本文整理汇总了C#中UnityEngine.TextAsset类的典型用法代码示例。如果您正苦于以下问题:C# TextAsset类的具体用法?C# TextAsset怎么用?C# TextAsset使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
TextAsset类属于UnityEngine命名空间,在下文中一共展示了TextAsset类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: getXML
IEnumerator getXML()
{
Flow.header.levelText.Text = "Level " + Flow.playerLevel.ToString();
Flow.header.experienceText.Text = "Exp " + Flow.playerExperience.ToString();
Flow.header.expBar.width = 7 * Flow.playerExperience/(Flow.playerLevel * Flow.playerLevel * 100);
Flow.header.expBar.CalcSize();
string caminho = "file:///"+Application.persistentDataPath+"/"+fileName;
Debug.Log(caminho);
WWW reader = new WWW (caminho);
yield return reader;
if (reader.error != null)
{
Debug.Log ("Erro lendo arquivo xml: "+reader.error);
tilesetXML = Resources.Load("Tileset") as TextAsset;
rawXML = tilesetXML.text;
readFromXML();
}
else
{
Debug.Log("loaded DOCUMENTS xml");
rawXML = reader.text;
readFromXML();
}
}
开发者ID:uptopgames,项目名称:Minesweeper,代码行数:29,代码来源:LogoPanel.cs
示例2: OnGUI
public void OnGUI()
{
string message = "This wizard allows you to import a texture atlas generated" +
"with the Texture Packer program. You must select both the Texture and the " +
"Data File in order to proceed. You must select the 'Unity3D' format in the " +
"'Data Format' dropdown when exporting these files from Texture Packer.";
EditorGUILayout.HelpBox( message, MessageType.Info );
if( GUILayout.Button( "Texture Packer Documentation", "minibutton", GUILayout.ExpandWidth( true ) ) )
{
Application.OpenURL( "https://www.codeandweb.com/texturepacker/documentation" );
return;
}
dfEditorUtil.DrawSeparator();
textureFile = EditorGUILayout.ObjectField( "Texture File", textureFile, typeof( Texture2D ), false ) as Texture2D;
dataFile = EditorGUILayout.ObjectField( "Data File", dataFile, typeof( TextAsset ), false ) as TextAsset;
if( textureFile != null && dataFile != null )
{
if( GUILayout.Button( "Import" ) )
{
doImport();
}
}
}
开发者ID:CoryBerg,项目名称:drexelNeonatal,代码行数:28,代码来源:dfTexturePackerImporter.cs
示例3: OnInspectorGUI
public override void OnInspectorGUI()
{
_loader = target as PsaiSoundtrackLoader;
_textAsset = EditorGUILayout.ObjectField("drop Soundtrack file here:", _textAsset, typeof(TextAsset), true) as TextAsset;
if (_textAsset)
{
string path = AssetDatabase.GetAssetPath(_textAsset);
string assetsResources = "Assets/Resources/";
if (!path.StartsWith(assetsResources))
{
Debug.LogError("Failed! Your soundtrack file needs to be located within the 'Assets/Resources' folder along with your audio files. (path=" + path);
}
else
{
string subPath = path.Substring(assetsResources.Length);
_loader.pathToSoundtrackFileWithinResourcesFolder = subPath;
/* This is necessary to tell Unity to update the PsaiSoundtrackLoader */
if (GUI.changed)
{
EditorUtility.SetDirty(_loader);
}
}
}
