Redirects writes to System.Console to Unity3D's Debug.Log.
    // Use this for initialization
    void Start()
    {
        UnitySystemConsoleRedirector.Redirect();

        Console.WriteLine("CPU Speed: " + cpu.CPUSpeed);
        Console.WriteLine("Cycle time: " + cpu.CycleTime);

        // load a rom into memory
        //string romPath = "/cpu_instrs.gb";
        //string romPath = "/individual/01-special.gb";
        string romPath = "/individual/06-ld r,r.gb";

        //string romPath = "/individual/07-jr,jp,call,ret,rst.gb";
        //string romPath = "/individual/08-misc instrs.gb";
        byte[] rom  = System.IO.File.ReadAllBytes(Application.streamingAssetsPath + romPath);
        byte[] name = new byte[16];
        System.Array.Copy(rom, 0x0134, name, 0, 16);
        System.Console.WriteLine("Title: " + System.Text.Encoding.ASCII.GetString(name));
        System.Console.WriteLine("Size: " + rom.Length);

        if (rom == null)
        {
            Debug.Log("REFUSED TO LOAD RESOURCE! D8");
            return;
        }
        cpu.LoadROMBytes(rom);
    }
Example #2
0
    void Start()
    {
        Debug.Log("Manager Enter.");
        UnitySystemConsoleRedirector.Redirect();

        SafeExecute(() => Environment.Init());
    }
Example #3
0
    static void Initialize()
    {
        UnitySystemConsoleRedirector.Redirect();

        if (!serializerRegistered)
        {
            StaticCompositeResolver.Instance.Register(
                MessagePack.Resolvers.ClientAppResolver.Instance,
                MessagePack.Resolvers.FenixRuntimeResolver.Instance,
                MessagePack.Resolvers.SharedResolver.Instance,
                MessagePack.Unity.UnityResolver.Instance,
                MessagePack.Unity.Extension.UnityBlitResolver.Instance,
                MessagePack.Unity.Extension.UnityBlitWithPrimitiveArrayResolver.Instance,
                MessagePack.Resolvers.StandardResolver.Instance
                );

            var option = MessagePackSerializerOptions.Standard.WithResolver(StaticCompositeResolver.Instance);

            MessagePackSerializer.DefaultOptions = option;
            serializerRegistered = true;
        }

        Console.WriteLine(typeof(int).GUID);
        Console.WriteLine(typeof(float).GUID);
    }
Example #4
0
    // Use this for initialization
    void Start()
    {
        UnitySystemConsoleRedirector.Redirect();
        QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
//		wallOfBoxes ();
//		circleOfSpheres ();
        createCodeBlocks();
    }
Example #5
0
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect(); GameObject.CreatePrimitive(PrimitiveType.Sphere);
     copy = (GameObject)Instantiate(GameObject.Find("RollerBall"), new Vector3(GameObject.Find("RollerBall").transform.position.x, GameObject.Find("RollerBall").transform.position.y, GameObject.Find("RollerBall").transform.position.z), new Quaternion());
     mesh = createSphere(copy.GetComponent <MeshFilter>().mesh);
     //mesh = copy.GetComponent<MeshFilter>().mesh;
     vertices     = mesh.vertices;
     verticesBase = mesh.vertices;
     normals      = mesh.normals;
 }
Example #6
0
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     copy = GameObject.CreatePrimitive(PrimitiveType.Sphere);
     copy.transform.position = gameObject.transform.position + gameObject.transform.forward;
     mesh = createSphere(copy.GetComponent <MeshFilter>().mesh);
     //mesh = copy.GetComponent<MeshFilter>().mesh;
     vertices     = mesh.vertices;
     verticesBase = mesh.vertices;
     normals      = mesh.normals;
 }
Example #7
0
    void Start()
    {
        UnitySystemConsoleRedirector.Redirect();
        System.Console.WriteLine("Start () ");
        //TestFloat ();
        //TestData();
        TestSvg();
        //TestColorStorage();
        //TestPixelFormatRenderer();

