public void LoadMyData() { //load separate file "actors.xml" and read the values var actorCollection = ActorContainer.Load(path); //set the dynamic digital values to the values in the file foreach (Actor actor in actorCollection.actors) { //set Values actorInformation.setName(actor.name); actorInformation.setGender(actor.gender); actorInformation.setID(actor.id); actorInformation.setScore(actor.score); tmp_actor.name = actorInformation.getName(); tmp_actor.gender = actorInformation.getGender(); tmp_actor.id = actorInformation.getID(); tmp_actor.score = actorInformation.getScore(); } Debug.Log("Geladene ID: " + tmp_actor.id); Debug.Log("Geladener Name: " + tmp_actor.name); Debug.Log("Geladener Gender: " + tmp_actor.gender); Debug.Log("Geladener Score: " + tmp_actor.score); }
void Start() { firstLogin = false; if (Application.loadedLevel == 18) { } else { if (!System.IO.File.Exists(path)) { System.IO.File.Create(path).Dispose(); Actor tmp = new Actor(); tmp.id = 000; tmp.name = "reserved"; tmp.gender = 0; ActorContainer actorCollection = new ActorContainer(); actorCollection.actors.Add(tmp); actorCollection.Save(path); } UpdateSize(); if (size == 0) { Actor tmp = new Actor(); tmp.id = 000; tmp.name = "reserved"; tmp.gender = 0; all_actors[0] = tmp; } } }
public void SaveMyData() { if (weight_text != null) { tmp_weight = float.Parse(weight_text.GetComponent <Text>().text); } //increase size +1 entry size = size + 1; //save all values in tmp_actor all_actors[size] = setActorValuesToSave(); //create and add values to List that will be saved in separate file "actors.xml" ActorContainer actorCollection = new ActorContainer(); //actorCollection.actors.Add(all_actors[size]); foreach (Actor loop_actor in all_actors) { actorCollection.actors.Add(loop_actor); } actorCollection.Save(path); Debug.Log("new Entry was successfull saved!"); userCreated = true; }
private static void SaveActors(string path, ActorContainer actors) { try { string json = JsonUtility.ToJson(actors); Debug.Log("json " + json); StreamWriter sw = File.CreateText(path); sw.Close(); File.WriteAllText(path, json); //밑은 AR을 위한 것 foreach (ActorData data in actors.actors) { data.pos.x *= 0.01f; data.pos.y = 0; data.pos.z *= 0.01f; } string scenename = SceneManager.GetActiveScene().name; string title = Strings.title; //title 받아오기 path = System.IO.Path.Combine(Application.persistentDataPath, scenename + title + "aractors.json"); json = JsonUtility.ToJson(actors); sw = File.CreateText(path); sw.Close(); File.WriteAllText(path, json); } catch { } }
internal ActorSystem(string name, ActorsConfiguration?config) { Config = config ?? ActorsConfiguration.CreateDefault(); Name = ActorPath.Sanitize(name); Location = new ActorPath($"{ActorPath.ProtocolName}://{Name}/"); Actors = new Dictionary <ActorPath, ActorContainer>(); CancelToken = new CancellationTokenSource(); Scheduler = new Scheduler(); Scheduler.AssignSystem(this); Root = new RootSupervisor(this); Root.Populate(this, ActorReferences.Nobody, Location); var rootcontainer = new ActorContainer(new ActorSchematic(() => new RootSupervisor(this)), Location.Name, Root); Actors.Add(Location, rootcontainer); Root.CallOnCreate(); Log = new ActorLogger(Root); Lost = new LostLetters(this); Lost.Populate(this, new LocalActorReference(this, Root.Path), new ActorPath(Location.Path, "lost-letters")); var lostcontainer = new ActorContainer(new ActorSchematic(() => new LostLetters(this)), "lost-letters", Lost); Actors.Add(Lost.Path, lostcontainer); Lost.CallOnCreate(); if (!Config.ManuallyStartScheduler) { Scheduler.Start(); } SystemCount++; }
public void InformActorDestruction(ActorContainer container) { lock (QueueLock) { if (Queue.Contains(container)) { BeginSessionPersistence(System.Lost); Task.Run(() => { Thread.CurrentThread.Name = System.Lost.Path.Path; foreach (var token in container.Dump()) { if (CancelToken.IsCancellationRequested) { break; } var lost_letter = new LostLetter(token.Sender, token.Receiver, token.Data); System.Lost.ProcessMessage(token.Sender, token.Data, CancelToken.Token); } }, CancelToken.Token) .ContinueWith(_ => { EndSessionPersistence(System.Lost); }); Queue.Remove(container); } } }
public void loadProfil(string name) { //load separate file "actors.xml" and read the values var actorCollection = ActorContainer.Load(path); //set the dynamic digital values to the values in the file foreach (Actor actor in actorCollection.actors) { if (name.Equals(actor.name)) { //set Values actorInformation.setName(actor.name); actorInformation.setGender(actor.gender); actorInformation.setID(actor.id); actorInformation.setScore(actor.score); tmp_actor.name = actorInformation.getName(); tmp_actor.gender = actorInformation.getGender(); tmp_actor.id = actorInformation.getID(); tmp_actor.score = actorInformation.getScore(); } } Debug.Log("Geladene ID: " + tmp_actor.id); Debug.Log("Geladener Name: " + tmp_actor.name); Debug.Log("Geladener Gender: " + tmp_actor.gender); Debug.Log("Geladener Score: " + tmp_actor.score); login = true; //SimpleTest.previousWeight = 0.0f; firstLogin = true; }
