//This returns a bool to prep for future failure possibilities, such as initialize/validation failure. public bool CreateRepresentations(string element) { //Debug.Log(s + "\n"); LibraryElement libEle = fileContainer.AddPrefabToContainerReturn().GetComponent <LibraryElement>(); //Elements need to be initialized so they get the proper name/icon/color libEle.Init(_assetTool, element, myNameSpace); return(true); }
public void SetupLibraries() { //Base for the path - has ALL the folders string path = Application.streamingAssetsPath; //Find the folder with config.json List <string> folders = GetSubdirectoriesContainingOnlyFiles(path, "config.json").ToList(); //This finds subfolders List <string> subFolders = GetSubdirectoriesContainingOnlyFiles(path, "config.json", SearchOption.AllDirectories).ToList(); //Adds ones that are in subfolders for (int i = 0; i < subFolders.Count; i++) { //No double dipping if (!folders.Contains(subFolders[i])) { folders.Add(subFolders[i]); } } //Debug.Log("We have found " + folders.Count + " subfolders\n\t\t" + path); for (int i = 0; i < folders.Count; i++) { //Debug.Log("Directory: " + folders[i] + "\n"); //A library element represents either a folder or a haptic file. It will configure it's appearance based on its name (if it has .seq/.exp/.pat in its name, it'll adjust accordingly) LibraryElement libEle = FolderContainer.AddPrefabToContainerReturn().GetComponent <LibraryElement>(); libEle.Init(folders[i]); libEle.playButton.transform.localScale = Vector3.one; libEle.playButton.name = folders[i]; string folderName = folders[i]; libEle.playButton.onClick.AddListener( () => { SelectDirectory(folderName, libEle.playButton); } ); //Debug.Log(Selection == null); //string lastAccessed = LastOpened; //If we have something that we last accessed if (LastPackageAccessed.Length > 0 && folders.Contains(LastPackageAccessed)) { if (folderName == LastPackageAccessed) { SelectDirectory(folderName, libEle.playButton); } } else if (folders.Count > 0) { //Select the first folder string first = folders[0]; SelectDirectory(first, libEle.playButton); } } }
//This returns a bool to prep for future failure possibilities, such as initialize/validation failure. public bool CreateRepresentations(string element) { //Debug.Log(s + "\n"); LibraryElement libEle = fileContainer.AddPrefabToContainerReturn().GetComponent <LibraryElement>(); libEle.playButton.transform.localScale = Vector3.one; libEle.playButton.name = element; //Elements need to be initialized so they get the proper name/icon/color libEle.Init(element, myNameSpace); return(true); }
public void SetupLibraries() { //Base for the path - has ALL the folders string path = Application.streamingAssetsPath; assetTool.SetRootHapticsFolder(path + "/Haptics/"); var packages = assetTool.TryGetPackageInfo(); for (int i = 0; i < packages.Count; i++) { //Debug.Log("Directory: " + folders[i] + "\n"); //A library element represents either a folder or a haptic file. It will configure it's appearance based on its name (if it has .seq/.exp/.pat in its name, it'll adjust accordingly) LibraryElement libEle = FolderContainer.AddPrefabToContainerReturn().GetComponent <LibraryElement>(); libEle.Init(packages[i], assetTool); libEle.playButton.transform.localScale = Vector3.one; libEle.playButton.name = Path.GetFileName(packages[i].path); string folderName = packages[i].path; AssetTool.PackageInfo tempP = packages[i]; libEle.playButton.onClick.AddListener( () => { SelectDirectory(tempP, libEle.playButton); } ); tempRef = libEle.gameObject; //Debug.Log(Selection == null); //string lastAccessed = LastOpened; //If we have something that we last accessed var found = packages.Find(item => item.path == LastPackageAccessed); if (LastPackageAccessed.Length > 0 && found != null) { if (folderName == LastPackageAccessed) { SelectDirectory(packages[i], libEle.playButton); } } else if (packages.Count > 0) { //Select the first folder SelectDirectory(packages[i], libEle.playButton); } } }