public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { data = new SuppressionTestsData(); data.Load(); base.Initialise(_atom, _initCallback); }
public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { data = new SuppressionTestsData(); atom = _atom; //base.Initialise(_atom, _initCallback); _initCallback(true); }
/// <summary> /// Initialise this instance. This allows us to overwrite default initialisation for unit testing with mocks. /// </summary> public virtual void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { atom = _atom; audioManager = AudioManager.instance; if (atom.molecule == "") { atom.molecule = "default"; } //Fetch our default display element and it's parts molecule = GetMolecule(atom.molecule); molecule.container.SetActive(true); image = GetMolecularChild(molecule, "Image"); titleText = GetMolecularChild(molecule, "TitleText"); hitKeyToContinue = GetMolecularChild(molecule, "HitKeyToContinue"); //Fetch our visualisers - Singletons so we don't keep creating destroying unless necessary. //voiceVisualiser = UnityVoiceVisualiser.instance; //subsVisualiser = UnitySubTitlesVisualiser.instance; //Naiive but for now, ok. _initCallback(true); }
public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { atom = _atom; audioManager = AudioManager.instance; _initCallback(true); }
/// <summary> /// Spins the atom. Asks the user whether to carry on if they wish, or start from the first atom of this day. /// /// </summary> /// <param name="atom">Atom.</param> public void Play(ESTrainingAtom atom) { //TODO: If the atom isn't the very first, we should ask if the user wishes to start from the first atom, or continue from where they are physics = LocatePhysics(atom); //We start the atom, passing it our callback hook so we know when to load the next one physics.Initialise(atom, PostInit); }
private int FindAtomIndex(ESTrainingAtom match, List <ESTrainingAtom> searchInAtoms) { int i = 0; foreach (ESTrainingAtom atom in searchInAtoms) { if (atom == match) { return(i); } i++; } return(-1); }
public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { atom = _atom; audioManager = AudioManager.instance; if (atom.molecule == "") { atom.molecule = "default"; } //Fetch our default display element and it's parts molecule = GetMolecule(atom.molecule); molecule.container.SetActive(true); _initCallback(true); }
public virtual void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { atom = _atom; initCallback = _initCallback; //Fix our screen orientation Screen.orientation = ScreenOrientation.LandscapeLeft; //Get the audio manager audioManager = AudioManager.instance; //multiCameraController = GetMolecularChild(molecule, "MultiCamera").GetComponent<MultiCameraController>(); multiCameraController = GameObject.Find("MultiCamera").GetComponent <MultiCameraController>(); //Disable the 2D camera and enable the 3D camera multiCameraController.SwitchTo3D(InitPart2); }
private List <string> OutputLink(List <string> links, ESTrainingAtom atom, string nextStep, bool inferred) { string linkStr = ""; if (atoms.Exists(x => x.id == nextStep)) { linkStr = "\"" + atom.id + "\" -> " + "\"" + nextStep + "\""; } else { linkStr = "\"" + atom.id + "\" -> ERROR"; } if (inferred) { linkStr += "[style=dashed]"; } links.Add(linkStr); return(links); }
/// <summary> /// Initialises the atoms. Where were we last time? Do we want to start from the beginning? /// </summary> public void InitialiseAtoms(List <ESTrainingAtom> _atoms) { atoms = _atoms; //TODO : May want to explicitly set this e.g. from JSON before calling this method if (PlayerPrefs.HasKey("currentNodeID")) { //Are there stored settings already? currentNodeID = PlayerPrefs.GetString("currentNodeID"); currentNodeCompleted = (PlayerPrefs.GetInt("currentNodeCompleted") != 0); currentAtom = FindAtom(currentNodeID, _atoms); if (currentAtom == null) { InitaliseFreshStart(_atoms); } //TODO: Now we need to check that this currentNodeID exists, and if not, rollback the currentNodeID to the } else { //Lets initialise as this must be a first run-through InitaliseFreshStart(_atoms); } }
/// <summary> /// When an atom has run to completion, we receive a callback here /// if that atoms specifies a specific atom to transition to. /// </summary> /// <param name="_id">Identifier.</param> public void Atomised(string nextAtomID) { Debug.Log("Atomised callback in ContentNode - next atom specified as (" + nextAtomID + ")"); //Shut down visualisation if it exists. //if (physics.Atom.visualiseVoice) //{ // UnityVoiceVisualiser.instance.StopVisualisation(); //} if (nextAtomID != "") { ESTrainingAtom nextAtom = FindAtom(nextAtomID, atoms); if (nextAtom != null) { currentAtom = nextAtom; Play(currentAtom); } else { Debug.Log("Could not find specified atom!" + nextAtomID); } } else { ESTrainingAtom nextAtom = FindNextAtom(); if (nextAtom != null) { currentAtom = nextAtom; Play(currentAtom); } else { Debug.Log("Ran out of Atoms"); Debug.Log("This is where we call back to our maker"); currentAtom = atoms[0];//Reset the atom to the original atom so that it becomes the restart point QuitToSceneSelector(); } } }
public ESTrainingAtom FindNextAtom(ESTrainingAtom searchFromAtom, List <ESTrainingAtom> searchInAtoms) { int i = -1; if (searchFromAtom != null) { i = FindAtomIndex(searchFromAtom, searchInAtoms); } i++; while (i <= atoms.Count - 1) { if (atoms[i].disableAtom != true) { //ignore disabled atoms return(atoms[i]); } else { i++; } } return(null); }
/// <summary> /// Look for any custom physics matching the paragraph - we might want a physics type rather than id matching /// </summary> /// <returns>The physics.</returns> /// <param name="atom">Atom.</param> public ESAtomPhysicsInterface LocatePhysics(ESTrainingAtom atom) { Type t; try { //Look for custom physics... string classname = "EyeSkills.ESAtomPhysics" + atom.preferredPhysics; t = Type.GetType(classname, true); physics = (ESAtomPhysicsInterface)Activator.CreateInstance(t); } catch (TypeLoadException) { //This is expected behaviour if (atom.preferredPhysics != "") { Debug.Log("Could not load physics [" + atom.preferredPhysics + "]"); } Debug.Log("Loading default physics"); physics = new ESTrainingDefaultPhysics(); } return(physics); }
//public AudioManager audioManager = new AudioManager(); public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { MultiCameraController.instance.SwitchTo3D(delegate(bool success){ _initCallback(true); }); }
public void Initialise(ESTrainingAtom atom, Action <bool> _initCallback) { _initCallback(true); }
public override void Initialise(ESTrainingAtom _atom, Action <bool> _initCallback) { base.Initialise(_atom, _initCallback); }
/// <summary> /// Begin from the first atom. /// </summary> /// <param name="_atoms">Atoms.</param> private void InitaliseFreshStart(List <ESTrainingAtom> _atoms) { currentAtom = FindNextAtom(null, _atoms); currentNodeID = currentAtom.id; currentNodeCompleted = false; }