C# Class HoudiniEngineUnity.HEU_PluginStorage

Manages storage for Houdini Engine plugin data.
Afficher le fichier Open project: sideeffects/HoudiniEngineForUnity Class Usage Examples

Méthodes publiques

Méthode Description
ClearPluginData ( ) : void

Removes all plugin data from persistent storage.

ConvertEnvKeyedPathToReal ( string inPath ) : string

Convert environment mapped path to real path, if there is a mapping for it. For example, if inPath is $HEU_ENVPATH_HDAS/trees/tree1.hda and mapping is HEU_ENVPATH_HDAS=C:\temp\hdas\ then the result will be C:\temp\hdas\trees/tree1.

ConvertRealPathToEnvKeyedPath ( string inPath ) : string

Convert the given real path to its environment mapped version, if there is a mapping for it. For example, if inPath is C:\temp\hdas\trees\tree1.hda and environment map is HEU_ENVPATH_HDAS=C:\temp\hdas\ then the result will be $HEU_ENVPATH_HDAS/trees\tree1.hda

DeleteAllSavedSessionData ( ) : void

Removes the session data file.

Get ( string key, List &values, char delimiter = ';' ) : bool
Get ( string key, bool &value, bool defaultValue ) : bool
Get ( string key, float &value, float defaultValue ) : bool
Get ( string key, int &value, int defaultValue ) : bool
Get ( string key, long &value, long defaultValue ) : bool
Get ( string key, string &value, string defaultValue ) : bool
GetEnvironmentPathMap ( ) : string>.Dictionary
InstantiateAndLoad ( ) : void

Create new instance if none found. Loads plugin data from file.

LoadAllSessionData ( ) : List

Returns list of session data retrieved from storage.

LoadAssetEnvironmentPaths ( ) : void

Build up the asset environment paths set in unity_houdini.env. The paths must have key prefixes start with HEU_Defines.HEU_ENVPATH_PREFIX. When assets are loaded, these mappings are used to find real paths.

LoadFromSavedFile ( ) : void

Load setings data from saved file.

LoadPluginData ( ) : bool

Load the saved plugin settings from disk.

SaveAllSessionData ( List allSessions ) : void

Save given list of sessions (HEU_SessionData) into storage for retrieval later. A way to persist current session information through code refresh/compiles.

SaveIfRequired ( ) : void

Saves plugin data if there are outstanding changes.

SavePluginData ( ) : bool

Save plugin data to disk.

SessionFilePath ( ) : string
Set ( string key, List values, char delimiter = ';' ) : void
Set ( string key, bool value ) : void
Set ( string key, float value ) : void
Set ( string key, int value ) : void
Set ( string key, long value ) : void
Set ( string key, string value ) : void
SetCurrentCulture ( bool useInvariant ) : void

Sets the System.Threading.Thread.CurrentThread.CurrentCulture to System.Globalization.CultureInfo.InvariantCulture if useInvariant is true. This fixes issues with locale-specific parsing issues such as commas for dots in decimals.

SettingsFilePath ( ) : string

Private Methods

Méthode Description
GetJSONArray ( string jsonArray ) : T[]

Retrieve the array from given JSON string.

MarkDirtyForSave ( ) : void

Set flag so that the plugin data will be saved out at end of update.

ReadFromEditorPrefs ( ) : bool

Method Details

ClearPluginData() public static méthode

Removes all plugin data from persistent storage.
public static ClearPluginData ( ) : void
Résultat void

ConvertEnvKeyedPathToReal() public méthode

Convert environment mapped path to real path, if there is a mapping for it. For example, if inPath is $HEU_ENVPATH_HDAS/trees/tree1.hda and mapping is HEU_ENVPATH_HDAS=C:\temp\hdas\ then the result will be C:\temp\hdas\trees/tree1.
public ConvertEnvKeyedPathToReal ( string inPath ) : string
inPath string
Résultat string

