C# 클래스 Google.VersionHandler.FileMetadata

Derives metadata from an asset filename.
파일 보기 프로젝트 열기: googlesamples/unity-jar-resolver

공개 프로퍼티들

프로퍼티 타입 설명
ASSET_LABEL string
BUILD_TARGET_NAME_TO_ENUM BuildTarget>.Dictionary
filename string
filenameCanonical string
isManifest bool
targets string[]
versionString string

공개 메소드들

메소드 설명
CalculateVersion ( ) : long

Get a numeric version number. Each component is multiplied by VERSION_COMPONENT_MULTIPLIER^(MAX_VERSION_COMPONENTS - (component_index + 1)) and accumulated in the returned value. If the version string contains more than MAX_VERSION_COMPONENTS the remaining components are ignored.

CalculateVersion ( string versionString ) : long

Get a numeric version number. Each component is multiplied by VERSION_COMPONENT_MULTIPLIER^(MAX_VERSION_COMPONENTS - (component_index + 1)) and accumulated in the returned value. If the version string contains more than MAX_VERSION_COMPONENTS the remaining components are ignored.

FileMetadata ( string filename ) : UnityEngine

Parse metadata from filename and store in this class.

GetAssetImporter ( ) : AssetImporter

Get the AssetImporter associated with this file.

GetBuildTargets ( ) : HashSet

Get the list of build targets this file is compatible with.

GetEditorEnabled ( ) : bool

Determine whether this file is compatible with the editor. This is a special case as the editor isn't a "platform" covered by UnityEditor.BuildTarget.

RenameAsset ( string newFilename ) : bool

Rename the file associated with this data.

UpdateAssetLabels ( ) : void

Save metadata from this class into the asset's labels.

VersionNumberToString ( long versionNumber ) : string

Convert a numeric version back to a version string.

비공개 메소드들

메소드 설명
GetBlackList ( ) : HashSet
GetUnityVersionMajorMinor ( ) : float
IsTargetSupportedByUnity ( BuildTarget target ) : bool
ParseTargets ( string token ) : string[]

Parse target names from a filename or label field.

ParseVersion ( string token ) : string

Parse version from a filename or label field.

메소드 상세

CalculateVersion() 공개 메소드

Get a numeric version number. Each component is multiplied by VERSION_COMPONENT_MULTIPLIER^(MAX_VERSION_COMPONENTS - (component_index + 1)) and accumulated in the returned value. If the version string contains more than MAX_VERSION_COMPONENTS the remaining components are ignored.
public CalculateVersion ( ) : long
리턴 long

CalculateVersion() 공개 정적인 메소드

Get a numeric version number. Each component is multiplied by VERSION_COMPONENT_MULTIPLIER^(MAX_VERSION_COMPONENTS - (component_index + 1)) and accumulated in the returned value. If the version string contains more than MAX_VERSION_COMPONENTS the remaining components are ignored.
public static CalculateVersion ( string versionString ) : long
versionString string
리턴 long

FileMetadata() 공개 메소드

Parse metadata from filename and store in this class.
public FileMetadata ( string filename ) : UnityEngine
filename string Name of the file to parse.
리턴 UnityEngine

GetAssetImporter() 공개 메소드

Get the AssetImporter associated with this file.
public GetAssetImporter ( ) : AssetImporter
리턴 UnityEditor.AssetImporter

GetBuildTargets() 공개 메소드

Get the list of build targets this file is compatible with.
public GetBuildTargets ( ) : HashSet
리턴 HashSet

GetEditorEnabled() 공개 메소드

Determine whether this file is compatible with the editor. This is a special case as the editor isn't a "platform" covered by UnityEditor.BuildTarget.
public GetEditorEnabled ( ) : bool
리턴 bool

RenameAsset() 공개 메소드

Rename the file associated with this data.
public RenameAsset ( string newFilename ) : bool
newFilename string New name of the file.
리턴 bool

UpdateAssetLabels() 공개 메소드

Save metadata from this class into the asset's labels.
public UpdateAssetLabels ( ) : void
리턴 void

VersionNumberToString() 공개 정적인 메소드

Convert a numeric version back to a version string.
public static VersionNumberToString ( long versionNumber ) : string
versionNumber long
리턴 string

프로퍼티 상세

ASSET_LABEL 공개적으로 정적으로 프로퍼티

Label which flags whether an asset is should be managed by this module.
public static string ASSET_LABEL
리턴 string

BUILD_TARGET_NAME_TO_ENUM 정적으로 공개적으로 프로퍼티

static public Dictionary BUILD_TARGET_NAME_TO_ENUM
리턴 BuildTarget>.Dictionary

filename 공개적으로 프로퍼티

Name of the file use to construct this object.
public string filename
리턴 string

filenameCanonical 공개적으로 프로퍼티

Name of the file with metadata stripped.
public string filenameCanonical
리턴 string

isManifest 공개적으로 프로퍼티

Set if this references an asset manifest.
public bool isManifest
리턴 bool

targets 공개적으로 프로퍼티

List of target platforms parsed from the filename.
public string[] targets
리턴 string[]

versionString 공개적으로 프로퍼티

Version string parsed from the filename or AssetDatabase label if it's not present in the filename.
public string versionString
리턴 string