        //DataTest.testAll ();
    }
Example #8
0
    public Stock(string symbol, string companyName, Industry industry, IRandomGenerator randomGenerator)
    {
        UnitySystemConsoleRedirector.Redirect(); // redirects System.Console output to Unity's console

        Symbol          = symbol;
        CompanyName     = companyName;
        CompanyIndustry = industry;

        this.randomGenerator = randomGenerator;

        SetInitialValues();
    }
Example #9
0
 // Use this for initialization
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     ddOptions = new List <Dropdown.OptionData>();
     mDevices  = new List <MotionDevice>();
     engine    = new MotionEngine();
     btnScan.GetComponent <Button>().onClick.AddListener(btnScan_Click);
     btnConnect.GetComponent <Button>().onClick.AddListener(btnConnect_Click);
     btnVib.GetComponent <Button>().onClick.AddListener(btnVib_Click);
     btnStartRead.GetComponent <Button>().onClick.AddListener(btnStartRead_Click);
     btnStopRead.GetComponent <Button>().onClick.AddListener(btnStopRead_Click);
 }
 // Use this for initialization
 private void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     OriginalTimeScalse = Time.timeScale;
     Time.timeScale     = 0;
     Queued             = false;
     PlayerId           = (new Random()).Next(1000);
     Console.WriteLine("Your playerId is " + PlayerId);
     QueueButton = GameObject.FindGameObjectWithTag("QueueButton").GetComponent <Button>();
     EventChannel.Connect();
     PlayerManager.SetEventMessages(EventChannel.WebSocket);
     Console.WriteLine("Created");
 }
Example #11
0
    public void EventAwake()
    {
        //Port = 16905;
        Port = 36667;
        //UserId = 30056;
        //UserId = 10817;
        //UserId = 10819;
        UserId = 30058;

        AssetLoader = gameObject.AddComponent <ResourceLoader> ();
        UnitySystemConsoleRedirector.Redirect();
        _self = odao.scmahjong.NetworkPlayer.Create();
        _self.AddEventListener(GSNetWorkStateEvent);
    }
Example #12
0
        public void Start()
        {
            UnitySystemConsoleRedirector.Redirect();

            App.Instance.Init();
        }
Example #13
0
 // Start is called before the first frame update
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
 }
Example #14
0
 static void Initialize()
 {
     UnitySystemConsoleRedirector.Redirect();
 }
Example #15
0
 // Start is called before the first frame update
 void Start()
 {
     Debug.Log("Start redirecting console logs to unity logs");
     UnitySystemConsoleRedirector.Redirect();
 }
Example #16
0
 // Start is called before the first frame update
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     Program.Main(args);
 }
Example #17
0
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     m_game = new Game();
 }
Example #18
0
 // Use this for initialization
 void Start()
 {
     UnitySystemConsoleRedirector.Redirect();
     //   EventChannel.Connect();
 }
Example #19
0
    void Start()
    {
        //Redirect the console output (for debugging purposes).
        UnitySystemConsoleRedirector.Redirect();
        //Make a new agent
        AIAgent agent;
        //And model
        Model model = new Model(GameData.modelFiles [gameIndx]);
        //Set the settings
        string settings = GameData.settingsFiles [gameIndx];

        //And init the right agent with the model and settings above.
        if (GameData.selectedAgent == 0)
        {
            agent = new RandomAgent();
        }
        else if (GameData.selectedAgent == 1)
        {
            agent = new ModelBasedAgent(model);
        }
        else if (GameData.selectedAgent == 2)
        {
            agent = new MCTSSimpleAgent(settings);
        }
        else if (GameData.selectedAgent == 3)
        {
            agent = new MCTSWithPruning(model, settings);
        }
        else if (GameData.selectedAgent == 4)
        {
            agent = new MCTSWithSoftPruning(model, settings);
        }
        else if (GameData.selectedAgent == 5)
        {
            agent = new MCTSWithLearning(model, settings);
        }
        else
        {
            agent = new MCTSSimpleAgent(settings);
        }