ConvertRealPathToEnvKeyedPath() public méthode

Convert the given real path to its environment mapped version, if there is a mapping for it. For example, if inPath is C:\temp\hdas\trees\tree1.hda and environment map is HEU_ENVPATH_HDAS=C:\temp\hdas\ then the result will be $HEU_ENVPATH_HDAS/trees\tree1.hda
public ConvertRealPathToEnvKeyedPath ( string inPath ) : string
inPath string The real path to convert
Résultat string

DeleteAllSavedSessionData() public static méthode

Removes the session data file.
public static DeleteAllSavedSessionData ( ) : void
Résultat void

Get() public méthode

public Get ( string key, List &values, char delimiter = ';' ) : bool
key string
values List
delimiter char
Résultat bool

Get() public méthode

public Get ( string key, bool &value, bool defaultValue ) : bool
key string
value bool
defaultValue bool
Résultat bool

Get() public méthode

public Get ( string key, float &value, float defaultValue ) : bool
key string
value float
defaultValue float
Résultat bool

Get() public méthode

public Get ( string key, int &value, int defaultValue ) : bool
key string
value int
defaultValue int
Résultat bool

Get() public méthode

public Get ( string key, long &value, long defaultValue ) : bool
key string
value long
defaultValue long
Résultat bool

Get() public méthode

public Get ( string key, string &value, string defaultValue ) : bool
key string
value string
defaultValue string
Résultat bool

GetEnvironmentPathMap() public méthode

public GetEnvironmentPathMap ( ) : string>.Dictionary
Résultat string>.Dictionary

InstantiateAndLoad() public static méthode

Create new instance if none found. Loads plugin data from file.
public static InstantiateAndLoad ( ) : void
Résultat void

LoadAllSessionData() public static méthode

Returns list of session data retrieved from storage.
public static LoadAllSessionData ( ) : List
Résultat List

LoadAssetEnvironmentPaths() public méthode

Build up the asset environment paths set in unity_houdini.env. The paths must have key prefixes start with HEU_Defines.HEU_ENVPATH_PREFIX. When assets are loaded, these mappings are used to find real paths.
public LoadAssetEnvironmentPaths ( ) : void
Résultat void

LoadFromSavedFile() public static méthode

Load setings data from saved file.
public static LoadFromSavedFile ( ) : void
Résultat void

LoadPluginData() public méthode

Load the saved plugin settings from disk.
public LoadPluginData ( ) : bool
Résultat bool

SaveAllSessionData() public static méthode

Save given list of sessions (HEU_SessionData) into storage for retrieval later. A way to persist current session information through code refresh/compiles.
public static SaveAllSessionData ( List allSessions ) : void
allSessions List
Résultat void

SaveIfRequired() public static méthode

Saves plugin data if there are outstanding changes.
public static SaveIfRequired ( ) : void
Résultat void

SavePluginData() public méthode

Save plugin data to disk.
public SavePluginData ( ) : bool
Résultat bool

SessionFilePath() public static méthode

public static SessionFilePath ( ) : string
Résultat string

Set() public méthode

public Set ( string key, List values, char delimiter = ';' ) : void
key string
values List
delimiter char
Résultat void

Set() public méthode

public Set ( string key, bool value ) : void
key string
value bool
Résultat void

Set() public méthode

public Set ( string key, float value ) : void
key string
value float
Résultat void

Set() public méthode

public Set ( string key, int value ) : void
key string
value int
Résultat void

Set() public méthode

public Set ( string key, long value ) : void
key string
value long
Résultat void

Set() public méthode

public Set ( string key, string value ) : void
key string
value string
Résultat void

SetCurrentCulture() public static méthode

Sets the System.Threading.Thread.CurrentThread.CurrentCulture to System.Globalization.CultureInfo.InvariantCulture if useInvariant is true. This fixes issues with locale-specific parsing issues such as commas for dots in decimals.
public static SetCurrentCulture ( bool useInvariant ) : void
useInvariant bool True to use InvariatCulture. False will reset to DefaultThreadCurrentCulture.
Résultat void

SettingsFilePath() public static méthode

public static SettingsFilePath ( ) : string
Résultat string