer.UnIndent();
                    writer.WriteLine("}");
                }
                writer.UnIndent();
                writer.WriteLine("}");
            }

        }
示例#6
0
        public static void Generate()
        {
            var    projectPath         = Directory.GetParent(Application.dataPath); // Strips off Assets
            string projectLocationPath = Directory.GetParent(projectPath.FullName).FullName;

            using (var writer = new ConstantsWriter("",
                                                    extension: ".gitignore",
                                                    spacesPerIndent: 2,
                                                    path: projectLocationPath,
                                                    includeHeader: false)) {
                writer.WriteLine("# =============== #");
                writer.WriteLine("# Unity generated #");
                writer.WriteLine("# =============== #");
                writer.WriteLine();
                writer.WriteLine("*/[Ll]ibrary/");
                writer.WriteLine("*/[Tt]emp/");
                writer.WriteLine("*/[Oo]bj/");
                writer.WriteLine("*/[Bb]uild/");
                writer.WriteLine();
                writer.WriteLine("#Unity3D Generated File On Crash Reports");
                writer.WriteLine("sysinfo.txt");
                writer.WriteLine();
                writer.WriteLine("# ===================================== #");
                writer.WriteLine("# Visual Studio / MonoDevelop generated #");
                writer.WriteLine("# ===================================== #");
                writer.WriteLine("ExportedObj/");
                writer.WriteLine("*.svd");
                writer.WriteLine("*.userprefs");
                writer.WriteLine("*.csproj");
                writer.WriteLine("*.pidb");
                writer.WriteLine("*.suo");
                writer.WriteLine("*.sln");
                writer.WriteLine("*.user");
                writer.WriteLine("*.unityproj");
                writer.WriteLine("*.booproj");
                writer.WriteLine();
                writer.WriteLine("# ============ #");
                writer.WriteLine("# OS generated #");
                writer.WriteLine("# ============ #");
                writer.WriteLine(".DS_Store");
                writer.WriteLine(".DS_Store?");
                writer.WriteLine("._*");
                writer.WriteLine(".Spotlight-V100");
                writer.WriteLine(".Trashes");
                writer.WriteLine("Icon\r\r");
                writer.WriteLine("ehthumbs.db");
                writer.WriteLine("Thumbs.db");
                writer.WriteLine();
                writer.WriteLine("*.sublime-workspace");
                writer.WriteLine("*.sublime-project");
            }
        }
示例#7
0
 public static void Generate()
 {
     var projectPath = Directory.GetParent(Application.dataPath); // Strips off Assets
     string projectLocationPath = Directory.GetParent(projectPath.FullName).FullName;
     using (var writer = new ConstantsWriter("",
                                             extension: ".gitignore",
                                             spacesPerIndent: 2,
                                             path: projectLocationPath,
                                             includeHeader: false)) {
         writer.WriteLine("# =============== #");
         writer.WriteLine("# Unity generated #");
         writer.WriteLine("# =============== #");
         writer.WriteLine();
         writer.WriteLine("*/[Ll]ibrary/");
         writer.WriteLine("*/[Tt]emp/");
         writer.WriteLine("*/[Oo]bj/");
         writer.WriteLine("*/[Bb]uild/");
         writer.WriteLine();
         writer.WriteLine("#Unity3D Generated File On Crash Reports");
         writer.WriteLine("sysinfo.txt");
         writer.WriteLine();
         writer.WriteLine("# ===================================== #");
         writer.WriteLine("# Visual Studio / MonoDevelop generated #");
         writer.WriteLine("# ===================================== #");
         writer.WriteLine("ExportedObj/");
         writer.WriteLine("*.svd");
         writer.WriteLine("*.userprefs");
         writer.WriteLine("*.csproj");
         writer.WriteLine("*.pidb");
         writer.WriteLine("*.suo");
         writer.WriteLine("*.sln");
         writer.WriteLine("*.user");
         writer.WriteLine("*.unityproj");
         writer.WriteLine("*.booproj");
         writer.WriteLine();
         writer.WriteLine("# ============ #");
         writer.WriteLine("# OS generated #");
         writer.WriteLine("# ============ #");
         writer.WriteLine(".DS_Store");
         writer.WriteLine(".DS_Store?");
         writer.WriteLine("._*");
         writer.WriteLine(".Spotlight-V100");
         writer.WriteLine(".Trashes");
         writer.WriteLine("Icon\r\r");
         writer.WriteLine("ehthumbs.db");
         writer.WriteLine("Thumbs.db");
         writer.WriteLine();
         writer.WriteLine("*.sublime-workspace");
         writer.WriteLine("*.sublime-project");
     }
 }
        public static void Generate()
        {
            using (var writer = new ConstantsWriter(_name)) {
                writer.WriteLine("namespace " + _name + " {"); // open namespace
                writer.Indent();

