Esempio n. 1
0
    void Start()
    {
        SceneHeader.text      = ReadDataSceneStrings.HeaderLbl;
        SceneDescription.text = ReadDataSceneStrings.DescriptionLbl;

        // Initialize GDE
        if (!GDEDataManager.Init("read_scene_data"))
        {
            Status.text = ReadDataSceneStrings.StatusErrorInitiliazing;
            return;
        }

        data = new GDEReadSceneData(GDEReadSceneItemKeys.ReadScene_test_data);
        if (data == null)
        {
            Status.text = ReadDataSceneStrings.StatusErrorLoadingData;
            return;
        }

        try
        {
            // Bool
            BoolField.text  = ReadDataSceneStrings.BoolFieldLbl + " ";
            BoolField.text += data.bool_field;

            // Bool List
            BoolListField.text = ReadDataSceneStrings.BoolListFieldLbl + " ";
            foreach (bool boolVal in data.bool_list_field)
            {
                BoolListField.text += string.Format("{0} ", boolVal);
            }

            // Int
            IntField.text  = ReadDataSceneStrings.IntFieldLbl + " ";
            IntField.text += data.int_field;

            // Int List
            IntListField.text = ReadDataSceneStrings.IntListFieldLbl + " ";
            foreach (int intVal in data.int_list_field)
            {
                IntListField.text += string.Format("{0} ", intVal);
            }

            // Float
            FloatField.text  = ReadDataSceneStrings.FloatFieldLbl + " ";
            FloatField.text += data.float_field;

            // Float List
            FloatListField.text = ReadDataSceneStrings.FloatListFieldLbl + " ";
            foreach (float floatVal in data.float_list_field)
            {
                FloatListField.text += string.Format("{0} ", floatVal);
            }

            // String
            StringField.text  = ReadDataSceneStrings.StringFieldLbl + " ";
            StringField.text += data.string_field;

            // String List
            StringListField.text = ReadDataSceneStrings.StringListFieldLbl + " ";
            foreach (string stringVal in data.string_list_field)
            {
                StringListField.text += string.Format("{0} ", stringVal);
            }

            // Vector2
            Vector2Field.text  = ReadDataSceneStrings.Vec2FieldLbl + " ";
            Vector2Field.text += string.Format("({0}, {1})", data.vector2_field.x, data.vector2_field.y);

            // Vector2 List
            Vector2LisField.text = ReadDataSceneStrings.Vec2ListFieldLbl + " ";
            foreach (Vector2 vec2Val in data.vector2_list_field)
            {
                Vector2LisField.text += string.Format("({0}, {1}) ", vec2Val.x, vec2Val.y);
            }

            // Vector3
            Vector3Field.text  = ReadDataSceneStrings.Vec3FieldLbl + " ";
            Vector3Field.text += string.Format("({0}, {1}, {2})", data.vector3_field.x, data.vector3_field.y, data.vector3_field.z);

            // Vector3 List
            Vector3ListField.text = ReadDataSceneStrings.Vec3ListFieldLbl + " ";
            foreach (Vector3 vec3Val in data.vector3_list_field)
            {
                Vector3ListField.text += string.Format("({0}, {1}, {2}) ", vec3Val.x, vec3Val.y, vec3Val.z);
            }

            // Vector4
            Vector4Field.text  = ReadDataSceneStrings.Vec4FieldLbl + " ";
            Vector4Field.text += string.Format("({0}, {1}, {2}, {3})", data.vector4_field.x, data.vector4_field.y, data.vector4_field.z, data.vector4_field.w);

            // Vector4 List
            Vector4ListField.text = ReadDataSceneStrings.Vec4ListFieldLbl + " ";
            foreach (Vector4 vec4Val in data.vector4_list_field)
            {
                Vector4ListField.text += string.Format("({0}, {1}, {2}, {3}) ", vec4Val.x, vec4Val.y, vec4Val.z, vec4Val.w);
            }

            // Color
            ColorField.text  = ReadDataSceneStrings.ColorFieldLbl + " ";
            ColorField.text += data.color_field.ToString();

            // Color List
            ColorListField.text = ReadDataSceneStrings.ColorListFieldLbl + " ";
            foreach (Color colVal in data.color_list_field)
            {
                ColorListField.text += string.Format("{0}   ", colVal);
            }

