void Awake() { LoadCSV.Load(); float startx = LoadCSV.rowList[0].longitudem; float startz = LoadCSV.rowList[0].latitudem; int lastline = LoadCSV.rowList.Count - 1; float endy = LoadCSV.rowList[lastline].height1; Vector3 scale = Vector3.one * 10f; Vector3 position; foreach (Row r in LoadCSV.rowList) { Transform point = Instantiate(pointprefab); position.x = r.longitudem - startx; position.z = r.latitudem - startz; position.y = r.height1 - endy; point.localPosition = position; point.localScale = scale; //Debug.Log(r.longitudem - startx); } }
public void WriteCSV(string txt) { if (LoadCSV.getI() > 0) { StreamWriter streamWriter; FileInfo fileInfo; fileInfo = new FileInfo(Application.dataPath + "/" + filepathname + "/" + name + ".csv"); streamWriter = fileInfo.AppendText(); streamWriter.WriteLine(txt); com[num] = txt; num++; streamWriter.Flush(); streamWriter.Close(); } else { StreamWriter streamWriter; FileInfo fileInfo; fileInfo = new FileInfo(Application.dataPath + "/" + filepathname + "/" + name + ".csv"); streamWriter = fileInfo.AppendText(); streamWriter.WriteLine(txt); com[num] = txt; num++; streamWriter.Flush(); streamWriter.Close(); } }
private void LoadCsvIntoBD(object sender, RoutedEventArgs e) { //check if it is empty FC_Carrier c = new FC_Carrier(); if (c.ObjToTable(SQL.Select(c)).Count == 0) { LoadCSV.Load(); } Carrier_DataLoadClick(null, null); }
private void ChangeCSVLocation(object sender, RoutedEventArgs e) { // View Save As File Dialog OpenFileDialog openFileDialog = new OpenFileDialog(); openFileDialog.Filter = "csv Files (*.csv)|*.csv"; if (openFileDialog.ShowDialog() == true) { LoadCSV.SetNewCSVLocation(openFileDialog.FileName); LoadCSV.Load(); } }
// Use this for initialization void Start() { loadcsv = LoadCSV_Obj.GetComponent <LoadCSV>(); roupNmber = loadcsv.BinaryLoad(); // Trajectoryがなければ生成 if (GameObject.Find("Trajectory") != null) { //軌跡のオブジェクトを格納する親オブジェクト GhostParent = GameObject.Find("Trajectory").transform; } else { //軌跡のオブジェクトを格納する親オブジェクト GameObject Trajectory = new GameObject(); Trajectory.name = "Trajectory"; GhostParent = Trajectory.transform; } }
// Use this for initialization void Start() { comm = new string[1024]; number = new int[1024]; comlist = new List <string>(); list = new List <GameObject>(); LoadCSV.csvload(); Text = GameObject.Find("Text").GetComponent <Text>(); retry = GameObject.Find("Canvas/retry"); retry.SetActive(false); next = GameObject.Find("Canvas/next"); //Debug.Log(next); stagename = SceneManager.GetActiveScene().name; if (stagename == "stage1Result" || stagename == "stage2Result") { next.SetActive(!next.activeSelf); } end = GameObject.Find("end"); if (stagename == "stage3Result") { end.SetActive(false); } }
static void Load() { LoadCSV.LoadAndUpdate <ClassValues>(linkDB, pathAssets, UpdateAsset); }
/// <summary> /// Will connect to Photon server and load the deck the player chose /// </summary> private void loadDeckFromServer() { // Grab Deck from the server - Currently only grabs from local CSV _playerDeck = LoadCSV.Load(Resources.Load <TextAsset>("Data/testdeck")); }
// Use this for initialization void Start() { com = new string[1024]; LoadCSV.csvload(); }