                writer.WriteLine("public static class Players {"); // open players
                writer.Indent();
                foreach (var playerIdToName in PlayerIdsToNames) {
                    int playerId = playerIdToName.Key;
                    string playerName = playerIdToName.Value;
                    writer.WriteLine("public const int {0} = {1};",
                                     ConstantsWriter.MakeSafeForCode(playerName),
                                     playerId);
                }
                writer.UnIndent();
                writer.WriteLine("}"); // close players

                writer.WriteLine();

                writer.WriteLine("public static class Actions {"); // open actions
                writer.Indent();
                foreach (var categoryToActions in CategoriesToActions) {
                    var category = categoryToActions.Key;
                    var actions = categoryToActions.Value;
                    writer.WriteLine();
                    WriteCategorySummary(writer, category);
                    writer.WriteLine("public static class " + category.name + " {"); // open category
                    writer.Indent();
                    foreach (var action in actions) {
                        writer.WriteLine();
                        WriteActionSummary(writer, action);
                        writer.WriteLine("public const int {0} = {1};",
                                         ConstantsWriter.MakeSafeForCode(action.name),
                                         action.id);
                    }
                    writer.UnIndent();
                    writer.WriteLine("}"); // close category
                    writer.UnIndent();
                    writer.WriteLine("}"); // close actions
                }
                writer.UnIndent();
                writer.Write("}"); // close namespace
            }
        }
 private static void WriteCategorySummary(ConstantsWriter writer, InputCategory ic)
 {
     writer.WriteLine("/// <summary>");
     writer.WriteLine("/// Descriptive Name: {0}", ic.descriptiveName);
     writer.WriteLine("/// ID: {0}", ic.id);
     writer.WriteLine("/// </summary>");
 }
 private static void WriteActionSummary(ConstantsWriter writer, InputAction action)
 {
     writer.WriteLine("/// <summary>");
     writer.WriteLine("/// Descriptive Name: {0}", action.descriptiveName);
     writer.WriteLine("/// Type: {0}", action.type);
     if (action.type == InputActionType.Axis) {
         writer.WriteLine("/// Positive Axis: {0}", action.positiveDescriptiveName);
         writer.WriteLine("/// Negative Axis: {0}", action.negativeDescriptiveName);
     }
     writer.WriteLine("/// </summary>");
 }
        public static void Generate () {
            using (var writer = new ConstantsWriter(_name)) {
                writer.WriteLine("namespace " + _name + " {"); // open namespace
                writer.Indent();

                writer.WriteLine("public static class Levels {"); // open levels
                writer.Indent();
                foreach (var sceneIdToName in SceneIdsToNames) {
                    var id = sceneIdToName.Key;
                    var name = sceneIdToName.Value;
                    writer.WriteLine("public const int {0} = {1};",
                                     ConstantsWriter.MakeSafeForCode(name),
                                     id);
                }

                writer.WriteLine("public enum E {"); // open levels enum
                writer.Indent();
                foreach (var sceneIdToName in SceneIdsToNames) {
                    var id = sceneIdToName.Key;
                    var name = sceneIdToName.Value;
                    writer.WriteLine("{0} = {1},",
                                     ConstantsWriter.MakeSafeForCode(name),
                                     id);
                }
                writer.UnIndent();
                writer.WriteLine("};"); // close levels enum
                writer.WriteLine();

                writer.UnIndent();
                writer.WriteLine("}"); // close levels

                writer.WriteLine();



                // Write out the tags
                writer.WriteLine("public static class Tags {");
                writer.Indent();
                foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags) {
                    writer.WriteLine("/// <summary>");
                    writer.WriteLine("/// Name of tag '{0}'.", tag);
                    writer.WriteLine("/// </summary>");
                    writer.WriteLine("public const string {0} = \"{1}\";", ConstantsWriter.MakeSafeForCode(tag), tag);
                }
                writer.UnIndent();
                writer.WriteLine("}");
                writer.WriteLine();

                // Write out sorting layers
                // var sortingLayerNames = UnityToolbag.SortingLayerHelper.sortingLayerNames;
                // if (sortingLayerNames != null) {
                //     writer.WriteLine("public static class SortingLayers {");
                //     writer.Indent();
                //     foreach (var name in sortingLayerNames) {
                //         int id = UnityToolbag.SortingLayerHelper.GetSortingLayerIDForName(name);
                //         writer.WriteLine("/// <summary>");
                //         writer.WriteLine("/// ID of sorting layer '{0}'.", name);
                //         writer.WriteLine("/// </summary>");
                //         writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(name), id);
                //     }
                //     writer.UnIndent();
                //     writer.WriteLine("}");
                //     writer.WriteLine();
                // }

