// Use this for initialization
        void Start()
        {
            menuVariables = GameObject.Find("EventSystem").GetComponent <MenuVariables>();
            scanTime      = scanPeriod;
            processTime   = processPeriod;

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            if (!string.IsNullOrEmpty(classes))
            {
                classes_filepath = Utils.getFilePath("dnn/" + classes);
            }
            if (!string.IsNullOrEmpty(config))
            {
                config_filepath = Utils.getFilePath("dnn/" + config);
            }
            if (!string.IsNullOrEmpty(model))
            {
                model_filepath = Utils.getFilePath("dnn/" + model);
            }
            Run();
#endif
        }
Beispiel #2
0
        // Use this for initialization
        void Start()
        {
            menuVariables = GameObject.Find("EventSystem").GetComponent <MenuVariables>();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            if (!string.IsNullOrEmpty(classes))
            {
                classes_filepath = Utils.getFilePath("dnn/" + classes);
            }
            if (!string.IsNullOrEmpty(config))
            {
                config_filepath = Utils.getFilePath("dnn/" + config);
            }
            if (!string.IsNullOrEmpty(model))
            {
                model_filepath = Utils.getFilePath("dnn/" + model);
            }
            Run();
            EnglishText.text = "EN";
            SpanishText.text = "ES";
            FrenchText.text  = "FR";
            GermanText.text  = "DE";
            ItalianText.text = "IT";
#endif
        }
 public void SaveProgress()
 {
     //Debug.Log("Saving Progress");
     MenuVariables.selectedQuestionaryObj.lastAnsweredQuestion = currentQuestion;
     //Debug.Log("Saving currentQuestion: " + currentQuestion.ToString());
     MenuVariables.selectedQuestionaryObj.correctAnswers = rightAnswers;
     //Debug.Log("Saving rightAnswers: " + rightAnswers.ToString());
     MenuVariables.SaveQuestionary();
     //Debug.Log("Finished Saving Progress");
 }
    void UpdateSave(int grade, bool bestScore)
    {
        if (bestScore)
        {
            MenuVariables.selectedQuestionaryObj.bestscore = grade;
        }

        float average = (float)(MenuVariables.selectedQuestionaryObj.averagescore * MenuVariables.selectedQuestionaryObj.timesAnswered);

        average += grade;
        MenuVariables.selectedQuestionaryObj.timesAnswered++;
        average /= MenuVariables.selectedQuestionaryObj.timesAnswered;
        MenuVariables.selectedQuestionaryObj.averagescore         = (int)average;
        MenuVariables.selectedQuestionaryObj.lastAnsweredQuestion = 0;
        MenuVariables.selectedQuestionaryObj.correctAnswers       = 0;
        MenuVariables.SaveQuestionary();
    }
 public void ClearProgress()
 {
     MenuVariables.RemoveAllProgress();
 }
Beispiel #6
0
 // Use this for initialization
 void Awake()
 {
     MenuVariables.InitVariables();
     StartApp();
 }
Beispiel #7
0
	// Use this for initialization
	void Start () 
    {
        textMesh = GetComponent<TextMesh>();
        color = textMesh.color;
        sceneVariables = sceneVariablesObject.GetComponent<MenuVariables>();
	}
Beispiel #8
0
    private void LoadMenuVariables()
    {
        if (saveAs == saveFormat.playerprefs)
        {
            if (PlayerPrefs.HasKey("graphicsPrefsSaved"))//to check if there are any.
            {
                qualityLevelSlider.value     = PlayerPrefs.GetInt("graphicsSlider");
                antiAliasSlider.value        = PlayerPrefs.GetInt("antiAliasSlider");
                shadowResolutionSlider.value = PlayerPrefs.GetInt("shadowResolutionSlider");
                textureQualitySlider.value   = PlayerPrefs.GetInt("textureQualitySlider");
                anisotropicModeSlider.value  = PlayerPrefs.GetInt("anisotropicModeSlider");
                anisotropicLevelSlider.value = PlayerPrefs.GetInt("anisotropicLevelSlider");

                wantedResX = PlayerPrefs.GetInt("wantedResolutionX");
                wantedResY = PlayerPrefs.GetInt("wantedResolutionY");
                currentResolutionText.text = wantedResX + "x" + wantedResY;

                int toggle = PlayerPrefs.GetInt("FPSToggle");
                if (toggle == 1)
                {
                    FPSToggle.isOn = true;
                    showFPS        = true;
                }
                else
                {
                    FPSToggle.isOn = false;
                    showFPS        = false;
                }

                toggle = PlayerPrefs.GetInt("windowedModeToggle");
                if (toggle == 1)
                {
                    windowedModeToggle.isOn = true;
                }
                else
                {
                    windowedModeToggle.isOn = false;
                }

