Esempio n. 1
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 public static SimulationConfiguration LoadConfigOrDefault()
 {
     if (File.Exists("Simulation.cfg"))
     {
         string                  sourceText       = File.ReadAllText("Simulation.cfg");
         Deserializer            yamlDeserializer = new Deserializer();
         SimulationConfiguration deserialized     = yamlDeserializer.Deserialize <SimulationConfiguration>(sourceText);
         CheckLoadedConfig(deserialized);
         // Write config with updated values
         SerializerBuilder builder = new SerializerBuilder();
         builder.EmitDefaults();
         Serializer yamlSerializer = builder.Build();
         string     serialized     = yamlSerializer.Serialize(deserialized);
         File.WriteAllText("Simulation.cfg", serialized);
         return(deserialized);
     }
     else
     {
         // Write out default config if there is no config for easier adjustment
         SerializerBuilder builder = new SerializerBuilder();
         builder.EmitDefaults();
         Serializer yamlSerializer = builder.Build();
         string     serialized     = yamlSerializer.Serialize(DefaultConfig);
         File.WriteAllText("Simulation.cfg", serialized);
         return(DefaultConfig);
     }
 }
Esempio n. 2
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 public static GameConfig LoadConfigOrDefault()
 {
     if (File.Exists("Config.cfg"))
     {
         string       sourceText       = File.ReadAllText("Config.cfg");
         Deserializer yamlDeserializer = new Deserializer();
         GameConfig   deserialized     = yamlDeserializer.Deserialize <GameConfig>(sourceText);
         CheckLoadedConfig(deserialized);
         SerializerBuilder builder = new SerializerBuilder();
         builder.EmitDefaults();
         Serializer yamlSerializer = builder.Build();
         string     serialized     = yamlSerializer.Serialize(deserialized);
         File.WriteAllText("Config.cfg", serialized);
         return(deserialized);
     }
     else
     {
         // Write out default config if there is no config for easier adjustment
         SerializerBuilder builder = new SerializerBuilder();
         builder.EmitDefaults();
         Serializer yamlSerializer = builder.Build();
         string     serialized     = yamlSerializer.Serialize(DefaultConfig);
         File.WriteAllText("Config.cfg", serialized);
         return(DefaultConfig);
     }
 }
Esempio n. 3
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        public void SerializationIncludesKeyFromAnonymousTypeWhenEmittingDefaults()
        {
            var writer = new StringWriter();
            var obj    = new { MyString = (string)null };

            SerializerBuilder.EmitDefaults().Build().Serialize(writer, obj, obj.GetType());

            writer.ToString().Should().Contain("MyString");
        }
Esempio n. 4
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        public static void DataToYaml(TextWriter writer, IEnumerable <Dictionary <string, object> > datatable, YamlColumnNamesType yamlColumnNames = null)
        {
            var builder = new SerializerBuilder();

            builder.EmitDefaults();
            var serializer = builder.Build();
            var tree       = yamlColumnNames == null ? datatable : ConvertDataTableWithYamlColumns(datatable, yamlColumnNames);

            serializer.Serialize(writer, tree);
        }
Esempio n. 5
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        public void SerializationOfNullInListsAreAlwaysEmittedWhenUsingEmitDefaults()
        {
            var writer = new StringWriter();
            var obj    = new[] { "foo", null, "bar" };

            SerializerBuilder.EmitDefaults().Build().Serialize(writer, obj);
            var serialized = writer.ToString();

            Regex.Matches(serialized, "-").Count.Should().Be(3, "there should have been 3 elements");
        }
Esempio n. 6
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        public static string Serialize(object obj)
        {
            SerializerBuilder sb = new SerializerBuilder();

            sb.EmitDefaults();
            Serializer   s = sb.Build();
            StringWriter w = new StringWriter();

            s.Serialize(w, obj, obj.GetType());
            return(w.ToString());
        }
Esempio n. 7
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        /// <summary>
        /// Serialize the configuration to a YAML string.
        /// </summary>
        public override string ToString()
        {
            var builder = new SerializerBuilder();

            builder.EmitDefaults();             // Force even default values to be written, like 0, false.
            var serializer = builder.Build();
            var strWriter  = new StringWriter();

            serializer.Serialize(strWriter, this);
            return(strWriter.ToString());
        }
Esempio n. 8
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        public void SerializationOfDefaultsWorkInJson()
        {
            var writer = new StringWriter();
            var obj    = new Example {
                MyString = null
            };