                // Write out layers
                writer.WriteLine("public static class Layers {");
                writer.Indent();
                for (int i = 0; i < 32; i++) {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer)) {
                        writer.WriteLine("/// <summary>");
                        writer.WriteLine("/// Index of layer '{0}'.", layer);
                        writer.WriteLine("/// </summary>");
                        writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(layer), i);
                    }
                }
                writer.WriteLine();
                for (int i = 0; i < 32; i++) {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer)) {
                        writer.WriteLine("/// <summary>");
                        writer.WriteLine("/// Bitmask of layer '{0}'.", layer);
                        writer.WriteLine("/// </summary>");
                        writer.WriteLine("public const int {0}Mask = 1 << {1};", ConstantsWriter.MakeSafeForCode(layer), i);
                    }
                }
                writer.UnIndent();
                writer.WriteLine("}");
                writer.WriteLine();

                writer.UnIndent();
                writer.Write("}"); // close namespace
            }
        }
示例#12
0
        public static void Generate()
        {
            using (var writer = new ConstantsWriter(_name)) {
                writer.WriteLine("namespace " + _name + " {"); // open namespace
                writer.Indent();

                writer.WriteLine("public static class Levels {"); // open levels
                writer.Indent();
                foreach (var sceneIdToName in SceneIdsToNames)
                {
                    var id   = sceneIdToName.Key;
                    var name = sceneIdToName.Value;
                    writer.WriteLine("public const int {0} = {1};",
                                     ConstantsWriter.MakeSafeForCode(name),
                                     id);
                }

                writer.WriteLine("public enum E {"); // open levels enum
                writer.Indent();
                foreach (var sceneIdToName in SceneIdsToNames)
                {
                    var id   = sceneIdToName.Key;
                    var name = sceneIdToName.Value;
                    writer.WriteLine("{0} = {1},",
                                     ConstantsWriter.MakeSafeForCode(name),
                                     id);
                }
                writer.UnIndent();
                writer.WriteLine("};"); // close levels enum
                writer.WriteLine();

                writer.UnIndent();
                writer.WriteLine("}"); // close levels

                writer.WriteLine();



                // Write out the tags
                writer.WriteLine("public static class Tags {");
                writer.Indent();
                foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags)
                {
                    writer.WriteLine("/// <summary>");
                    writer.WriteLine("/// Name of tag '{0}'.", tag);
                    writer.WriteLine("/// </summary>");
                    writer.WriteLine("public const string {0} = \"{1}\";", ConstantsWriter.MakeSafeForCode(tag), tag);
                }
                writer.UnIndent();
                writer.WriteLine("}");
                writer.WriteLine();

                // Write out sorting layers
                // var sortingLayerNames = UnityToolbag.SortingLayerHelper.sortingLayerNames;
                // if (sortingLayerNames != null) {
                //     writer.WriteLine("public static class SortingLayers {");
                //     writer.Indent();
                //     foreach (var name in sortingLayerNames) {
                //         int id = UnityToolbag.SortingLayerHelper.GetSortingLayerIDForName(name);
                //         writer.WriteLine("/// <summary>");
                //         writer.WriteLine("/// ID of sorting layer '{0}'.", name);
                //         writer.WriteLine("/// </summary>");
                //         writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(name), id);
                //     }
                //     writer.UnIndent();
                //     writer.WriteLine("}");
                //     writer.WriteLine();
                // }

                // Write out layers
                writer.WriteLine("public static class Layers {");
                writer.Indent();
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer))
                    {
                        writer.WriteLine("/// <summary>");
                        writer.WriteLine("/// Index of layer '{0}'.", layer);
                        writer.WriteLine("/// </summary>");
                        writer.WriteLine("public const int {0} = {1};", ConstantsWriter.MakeSafeForCode(layer), i);
                    }
                }
                writer.WriteLine();
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer))
                    {
                        writer.WriteLine("/// <summary>");
                        writer.WriteLine("/// Bitmask of layer '{0}'.", layer);
                        writer.WriteLine("/// </summary>");
                        writer.WriteLine("public const int {0}Mask = 1 << {1};", ConstantsWriter.MakeSafeForCode(layer), i);
                    }
                }
                writer.UnIndent();
                writer.WriteLine("}");
                writer.WriteLine();

                writer.UnIndent();
                writer.Write("}"); // close namespace
            }
        }