EditorGUILayout.LabelField("Path within Resources folder", _loader.pathToSoundtrackFileWithinResourcesFolder);
}
开发者ID:dirty-casuals,项目名称:Calamity,代码行数:29,代码来源:PsaiSoundtrackLoaderEditor.cs
示例4: SubtitleInitialize
void SubtitleInitialize(string _path)
{
setting.IgnoreComments=true;
setting.IgnoreProcessingInstructions=true;
//setting.IgnoreWhitespace=true;
textFile =(TextAsset)Resources.Load(_path);
xmlDoc.LoadXml(textFile.text);
XmlNode root =xmlDoc.DocumentElement;
XmlNodeList x=root.ChildNodes;
for(int i=0; i<x.Count;i++){
SubtitleModel model= new SubtitleModel();
model.Name=x[i].Attributes["name"].Value;
string a=x[i].FirstChild.InnerText;
model.PlayTime=float.Parse(a);
model.Content=x[i].FirstChild.NextSibling.InnerText;
model.AutoOff= Boolean.Parse(x[i].Attributes["AutoOff"].Value);
model.AutoPlay= Boolean.Parse(x[i].Attributes["AutoPlay"].Value);
model.Action=x[i].FirstChild.NextSibling.NextSibling.InnerText;
if (x[i].FirstChild.NextSibling.NextSibling.Attributes["object"]!=null){
model.ActionTarget=x[i].FirstChild.NextSibling.NextSibling.Attributes["object"].Value;
}else {
model.ActionTarget=null;
}
//model.AutoOff=x[i].Attributes["AutoOff"].Value;
subtitleModel.Add(model);
//y.Add (x[i]); //将XMLmodelslist 对象转换为xmlnodes的list对象
}
}
开发者ID:tuanzi88,项目名称:Unity,代码行数:31,代码来源:SubtitleCtrl.cs
示例5: Start
void Start()
{
triviaFile = new FileInfo(Application.dataPath + "/trivia.txt");
if (triviaFile != null && triviaFile.Exists) {
reader = triviaFile.OpenText();
} else {
embedded = (TextAsset) Resources.Load("trivia_embedded", typeof (TextAsset));
reader = new StringReader(embedded.text);
}
string lineOfText = "";
int lineNumber = 0;
while ( ( lineOfText = reader.ReadLine() ) != null ) {
string question = lineOfText;
int answerCount = Convert.ToInt32(reader.ReadLine());
List<string> answers = new List<string>();
for (int i = 0; i < answerCount; i++) {
answers.Add(reader.ReadLine());
}
Trivia temp = new Trivia(question, answerCount, answers);
triviaQuestions.Add(temp);
lineNumber++;
}
SendMessage( "BeginGame" );
}
开发者ID:LivingValkyrie,项目名称:Lab04,代码行数:31,代码来源:TriviaLoader.cs
示例6: LoadSpawnPattern
// パターンデータテキストアセットから、パターンデータを読み出す.
void LoadSpawnPattern(TextAsset pattern_text, List<SpawnPattern> pList)
{
string pText = pattern_text.text;
string[] lines = pText.Split('\n');
List<string> pattern_data_str = new List<string>(); // BEGIN=>END間のパターンデータのテキスト
foreach(var line in lines) {
string str = line.Trim(); // 前後の空白を消す.
if(str.StartsWith("#")) continue; // コメント行なら読み飛ばし.
switch(str.ToUpper()) {
case "":
continue; // 空行なら読み飛ばし.
case "BEGIN":
// BEGINがきたらパターンデータテキストを一から作り直す.
pattern_data_str = new List<string>();
break;; // TODO 1テキストで複数パターン読み込み出来るようにする.
case "END":
// ENDがきたらパターンデータテキストを基にパターンデータを作成し、パターンリストに追加.
SpawnPattern pattern = new SpawnPattern();
pattern.LoadPattern(pattern_data_str.ToArray());
pList.Add(pattern); // パターンリストに追加.
break;
default:
// BEGIN=>END間なのでパターンデータテキストに追加.