        //Init the correct game
        if (gameIndx == 0)
        {
            currentGame = gameObject.AddComponent <TicTacToe> ();
        }
        else if (gameIndx == 1)
        {
            currentGame = gameObject.AddComponent <OrderAndChaos> ();
        }
        else if (gameIndx == 2)
        {
            currentGame = gameObject.AddComponent <Hex> ();
        }

        //Once the game has been made set the rest of the game up
        currentGame.ai         = agent;
        currentGame.playerIndx = GameData.playerIndex;;
        currentGame.preFabTile = preFabTile;
        currentGame.AIThinking = AIThinking;
        currentGame.EndGame    = EndGame;
        currentGame.winlose    = winlose;
    }
Example #20
0
    public void CreateNewDungeon()
    {
        UnitySystemConsoleRedirector.Redirect();

        var transform = GetComponent <Transform> ();

        //clear out any previous dungeon
        Debug.LogWarning("Destroying old objects");
        foreach (Transform child in transform)
        {
            GameObject.DestroyImmediate(child.gameObject);
        }

        var container          = new GameObject("Dungeon Container");
        var containerTransform = container.GetComponent <Transform>();

        container.transform.parent = transform;

        var generator = new DungeonGenerator <DungeonRoom, DungeonHallway> ();

        generator.dungeonSize              = Constants.DungeonSize;
        generator.creationBounds           = Constants.DungeonSize;
        generator.minimumRoomWidth         = 5;
        generator.minimumRoomHeight        = 5;
        generator.maximumRoomWidth         = 14;
        generator.maximumRoomHeight        = 14;
        generator.initialRoomCreationCount = 30;
        generator.runCompleteGeneration();

        Debug.Log("Rooms: " + generator.dungeon.rooms.Count + "/Hallways: " + generator.dungeon.hallways.Count);

        var dungeonTransform = GetComponent <Transform> ();

        var roomIndex = 0;

        foreach (var room in generator.dungeon.rooms)
        {
            roomIndex++;
            var newRoom = GameObject.Instantiate(roomObject, containerTransform);
            newRoom.transform.localPosition = new Vector3((float)room.rect.center.x, 0, (float)room.rect.center.y);
            newRoom.GetComponent <ProceduralRoom>().floorTransform.localPosition = new Vector3(-room.rect.size.width / 2, 0, -room.rect.size.height / 2);
            newRoom.GetComponentInChildren <TextMesh> ().text = "R " + roomIndex;

            var tileFloor = newRoom.GetComponentInChildren <TileMap> ();
            tileFloor.size_x = Mathf.RoundToInt(room.rect.size.width);
            tileFloor.size_z = Mathf.RoundToInt(room.rect.size.height);
            tileFloor.BuildMesh();

            playerTransform.position = newRoom.transform.position;
        }
        var hallIndex = 0;

        foreach (var hallway in generator.dungeon.hallways)
        {
            hallIndex++;
            var hallwaySegmentIndex = 0;
            foreach (var rect in hallway.rects)
            {
                hallwaySegmentIndex++;
                var newHallway = GameObject.Instantiate(hallwayObject, containerTransform);
                newHallway.transform.localPosition = new Vector3((float)rect.center.x, 0, (float)rect.center.y);
                newHallway.GetComponent <ProceduralRoom>().floorTransform.localPosition = new Vector3(-rect.size.width / 2, 0, -rect.size.height / 2);
                newHallway.GetComponentInChildren <TextMesh> ().text = "H " + hallIndex + "-" + hallwaySegmentIndex;

                var tileFloor = newHallway.GetComponentInChildren <TileMap> ();
                tileFloor.size_x = Mathf.RoundToInt(rect.size.width);
                tileFloor.size_z = Mathf.RoundToInt(rect.size.height);
                tileFloor.BuildMesh();
            }
        }
    }