C# 클래스 HoudiniEngineUnity.HEU_PluginStorage

Manages storage for Houdini Engine plugin data.
파일 보기 프로젝트 열기: sideeffects/HoudiniEngineForUnity 1 사용 예제들

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

ClearPluginData() 공개 정적인 메소드

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

ConvertEnvKeyedPathToReal() 공개 메소드

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
리턴 string

ConvertRealPathToEnvKeyedPath() 공개 메소드

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
리턴 string

DeleteAllSavedSessionData() 공개 정적인 메소드

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

Get() 공개 메소드

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

Get() 공개 메소드

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

Get() 공개 메소드

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

Get() 공개 메소드

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

Get() 공개 메소드

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

Get() 공개 메소드

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

GetEnvironmentPathMap() 공개 메소드

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

InstantiateAndLoad() 공개 정적인 메소드

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

LoadAllSessionData() 공개 정적인 메소드

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

LoadAssetEnvironmentPaths() 공개 메소드

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
리턴 void

LoadFromSavedFile() 공개 정적인 메소드

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

LoadPluginData() 공개 메소드

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

SaveAllSessionData() 공개 정적인 메소드

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
리턴 void

SaveIfRequired() 공개 정적인 메소드

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

SavePluginData() 공개 메소드

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

SessionFilePath() 공개 정적인 메소드

public static SessionFilePath ( ) : string
리턴 string

Set() 공개 메소드

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

Set() 공개 메소드

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

Set() 공개 메소드

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

Set() 공개 메소드

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

Set() 공개 메소드

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

Set() 공개 메소드

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

SetCurrentCulture() 공개 정적인 메소드

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.
리턴 void

SettingsFilePath() 공개 정적인 메소드

public static SettingsFilePath ( ) : string
리턴 string