pattern_data_str.Add(str);
break;
}
}
}
开发者ID:gunzee2,项目名称:RhythmWars,代码行数:34,代码来源:SpawnManager.cs
示例7: loadLevel
protected List<Dictionary<string, int>> loadLevel(int level)
{
if(reader == null){
text = (TextAsset)Resources.Load("LevelDesign/fases/fase" + level,typeof(TextAsset));
reader = new StringReader(text.text);
}
while((line = reader.ReadLine()) != null){
if(line.Contains(",")){
string[] note = line.Split(new char[]{','});
phaseNotes.Add(new Dictionary<string,int>(){
{"time",int.Parse(note[0])},
{"show",int.Parse(note[1])},
{"note",int.Parse(note[2])}
});
linecount++;
}else if(line.Contains("tick"))
{
string[] tick = line.Split(new char[]{':'});
musicTick = float.Parse(tick[tick.Length - 1]);
linecount ++;
}
}
linecount = 0;
return getNotesDuration(excludeDoubleNotes(phaseNotes));
}
开发者ID:renanclaudino,项目名称:SoundWalker,代码行数:28,代码来源:LevelDesign.cs
示例8: ParseMessagesFromTextAsset
// ---------------------
// Helpers
// ---------------------
List<Message> ParseMessagesFromTextAsset (TextAsset asset)
{
List<Message> messages = new List<Message> { };
string text = asset.text;
string[] lines = text.Split ('\n');
foreach (string line in lines) {
string[] parts = line.Split (',');
if (parts.Length < 2) {
print ("Line contains error");
continue;
}
short result;
bool success = short.TryParse (parts [0], out result);
if (success) {
// remove target from array
parts = parts.Where ((val, idx) => idx != 0).ToArray ();
} else {
print ("Failed parsing target");
}
Target target = (Target)result;
string message = string.Join (",", parts);
Message msg = new Message ();
msg.target = target;
msg.message = message;
messages.Add (msg);
}
return messages;
}
开发者ID:nickskull,项目名称:HofmannTriptych,代码行数:38,代码来源:MessagesManager.cs
示例9: Load
// 바이너리 로드
public void Load(TextAsset kTa_)
{
//FileStream fs = new FileStream("Assets\\Resources\\StageDB.bytes", FileMode.Open);
//BinaryReader br = new BinaryReader(fs);
Stream kStream = new MemoryStream (kTa_.bytes);
BinaryReader br = new BinaryReader(kStream);
// *주의
// 바이너리 세이브 순서와 로드 순서가 같아야된다. [5/13/2012 JK]
// 바이너리 리드
int iCount = br.ReadInt32(); // 갯수 읽기
for (int i = 0; i < iCount; ++i)
{
StStateInfo kInfo = new StStateInfo();
kInfo.m_nStageIndex = br.ReadInt32(); // 캐릭터 코드
// 스테이지 별로 나오는 캐릭터
kInfo.m_anCharCode = new int[(int)EStageDetail.Count];
for (int k = 0; k < (int)EStageDetail.Count; ++k)
{
kInfo.m_anCharCode[k] = br.ReadInt32();
}
kInfo.m_fTermTime = br.ReadSingle();
m_tmStage.Add(kInfo.m_nStageIndex, kInfo);
}
//fs.Close();
br.Close();
kStream.Close();
}
开发者ID:ditto21c,项目名称:ExampleSource,代码行数:32,代码来源:StageDB.cs
示例10: Read
public TileType[,] Read(TextAsset file)
{
//option to call Read without size information.
Vector2 size = GetMapSize(file);
//convert Vector2 from GetMapSize into integers
return Read(file, (int) size.x, (int) size.y);
}
开发者ID:seanarooni,项目名称:Unity-common-scripts,代码行数:7,代码来源:LoadMapFromTextFile.cs
示例11: GetMapSize
public Vector2 GetMapSize(TextAsset file)
{
//returns the size of the map as a Vector 2, needs to be converted (shown below).
