Example #1
0
    void LoadReplay(string name)
    {
        List <FixedQueue <StateDescriptor> > fieldStates;
        List <FixedQueue <StateDescriptor> > robotStates;
        Dictionary <string, List <FixedQueue <StateDescriptor> > > gamePieceStates;
        List <List <KeyValuePair <ContactDescriptor, int> > >      contacts;

        string simSelectedField;
        string simSelectedRobot;

        ReplayImporter.Read(name, out simSelectedField, out simSelectedRobot, out fieldStates, out robotStates, out gamePieceStates, out contacts);

        LoadField(simSelectedField);
        LoadRobot(simSelectedRobot);

        List <Tracker> robotTrackers = Trackers.Where(x => x.transform.parent.name.Equals("Robot")).ToList();
        List <Tracker> fieldTrackers = Trackers.Except(robotTrackers).ToList();

        int i = 0;

        foreach (Tracker t in fieldTrackers)
        {
            t.States = fieldStates[i];
            i++;
        }

        i = 0;

        foreach (Tracker t in robotTrackers)
        {
            t.States = robotStates[i];
            i++;
        }

        foreach (KeyValuePair <string, List <FixedQueue <StateDescriptor> > > k in gamePieceStates)
        {
            GameObject referenceObject = GameObject.Find(k.Key);

            if (referenceObject == null)
            {
                continue;
            }

            foreach (FixedQueue <StateDescriptor> f in k.Value)
            {
                GameObject currentPiece = UnityEngine.Object.Instantiate(referenceObject);
                currentPiece.name = "clone_" + k.Key;
                currentPiece.GetComponent <Tracker>().States = f;
            }
        }

        foreach (var c in contacts)
        {
            if (c != null)
            {
                List <ContactDescriptor> currentContacts = new List <ContactDescriptor>();

                foreach (var d in c)
                {
                    ContactDescriptor currentContact = d.Key;
                    currentContact.RobotBody = robotTrackers[d.Value].GetComponent <BRigidBody>();
                    currentContacts.Add(currentContact);
                }

                contactPoints.Add(currentContacts);
            }
            else
            {
                contactPoints.Add(null);
            }
        }
    }