            SerializerBuilder.EmitDefaults().JsonCompatible().Build().Serialize(writer, obj, typeof(Example));

            writer.ToString().Should().Contain("MyString");
        }
Esempio n. 9
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        public void SerializationIncludesKeyWhenEmittingDefaults()
        {
            var writer = new StringWriter();
            var obj    = new Example {
                MyString = null
            };

            SerializerBuilder.EmitDefaults().Build().Serialize(writer, obj, typeof(Example));

            writer.ToString().Should().Contain("MyString");
        }
Esempio n. 10
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        public void SerializationEmitsPropertyWhenUsingEmitDefaultsAndDefaultValueAttribute()
        {
            var writer = new StringWriter();
            var obj    = new DefaultsExample {
                Value = DefaultsExample.DefaultValue
            };

            SerializerBuilder.EmitDefaults().Build().Serialize(writer, obj);
            var serialized = writer.ToString();

            serialized.Should().Contain("Value");
        }
 public static bool Serialize(this object obj, string file)
 {
     try
     {
         using (StreamWriter writer = new StreamWriter(new FileStream(file, FileMode.Create, FileAccess.Write, FileShare.ReadWrite), Encoding.UTF8))
         {
             SerializerBuilder serializer = new SerializerBuilder();
             serializer.EmitDefaults().Build().Serialize(writer, obj);
             return(true);
         }
     }
     catch (Exception)
     {
         return(false);
     }
 }
Esempio n. 12
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        public static void Serialize(TextWriter tw, object data, bool serializeAsJson = false, bool emitDefaultValues = false)
        {
            Serializer        serializer = null;
            SerializerBuilder builder    = new SerializerBuilder();

            if (serializeAsJson)
            {
                builder.JsonCompatible();
            }

            if (emitDefaultValues)
            {
                builder.EmitDefaults();
            }

            serializer = builder.Build();

            serializer.Serialize(tw, data);
        }
        public static void Serialize(TextWriter tw, object data, bool serializeAsJson = false, bool emitDefaultValues = false, IYamlTypeConverter converter = null)
        {
            Serializer        serializer = null;
            SerializerBuilder builder    = new SerializerBuilder();

            if (serializeAsJson)
            {
                builder.JsonCompatible();
            }

            if (emitDefaultValues)
            {
                builder.EmitDefaults();
            }

            if (converter != null)
            {
                builder.WithTypeConverter(converter);
            }

            serializer = builder.Build() as Serializer;

            serializer.Serialize(tw, data);
        }
Esempio n. 14
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        private void createButton_Click(object sender, RoutedEventArgs e)
        {
            var filename = gunName.Text.ToLower() + ".yaml";

            if (!File.Exists(filename))
            {
                File.CreateText(filename).Close();
            }

            var gun = new Gun();