StringReader reader = new StringReader(file.text);
int xSize = 0;
int ySize = 0;
if (reader == null)
{
print ("read failed");
}
else
{
for (string line = reader.ReadLine(); line != null; line = reader.ReadLine())
{
if (xSize == 0)
{
foreach (char c in line)
{
xSize++;
}
}
ySize++;
}
}
return new Vector2(xSize, ySize);
}
开发者ID:seanarooni,项目名称:Unity-common-scripts,代码行数:28,代码来源:LoadMapFromTextFile.cs
示例12: OnEnable
private void OnEnable()
{
if (templateFile == null)
{
templateFile = AssetDatabase.LoadMainAssetAtPath(TemplateFilePath) as TextAsset;
}
}
开发者ID:wuxin0602,项目名称:Nothing,代码行数:7,代码来源:GameEventGenerator.cs
示例13: ColorDictionary
//Constructor
public ColorDictionary(TextAsset colorList)
{
colorDictionary = new Dictionary<string, Dictionary<string, Color>>();
//Parse color rows
string[] fileRows = colorList.text.Split('\n');
for (int i = 0; i < fileRows.Length - 1; i++)
{
//Create temporary color type dictionary
Dictionary<string, Color> tempDictionary = new Dictionary<string, Color>();
//create variable to hold parsed color values
string[] values = fileRows[i].Split(',');
//Create temp color
string temp_Color = values[0];
int numberOfColors = (values.Length - 1) / 4;
//For each _ColorType, add Color to tempDictionary
for(int j = 0; j < numberOfColors; j++)
{
//Create temp_ColorType
string temp_ColorType = values[1 + 4 * j];
//Create tempColor
Color tempColor = Color.HSVToRGB(float.Parse(values[2+4*j]), float.Parse(values[3+4*j]), float.Parse(values[4+4*j]));
//Add tempColor to the tempDictionary
tempDictionary.Add(temp_ColorType, tempColor);
}
//Add to colorDictionary
colorDictionary.Add(temp_Color, tempDictionary);
}
}
开发者ID:ScopatGames,项目名称:Spectrum,代码行数:33,代码来源:ColorDictionary.cs
示例14: Load
public static BossData Load(TextAsset asset)
{
BossData bossData = null;
var serializer = new XmlSerializer(typeof(BossData));
using (var stream = new StringReader(asset.text))
{
bossData = serializer.Deserialize(stream) as BossData;
}
bossData.BossTypes = new Dictionary<int, BossType>();
foreach (BossType type in bossData.BossTypeArray)
{
/*try
{*/
bossData.BossTypes.Add(type.Id, type);
/*}
catch (ArgumentException e)
{
Debug.Log("ArgumentException: " + e.Message);
}*/
}
return bossData;
}
开发者ID:DrSkipper,项目名称:Watchlist,代码行数:25,代码来源:BossType.cs
示例15: Generate_Localized_Dictionary
// Generates a dictionary for our localized languages
public static Dictionary<string, Dictionary<string, string>> Generate_Localized_Dictionary(TextAsset text_asset)
{
Dictionary<string, Dictionary<string, string>> language_dictionaries = new Dictionary<string, Dictionary<string, string>>();
// Read in the Localized UI so we change the labels of our UI to the correct language
string[,] split_csv = CSVReader.SplitCsvGrid(text_asset.text);
// Put these values into multiple dictionaries based on their language
// Each language gets its own dictionary
// Then the specific dictionary is searched
for (int x = 1; x < split_csv.GetUpperBound(0); x++)
{
// Create a dictionary for this language
Dictionary<string, string> new_dictionary = new Dictionary<string, string>();
if (string.IsNullOrEmpty(split_csv[x, 0]))
break;
// Populate the entries
for (int y = 1; y < split_csv.GetUpperBound(1); y++)
{
string key = split_csv[0, y];
string value = split_csv[x, y];
if (!string.IsNullOrEmpty(key) || !string.IsNullOrEmpty(value))
{
new_dictionary.Add(key, value);
}
}