            // Custom
            // See LoadUnityTypes for a Custom field example

            LoadUnityTypes();

            /**
             *
             * The following two methods (GetAllDataBySchema and GetAllKeysBySchema) are part of the old version of the GDE API.
             * They still work, but require a little more code to use.
             *
             **/

            // Get All Data By Schema
            GetAllDataBySchema.text = ReadDataSceneStrings.GetAllBySchemaLbl + Environment.NewLine;
            Dictionary <string, object> allDataByCustomSchema;
            GDEDataManager.GetAllDataBySchema("ReadSceneCustom", out allDataByCustomSchema);
            foreach (KeyValuePair <string, object> pair in allDataByCustomSchema)
            {
                string description;
                Dictionary <string, object> customData = pair.Value as Dictionary <string, object>;
                customData.TryGetString("description", out description);
                GetAllDataBySchema.text += string.Format("     {0}{1}", description, Environment.NewLine);
            }

            // Get All Keys By Schema
            GetAllKeysBySchema.text = ReadDataSceneStrings.GetAllKeysBySchemaLbl + " ";
            List <string> customKeys;
            GDEDataManager.GetAllDataKeysBySchema("ReadSceneCustom", out customKeys);
            foreach (string key in customKeys)
            {
                GetAllKeysBySchema.text += string.Format("{0} ", key);
            }

            Status.text = ReadDataSceneStrings.StatusSuccess;
        }
        catch (Exception ex)
        {
            Status.text = ReadDataSceneStrings.StatusError;
            Debug.LogError(ex);
        }
    }
Esempio n. 2
0
    void Start()
    {
        // Initialize GDE
        // This will load the data file with this name. Do not specify the extension.
        // You can also pass a TextAsset instead of a string.
        if (!GDEDataManager.Init("read_scene_data"))
        {
            Status.text = ReadDataSceneStrings.StatusErrorInitiliazing;
            return;
        }

        // Here is how you load an item using the generated data class.
        // The constructor will load the item with ID "test_data" of the ReadScene schema.
        // The GDEReadSceneItemKeys class is also generated. It contains fields for every
        // item ID so that you can easily access item data without the need for hard coded
        // strings.
        gde_data = new GDEReadSceneData(GDEReadSceneItemKeys.ReadScene_test_data);
        if (gde_data == null)
        {
            Status.text = ReadDataSceneStrings.StatusErrorLoadingData;
            return;
        }

        try
        {
            // The following shows how each field in the ReadScene schema is accessed.
            // Each field in the schema will have a field of the correct type in the
            // generated class.
            // Lists are generic List<>, 2D lists are also generic List<List<>>
            // You can modify these fields at will. To save your modifications to
            // persistent data, call GDEDataManager.Save(); when it is convenient.

            // Bool
            BoolField.text  = ReadDataSceneStrings.BoolFieldLbl + " ";
            BoolField.text += gde_data.bool_field;

            // Bool List
            BoolListField.text = ReadDataSceneStrings.BoolListFieldLbl + " ";
            foreach (bool boolVal in gde_data.bool_list_field)
            {
                BoolListField.text += string.Format("{0} ", boolVal);
            }

            // Int
            IntField.text  = ReadDataSceneStrings.IntFieldLbl + " ";
            IntField.text += gde_data.int_field;

            // Int List
            IntListField.text = ReadDataSceneStrings.IntListFieldLbl + " ";
            foreach (int intVal in gde_data.int_list_field)
            {
                IntListField.text += string.Format("{0} ", intVal);
            }

            // Float
            FloatField.text  = ReadDataSceneStrings.FloatFieldLbl + " ";
            FloatField.text += gde_data.float_field;

            // Float List
            FloatListField.text = ReadDataSceneStrings.FloatListFieldLbl + " ";
            foreach (float floatVal in gde_data.float_list_field)
            {
                FloatListField.text += string.Format("{0} ", floatVal);
            }

            // String
            StringField.text  = ReadDataSceneStrings.StringFieldLbl + " ";
            StringField.text += gde_data.string_field;

            // String List
            StringListField.text = ReadDataSceneStrings.StringListFieldLbl + " ";
            foreach (string stringVal in gde_data.string_list_field)
            {
                StringListField.text += string.Format("{0} ", stringVal);
            }

