/// <summary> Creates an Interactable Path from encoding a seed string </summary> private void CreatePath() { if (Path == null || Path.Length == 0) { SeedConverter converter = new SeedConverter(); path = converter.encodeSeed(SeedManager.InputSeed); } }
private void SetProgressText() { SeedConverter converter = new SeedConverter(); string SeedString = converter.DecodeSeed(); int length = Mathf.RoundToInt(10.0f / (float)InteractableConfig.ActionsPerGame * (float)InteractableLog.Log.Count); progressText.text = SeedString.Substring(0, length); progressPartialIcon.GetComponent <RectTransform>().localPosition = new Vector3(length * 22 - 80, 0, 0); }
private void Update() { if (InteractableManager.InteractableList.Length == 0) { return; } if (GameManager.Mode == GameMode.Rehearsal) { if (!isNextHighlighted) { InteractablePath.InitializeNextInteractable(); isNextHighlighted = true; } if (InteractablePath.PathComplete) { GameManager.State = GameState.End; EndGameUI.ToggleOn(); } else if (LevelManager.IsMultiLevelGame && ShowLevelComplete) { GameManager.State = GameState.Menu; LevelClearUI.ToggleOn(); } } else if (GameManager.Mode == GameMode.Recall) { if (InteractableLog.PathComplete) { SeedConverter converter = new SeedConverter(); SeedString = converter.DecodeSeed(); GameManager.State = GameState.End; EndGameUI.ToggleOn(); } else if (LevelManager.IsMultiLevelGame && ShowLevelComplete) { GameManager.State = GameState.Menu; LevelClearUI.ToggleOn(); } } }
/// <summary> Toggles On the EndGameUI </summary> static public void ToggleOn() { if (Instance.gameObject.activeSelf) { return; } Instance.gameObject.SetActive(true); var textList = Instance.GetComponentsInChildren <TMPro.TextMeshProUGUI>(); SeedConverter converter = new SeedConverter(); textList[0].text = converter.DecodeSeed(); if (GameManager.Mode == GameMode.Rehearsal) { textList[1].text = "Practice Complete!"; } else { textList[1].text = "Seed is Recovered!"; } }
/// <summary> Toggles On the EndGameUI </summary> static public void ToggleOn() { if (Instance.gameObject.activeSelf) { return; } Instance.gameObject.SetActive(true); var textList = Instance.GetComponentsInChildren <TMPro.TextMeshProUGUI>(); SeedConverter converter = new SeedConverter(); BIP39Converter bpc = new BIP39Converter(); //textList[0].text = converter.DecodeSeed(); /* for (int i = 0; i < textList.Length; i++) * { * Debug.Log("Text data #" + i + ": " + textList[i].text); * } */ if (InteractableConfig.SeedHexLength % 2 == 1) { string alteredSeedText = converter.DecodeSeed(); string sentence = bpc.getSentenceFromHex(alteredSeedText); char[] array = alteredSeedText.ToCharArray(); array[array.Length - 2] = array[array.Length - 1]; alteredSeedText = new string(array); if (alteredSeedText.Length > 1) { alteredSeedText = alteredSeedText.Substring(0, (alteredSeedText.Length - 1)); } hexSeed = alteredSeedText; bipSeed = sentence; textList[0].text = sentence; } else { //textList[0].text = converter.DecodeSeed(); string hex = converter.DecodeSeed(); string sentence = bpc.getSentenceFromHex(hex); hexSeed = hex; bipSeed = sentence; textList[0].text = sentence; } //Debug.Log("Hex: " + hexSeed); //Debug.Log("Bip: " + bipSeed); if (GameManager.Mode == GameMode.Rehearsal) { //textList[2].text = "Key Learned!"; textList[3].text = "Practice Again"; } else { //textList[2].text = "Key Recovered!"; textList[3].text = "Try Again"; } for (int i = 0; i < textList.Length; i++) { //Debug.Log("Text data #" + i + ": " + textList[i].text); } setupCharacterMode(); }
static public InteractableID[] GetPathIDsFromSeed(string seed) { SeedConverter converter = new SeedConverter(); return(converter.getPathIDs(seed)); }
/// <summary> Generated Path of Interactables from a Seed string </summary> static public void GeneratePathFromSeed(string seed) { SeedConverter converter = new SeedConverter(); Instance.path = new List <Interactable>(converter.encodeSeed(seed)); }
/// <summary> Decodes Log into a Seed string </summary> public string RecoverSeed() { SeedConverter converter = new SeedConverter(); return(converter.DecodeSeed(this)); }
private static Random CreateSeededRandom(string?seedText) { return(string.IsNullOrWhiteSpace(seedText) ? new Random() : new Random(SeedConverter.CalculateSeedNumberFromString(seedText))); }
private void Update() { SeedConverter converter = new SeedConverter(); seed = converter.InteractableListToSeed(list); }