                toggle = PlayerPrefs.GetInt("vSyncToggle");
                if (toggle == 1)
                {
                    vSyncToggle.isOn = true;
                }
                else
                {
                    vSyncToggle.isOn = false;
                }
            }
            else //no player prefs are saved.
            {
                //if nothing was saved use the full screen resolutions
                wantedResX = Screen.width;
                wantedResY = Screen.height;
                currentResolutionText.text = Screen.width + "x" + Screen.height;//sets the text of the Screen Resolution button to the res we start with.
            }
        }
        else if (saveAs == saveFormat.iniFile)
        {
            if (File.Exists(saveFileDataPath))//to check if the file exists.
            {
                string loadedVasrJS = File.ReadAllText(saveFileDataPath);
                saveVars = JsonUtility.FromJson <MenuVariables>(loadedVasrJS);

                qualityLevelSlider.value     = saveVars.Qualitylevel;
                antiAliasSlider.value        = saveVars.AntiAliaslevel;
                anisotropicModeSlider.value  = saveVars.AnisotropicMode;
                anisotropicLevelSlider.value = saveVars.AnisotropicLevel;
                shadowResolutionSlider.value = saveVars.ShadowResolution;
                textureQualitySlider.value   = saveVars.TextureQuality;

                wantedResX = saveVars.ResolutionX;
                wantedResY = saveVars.ResolutionY;
                currentResolutionText.text = wantedResX + "x" + wantedResY;

                FPSToggle.isOn = saveVars.ShowFPS;
                showFPS        = saveVars.ShowFPS;

                windowedModeToggle.isOn = saveVars.WindowedMode;

                vSyncToggle.isOn = saveVars.VSync;

                loadedVasrJS = null;
                saveVars     = null;
            }
            else //no settings were saved.
            {
                //if nothing was saved use the full screen resolutions
                wantedResX = Screen.width;
                wantedResY = Screen.height;
                currentResolutionText.text = Screen.width + "x" + Screen.height;
            }
        }
    }
Beispiel #9
0
    public void SaveMenuVariables()
    {
        if (saveAs == saveFormat.playerprefs)
        {
            PlayerPrefs.SetInt("graphicsPrefsSaved", 0);

            PlayerPrefs.SetInt("graphicsSlider", Mathf.RoundToInt(qualityLevelSlider.value));
            PlayerPrefs.SetInt("antiAliasSlider", Mathf.RoundToInt(antiAliasSlider.value));
            PlayerPrefs.SetInt("shadowResolutionSlider", Mathf.RoundToInt(shadowResolutionSlider.value));
            PlayerPrefs.SetInt("textureQualitySlider", Mathf.RoundToInt(textureQualitySlider.value));
            PlayerPrefs.SetInt("anisotropicModeSlider", Mathf.RoundToInt(anisotropicModeSlider.value));
            PlayerPrefs.SetInt("anisotropicLevelSlider", Mathf.RoundToInt(anisotropicLevelSlider.value));

            PlayerPrefs.SetInt("wantedResolutionX", wantedResX);
            PlayerPrefs.SetInt("wantedResolutionY", wantedResY);

            int toggle = 0;
            if (!showFPS)
            {
                toggle = 0;
            }
            else
            {
                toggle = 1;
            }
            PlayerPrefs.SetInt("FPSToggle", toggle);

            if (vSyncToggle.isOn)
            {
                toggle = 1;
            }
            else
            {
                toggle = 0;
            }
            PlayerPrefs.SetInt("vSyncToggle", toggle);

            if (windowedModeToggle.isOn)
            {
                toggle = 1;
            }
            else
            {
                toggle = 0;
            }
            PlayerPrefs.SetInt("windowedModeToggle", toggle);
        }
        else if (saveAs == saveFormat.iniFile)
        {
            saveVars = new MenuVariables
            {
                Qualitylevel     = Mathf.RoundToInt(qualityLevelSlider.value),
                ShowFPS          = showFPS,
                ResolutionX      = wantedResX,
                ResolutionY      = wantedResY,
                WindowedMode     = windowedModeToggle.isOn,
                VSync            = vSyncToggle.isOn,
                AntiAliaslevel   = Mathf.RoundToInt(antiAliasSlider.value),
                ShadowResolution = Mathf.RoundToInt(shadowResolutionSlider.value),
                TextureQuality   = Mathf.RoundToInt(textureQualitySlider.value),
                AnisotropicMode  = Mathf.RoundToInt(anisotropicModeSlider.value),
                AnisotropicLevel = Mathf.RoundToInt(anisotropicLevelSlider.value),

                Warning = "Edit this file at your own risk!"
            };

            string saveVasrJS = JsonUtility.ToJson(saveVars, true);
            File.WriteAllText(saveFileDataPath, saveVasrJS);

            saveVasrJS = null;
            saveVars   = null;
        }
    }