Esempio n. 1
0
    public override SelfConfig ReturnSelfConfig()
    {
        SelfConfig self = new SelfConfig();

        //self.sizeX = GetComponent<RectTransform>().sizeDelta.x ;
        //self.sizeY = GetComponent<RectTransform>().sizeDelta.y;
        //self.localpostionX= transform.localPosition.x ;
        //self.localpostionY= transform.localPosition.y;
        self.data = mydata;

        List <pointItemConfig> listconfig = new List <pointItemConfig>();

        for (int i = 0; i < points.Count; i++)
        {
            pointItemConfig temp = new pointItemConfig();
            temp.isStart   = points[i].isStart;
            temp.isEnd     = points[i].isEnd;
            temp.pointdata = points[i].data;

            temp.localpostionX = points[i].transform.localPosition.x;
            temp.localpostionY = points[i].transform.localPosition.y;
            listconfig.Add(temp);
        }

        self.pointsConfig = listconfig;

        return(self);
    }
Esempio n. 2
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        // ReSharper disable once UnusedParameter.Global
        internal static void Main(string[] args)
        { // entry point for doorstop
          // At this point, literally nothing but mscorlib is loaded,
          // and since this class doesn't have any static fields that
          // aren't defined in mscorlib, we can control exactly what
          // gets loaded.

            try
            {
                if (Environment.GetCommandLineArgs().Contains("--verbose"))
                {
                    WinConsole.Initialize();
                }

                SetupLibraryLoading();

                EnsureDirectories();

                // this is weird, but it prevents Mono from having issues loading the type.
                // IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
                var unused = StandardLogger.PrintFilter;
                #region // Above hack explaination

                /*
                 * Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
                 * is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
                 * the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
                 */
                #endregion

                log.Debug("Initializing logger");

                SelfConfig.Load();
                DisabledConfig.Load();

                loader.Debug("Prepping bootstrapper");

                InstallBootstrapPatch();

                Updates.InstallPendingUpdates();

                LibLoader.SetupAssemblyFilenames(true);

                pluginAsyncLoadTask = PluginLoader.LoadTask();
                permissionFixTask   = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }
        }
Esempio n. 3
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    public override SelfConfig ReturnSelfConfig()
    {
        SelfConfig self = new SelfConfig();

        //self.sizeX = GetComponent<RectTransform>().sizeDelta.x ;
        //self.sizeY = GetComponent<RectTransform>().sizeDelta.y;
        //self.localpostionX= transform.localPosition.x ;
        //self.localpostionY= transform.localPosition.y;
        self.data      = mydata;
        self.data.type = 2;

        List <pointItemConfig> listconfig = new List <pointItemConfig>();



        self.pointsConfig = listconfig;

        return(self);
    }
Esempio n. 4
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    public void SaveSet()
    {
        if (!Globaldata.Global.Isrun)
        {
            SavaData savaData = new SavaData
            {
                DmxCOM = Globaldata.Global.dmxPort,
                isLoop = isloop
            };

            List <SelfConfig> selfConfigs = new List <SelfConfig>();
            for (int i = 0; i < Globaldata.Global.orthogons.Count; i++)
            {
                SelfConfig temp = Globaldata.Global.orthogons[i].ReturnSelfConfig();
                selfConfigs.Add(temp);
            }

            savaData.lights = selfConfigs;

            List <float> pauseTimes = new List <float>();
            for (int i = 0; i < Globaldata.Global.pauseTime.Count; i++)
            {
                pauseTimes.Add(Globaldata.Global.pauseTime[i].ReturnMyTime());
                Globaldata.Global.StorePause();
            }
            savaData.pauseTime = pauseTimes;
            savaData.showTitle = showText.text;
            //SaveXml(savaData);

            string s = XmlUtil.Serializer(savaData);

            File.WriteAllText(saveUrl + "save.xml", s);


            //Workbook workbook1 = new Workbook();
            //workbook1.LoadFromXml(saveUrl + "save.xml");
            //workbook1.SaveToFile(saveUrl+ "test.xlsx", ExcelVersion.Version2013);
        }
    }
Esempio n. 5
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        //private static string otherNewtonsoftJson = null;

        // ReSharper disable once UnusedParameter.Global
        internal static void Main(string[] args)
        { // entry point for doorstop
          // At this point, literally nothing but mscorlib is loaded,
          // and since this class doesn't have any static fields that
          // aren't defined in mscorlib, we can control exactly what
          // gets loaded.

            try
            {
                if (Environment.GetCommandLineArgs().Contains("--verbose"))
                {
                    WinConsole.Initialize();
                }

                SetupLibraryLoading();

                /*var otherNewtonsoft = Path.Combine(
                 *  Directory.EnumerateDirectories(Environment.CurrentDirectory, "*_Data").First(),
                 *  "Managed",
                 *  "Newtonsoft.Json.dll");
                 * if (File.Exists(otherNewtonsoft))
                 * { // this game ships its own Newtonsoft; force load ours and flag loading theirs
                 *  LibLoader.LoadLibrary(new AssemblyName("Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed"));
                 *  otherNewtonsoftJson = otherNewtonsoft;
                 * }*/

                EnsureDirectories();

                // this is weird, but it prevents Mono from having issues loading the type.
                // IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
                var unused = StandardLogger.PrintFilter;
                #region // Above hack explaination

                /*
                 * Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
                 * is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
                 * the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
                 */
                #endregion

                log.Debug("Initializing logger");

                SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
                SelfConfig.Load();
                DisabledConfig.Load();

                /* Removing this crap just in case.
                 * if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
                 * {
                 *  loader.Error("Invalid installation; please buy the game to run BSIPA.");
                 *
                 *  return;
                 * }
                 */

                CriticalSection.Configure();

                loader.Debug("Prepping bootstrapper");

                // updates backup
                InstallBootstrapPatch();

                LibLoader.SetupAssemblyFilenames(true);

                GameVersionEarly.Load();

                Updates.InstallPendingUpdates();

                //HarmonyProtector.Protect();

                pluginAsyncLoadTask = PluginLoader.LoadTask();
                permissionFixTask   = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }
        }
Esempio n. 6
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 /// <summary>
 /// Configures internal debug settings based on the config passed in.
 /// </summary>
 /// <param name="cfg"></param>
 internal static void Configure(SelfConfig cfg)
 {
     showSourceClass = cfg.Debug.ShowCallSource;
     PrintFilter     = cfg.Debug.ShowDebug ? LogLevel.All : LogLevel.InfoUp;
 }
 private void OptHideButton(SelfConfig cfg)
 {
     enableDisableButton?.gameObject?.SetActive(cfg.ShowEnableDisable);
 }
Esempio n. 8
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 /// <summary>
 /// Configures internal debug settings based on the config passed in.
 /// </summary>
 /// <param name="cfg"></param>
 internal static void Configure(SelfConfig cfg)
 {
     showSourceClass = SelfConfig.Debug_.ShowCallSource_;
     PrintFilter     = SelfConfig.Debug_.ShowDebug_ ? LogLevel.All : LogLevel.InfoUp;
     showTrace       = SelfConfig.Debug_.ShowTrace_;
 }