            // Vector2
            Vector2Field.text  = ReadDataSceneStrings.Vec2FieldLbl + " ";
            Vector2Field.text += string.Format("({0}, {1})", gde_data.vector2_field.x, gde_data.vector2_field.y);

            // Vector2 List
            Vector2LisField.text = ReadDataSceneStrings.Vec2ListFieldLbl + " ";
            foreach (Vector2 vec2Val in gde_data.vector2_list_field)
            {
                Vector2LisField.text += string.Format("({0}, {1}) ", vec2Val.x, vec2Val.y);
            }

            // Vector3
            Vector3Field.text  = ReadDataSceneStrings.Vec3FieldLbl + " ";
            Vector3Field.text += string.Format("({0}, {1}, {2})", gde_data.vector3_field.x, gde_data.vector3_field.y, gde_data.vector3_field.z);

            // Vector3 List
            Vector3ListField.text = ReadDataSceneStrings.Vec3ListFieldLbl + " ";
            foreach (Vector3 vec3Val in gde_data.vector3_list_field)
            {
                Vector3ListField.text += string.Format("({0}, {1}, {2}) ", vec3Val.x, vec3Val.y, vec3Val.z);
            }

            // Vector4
            Vector4Field.text  = ReadDataSceneStrings.Vec4FieldLbl + " ";
            Vector4Field.text += string.Format("({0}, {1}, {2}, {3})", gde_data.vector4_field.x, gde_data.vector4_field.y, gde_data.vector4_field.z, gde_data.vector4_field.w);

            // Vector4 List
            Vector4ListField.text = ReadDataSceneStrings.Vec4ListFieldLbl + " ";
            foreach (Vector4 vec4Val in gde_data.vector4_list_field)
            {
                Vector4ListField.text += string.Format("({0}, {1}, {2}, {3}) ", vec4Val.x, vec4Val.y, vec4Val.z, vec4Val.w);
            }

            // Color
            ColorField.text  = ReadDataSceneStrings.ColorFieldLbl + " ";
            ColorField.text += gde_data.color_field.ToString();

            // Color List
            ColorListField.text = ReadDataSceneStrings.ColorListFieldLbl + " ";
            foreach (Color colVal in gde_data.color_list_field)
            {
                ColorListField.text += string.Format("{0}   ", colVal);
            }

            // Custom
            // See LoadUnityTypes for a Custom field example

            LoadUnityTypes();

            // There is an updated generic method that will return all items
            // of a particular schema. It looks like this:
            // List<GDEReadSceneData> all = GDEDataManager.GetAllItems<GDEReadSceneData>();
            // Specify the data class corresponding to the schema whose items you
            // want to load all at once


            /**
             *
             * The following two methods (GetAllDataBySchema and GetAllKeysBySchema) are part of the old version of the GDE API.
             * They still work, but require a little more code to use.
             *
             **/

            // Get All Data By Schema
            GetAllDataBySchema.text = ReadDataSceneStrings.GetAllBySchemaLbl + Environment.NewLine;
            Dictionary <string, object> allDataByCustomSchema;
            GDEDataManager.GetAllDataBySchema("ReadSceneCustom", out allDataByCustomSchema);
            foreach (KeyValuePair <string, object> pair in allDataByCustomSchema)
            {
                string description;
                Dictionary <string, object> customData = pair.Value as Dictionary <string, object>;
                customData.TryGetString("description", out description);
                GetAllDataBySchema.text += string.Format("     {0}{1}", description, Environment.NewLine);
            }

            // Get All Keys By Schema
            GetAllKeysBySchema.text = ReadDataSceneStrings.GetAllKeysBySchemaLbl + " ";
            List <string> customKeys;
            GDEDataManager.GetAllDataKeysBySchema("ReadSceneCustom", out customKeys);
            foreach (string key in customKeys)
            {
                GetAllKeysBySchema.text += string.Format("{0} ", key);
            }

            Status.text = ReadDataSceneStrings.StatusSuccess;
        }
        catch (Exception ex)
        {
            Status.text = ReadDataSceneStrings.StatusError;
            Debug.LogError(ex);
        }
    }