public static void Save(string path, ActorContainer actors) { OnBeforeSave(); SaveActors(path, actors); ClearActorList(); }
private static void SaveActors(string path, ActorContainer actors) { XmlSerializer serializer = new XmlSerializer(typeof(ActorContainer)); FileStream stream = new FileStream(path, FileMode.Create); serializer.Serialize(stream, actors); stream.Close(); }
private static void SaveActors(string path, ActorContainer actors) { string json = JsonUtility.ToJson(actors); StreamWriter sw = File.CreateText(path); sw.Close(); File.WriteAllText(path, json); }
public static void Load(string path) { actorContainer = LoadActors(path); foreach (ActorData data in actorContainer.actors) { EnemyMovement.Generate(data, EnemyMovement.enemyPath, data.name, data.pos, Quaternion.identity); } ClearActorList(); }
public static void Load(string path) { actorContainer = LoadActors(path); foreach (ActorData data in actorContainer.actors) { GameController.CreateActor(data, GameController.playerPath, new Vector3(0, 0, 0), Quaternion.identity); } OnLoaded(); ClearActorList(); }
private static ActorContainer LoadActors(string path) { XmlSerializer serializer = new XmlSerializer(typeof(ActorContainer)); FileStream stream = new FileStream(path, FileMode.Open); ActorContainer actors = serializer.Deserialize(stream) as ActorContainer; stream.Close(); return(actors); }
private static void SaveActors(string path, ActorContainer actors) { File.WriteAllText(path, ""); XmlSerializer serializer = new XmlSerializer(typeof(ActorContainer)); FileStream stream = new FileStream(path, FileMode.Truncate); serializer.Serialize(stream, actors); stream.Dispose(); }
public void Enqueue(ActorContainer container, ActorQueueToken token) { if (Sleeping) { Spinup(); } container.Enqueue(token); lock (QueueLock) { Queue.Add(container); } }
public static void Load(string path) { if (System.IO.File.Exists(path) == true) { actorContainer = LoadActors(path); foreach (ActorData data in actorContainer.actors) { GameController.CreateActor(data, GameController.PlayerPath, new Vector3(data.PosX, data.PosY, data.PosZ), Quaternion.identity); } OnLoaded(); } }
public void updateScore(string input) { //load separate file "actors.xml" and read the values var actorCollection = ActorContainer.Load(path); //set the dynamic digital values to the values in the file foreach (Actor actor in actorCollection.actors) { if (actor.name.Equals(input)) { actor.score = actorInformation.getScore(); } } actorCollection.Save(path); }
public static void Save(string path, ActorContainer actors) { try { OnBeforeSave(); } catch (System.Exception e) { Debug.Log("No Furniture!"); } //ClearSave(path); SaveActors(path, actors); ClearActorList(); }
public static void ARLoad(string path) { actorContainer = LoadActors(path); foreach (ActorData data in actorContainer.actors) { GameController.ARCreateActor(data, data.path + "ar", data.pos, data.rot); } try { OnLoaded(); } catch (System.Exception e) { Debug.Log("No Furniture!"); } ClearActorList(); }
public static void Load(string path) { actorContainer = LoadActors(path); foreach (ActorData data in actorContainer.actors) { if (data.ObjectName == "GreenAndy") { GameController.CreateActor(data, GameController.playerPath, data.pos, data.rotation); } if (data.ObjectName == "YellowAndy") { GameController.CreateActor(data, GameController.playerPath2, data.pos, data.rotation); } } OnLoaded(); ClearActorList(); }
public void UpdateSize() { //load separate file "actors.xml" and read the values var actorCollection = ActorContainer.Load(path); //update current size of all_actor array size = actorCollection.actors.Count; int i = 0; foreach (Actor actor in actorCollection.actors) { //set Values actorInformation.setName(actor.name); actorInformation.setGender(actor.gender); actorInformation.setID(actor.id); actorInformation.setScore(actor.score); Actor tmp = new Actor(); tmp.name = actorInformation.getName(); tmp.id = actorInformation.getID(); tmp.gender = actorInformation.getGender(); tmp.score = actorInformation.getScore(); all_actors[i] = tmp; if (Application.loadedLevelName == "LoadProfile" && i > 0) { Button test = Instantiate(profil); profil.name = tmp.name; test.transform.parent = my_canvas.transform; test.image.rectTransform.localScale = new Vector3(1, 1, 1); test.image.rectTransform.sizeDelta = new Vector2(150, 75); if (i > 4) { test.image.rectTransform.localPosition = new Vector3(-250 + 170, 150 - ((i - 1 - 4) * 85), 0); if (tmp.gender == 1) { test.image.color = kindOfBlue; } else if (tmp.gender == 2) { test.image.color = kindOfRed; } } else { test.image.rectTransform.localPosition = new Vector3(-250, 150 - ((i - 1) * 85), 0); if (tmp.gender == 1) { test.image.color = kindOfBlue; } else if (tmp.gender == 2) { test.image.color = kindOfRed; } } test.GetComponentInChildren <Text>().text = tmp.name; } i++; } //need to be decreased cause will be increased in the next save step if (i > 0) { size--; } }