language_dictionaries.Add(split_csv[x, 0], new_dictionary);
}
return language_dictionaries;
}
开发者ID:DeeCeptor,项目名称:VN,代码行数:35,代码来源:CSVReader.cs
示例16: loadMoleculesFromFile
public LinkedList<MoleculesSet> loadMoleculesFromFile(TextAsset filePath)
{
bool b = true;
MoleculesSet moleculeSet;
string setId;
LinkedList<MoleculesSet> moleculesSets = new LinkedList<MoleculesSet>();
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(filePath.text);
XmlNodeList moleculesLists = xmlDoc.GetElementsByTagName("molecules");
foreach (XmlNode moleculesNode in moleculesLists)
{
setId = moleculesNode.Attributes["id"].Value;
if (setId != "" && setId != null)
{
ArrayList molecules = new ArrayList();
b &= loadMolecules(moleculesNode, molecules);
moleculeSet = new MoleculesSet();
moleculeSet.id = setId;
moleculeSet.molecules = molecules;
moleculesSets.AddLast(moleculeSet);
}
else
{
Debug.Log("Error : missing attribute id in reactions node");
b = false;
}
}
return moleculesSets;
}
开发者ID:CyberCRI,项目名称:DsynBio,代码行数:30,代码来源:FileLoader.cs
示例17: Load
public static LevelData Load(TextAsset asset)
{
LevelData level = null;
var serializer = new XmlSerializer(typeof(LevelData));
using (var stream = new StringReader(asset.text))
{
level = serializer.Deserialize(stream) as LevelData;
}
int yLength = level.Rows.Length;
int xLength = yLength > 0 ? level.Rows[0].RowLength : 0;
level.Grid = new int[xLength, yLength];
for (int y = 0; y < yLength; ++y)
{
char[] row = level.Rows[y].RowData.ToCharArray();
for (int x = 0; x < xLength; ++x)
{
level.Grid[x, y] = row[x] == WALL ? 1 : 0;
}
}
return level;
}
开发者ID:DrSkipper,项目名称:Watchlist,代码行数:27,代码来源:LevelData.cs
示例18: Load
public static EnemyData Load(TextAsset asset)
{
EnemyData enemyData = null;
var serializer = new XmlSerializer(typeof(EnemyData));
using (var stream = new StringReader(asset.text))
{
enemyData = serializer.Deserialize(stream) as EnemyData;
}
enemyData.EnemyTypes = new Dictionary<int, EnemyType>();
foreach (EnemyType type in enemyData.EnemyTypeArray)
{
/*try
{*/
enemyData.EnemyTypes.Add(type.Id, type);
/*}
catch (ArgumentException e)
{
Debug.Log("ArgumentException: " + e.Message);
}*/
}
return enemyData;
}
开发者ID:DrSkipper,项目名称:Watchlist,代码行数:25,代码来源:EnemyType.cs
示例19: ParseLevel
public XmlLevel ParseLevel(TextAsset levelAsset)
{
XmlReader sourceReader = XmlReader.Create(new StringReader(levelAsset.text));
XDocument xDoc = new XDocument(XDocument.Load(sourceReader));
XElement xLevel = xDoc.Element(XmlLevel.ElementLevel);
return XmlLevel.FromElement(xLevel);
}
开发者ID:mANDROID99,项目名称:IaS,代码行数:7,代码来源:XmlLevelParser.cs
示例20: Start
// Use this for initialization
void Start () {
inote = 0;
keysound = null;
sounds = 0;
if (GameObject4.gameFlags == "easy") {
asset = (TextAsset)Resources.Load ("easy-toruko");
string json = asset.text;
notes = (IList)Json.Deserialize(json);
bpm = 240;
}
if (GameObject4.gameFlags == "normal") {
asset = (TextAsset)Resources.Load ("normal-kakumei");
string json = asset.text;
notes = (IList)Json.Deserialize(json);
bpm = 145;
}
if (GameObject4.gameFlags == "hard") {
asset = (TextAsset)Resources.Load ("hard-kusikosu");
string json = asset.text;
notes = (IList)Json.Deserialize(json);
bpm = 150;
}
}
开发者ID:molmol178,项目名称:techno2015,代码行数:31,代码来源:Spowner.cs
注:本文中的UnityEngine.TextAsset类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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