            gun.GunName                               = gunName.Text;
            gun.GunSpriteName                         = spriteName.Text;
            gun.ShortDescription                      = shortDesc.Text;
            gun.LongDescription                       = longDesc.Text;
            gun.GetProjectileFrom                     = getProjectile.Text;
            gun.NumberOfShots                         = int.Parse(numberOfShots.Text);
            gun.ArmorToGainOnPickup                   = int.Parse(armorToGainOnPickup.Text);
            gun.ReflectBulletsDuringReload            = reflectBullets.IsChecked ?? false;
            gun.DirectionlessScreenShake              = directionlessScreenShake.IsChecked ?? false;
            gun.ClearsCooldownsLikeAWP                = clearsCooldownsLikeAwp.IsChecked ?? false;
            gun.AppliesHoming                         = hasHoming.IsChecked ?? false;
            gun.AppliedHomingAngularVelocity          = float.Parse(homingVelocity.Text);
            gun.AppliedHomingDetectRadius             = float.Parse(homingRange.Text);
            gun.CanSneakAttack                        = canSneakAttack.IsChecked ?? false;
            gun.SneakAttackDamageMultiplier           = float.Parse(sneakAttackDamageMultiplier.Text);
            gun.RequiresFundsToShoot                  = usesMoney.IsChecked ?? false;
            gun.CurrencyCostPerShot                   = int.Parse(moneyPerShot.Text);
            gun.LocalActiveReload                     = localActiveReload.IsChecked ?? false;
            gun.UsesRechargeLikeActiveItem            = usesActiveItemRecharge.IsChecked ?? false;
            gun.ActiveItemStyleRechargeAmount         = float.Parse(activeItemStyleRechargeAmount.Text);
            gun.CanCriticalFire                       = canCriticalFire.IsChecked ?? false;
            gun.CriticalChance                        = float.Parse(criticalChance.Text);
            gun.CriticalDamageMultiplier              = float.Parse(criticalDamage.Text);
            gun.GainsRateOfFireAsContinueAttack       = gainsRateOfFireAsContinueAttack.IsChecked ?? false;
            gun.RateOfFireMultiplierAdditionPerSecond = float.Parse(rateOfFireMultiplier.Text);
            gun.Quality                               = ConvertToQuality(qualityBox.SelectedIndex);
            gun.CanBeDropped                          = canBeDropped.IsChecked ?? false;
            gun.PersistsOnDeath                       = persistsOnDeath.IsChecked ?? false;
            gun.RespawnsIfPitfall                     = respawnsIfPitfall.IsChecked ?? false;
            gun.UsesCustomCost                        = customShopPriceCheck.IsChecked ?? false;
            gun.CustomCost                            = int.Parse(customShopPrice.Text);
            gun.PersistsOnPurchase                    = persistsOnPurchase.IsChecked ?? false;
            gun.CanBeSold                             = canBeSold.IsChecked ?? false;
            gun.MaxAmmo                               = int.Parse(maxAmmo.Text);
            gun.AdditionalClipCapacity                = int.Parse(additionalClipCapacity.Text);
            gun.InfiniteAmmo                          = infiniteAmmo.IsChecked ?? false;
            gun.UsesBossDamageModifier                = usesBossDamageModifier.IsChecked ?? false;
            gun.CustomBossDamageModifier              = float.Parse(bossDamageModifier.Text);
            gun.CanGainAmmo                           = canGainAmmo.IsChecked ?? false;
            gun.BlankDamageScalingOnEmptyClip         = float.Parse(blankDamageMultiplier.Text);
            gun.BlankDamageToEnemies                  = float.Parse(blankDamage.Text);
            gun.BlankDuringReload                     = blankDuringReload.IsChecked ?? false;
            gun.BlankKnockbackPower                   = float.Parse(blankKnockbackPower.Text);
            gun.BlankReloadRadius                     = float.Parse(blankRadius.Text);
            gun.DoesScreenShake                       = usesScreenShake.IsChecked ?? false;
            gun.ScreenShakeMagnitude                  = float.Parse(screenShakeMagnitude.Text);
            gun.ScreenShakeSpeed                      = float.Parse(screenShakeSpeed.Text);
            gun.ScreenShakeTime                       = float.Parse(screenShakeTime.Text);
            gun.ScreenShakeFalloff                    = float.Parse(screenShakeFalloff.Text);
            gun.ReloadTime                            = float.Parse(reloadTime.Text);
            gun.ClipCapacity                          = int.Parse(shotsInClip.Text);
            gun.AngleVariance                         = float.Parse(angleVariance.Text);
            gun.AmmoCost                              = int.Parse(ammoCost.Text);
            gun.ShootStyle                            = shootStyleBox.SelectedIndex;
            gun.BurstCooldownTime                     = float.Parse(burstCooldownTime.Text);
            gun.BurstShotCount                        = int.Parse(burstShotCount.Text);
            gun.ChargedGunChargeTime                  = float.Parse(chargeTime.Text);
            gun.UsesShotgunStyleVelocityRandomizer    = usesShotgunStyleVelocityRandomizer.IsChecked ?? false;
            gun.DecreaseFinalSpeedPercentMin          = float.Parse(decreaseFinalSpeedPercentMin.Text);
            gun.IncreaseFinalSpeedPercentMax          = float.Parse(increaseFinalSpeedPercentMax.Text);
            gun.UsesCustomSprite                      = usesCustomSprites.IsChecked ?? false;
            gun.DefaultSprite                         = !string.IsNullOrWhiteSpace(spriteDir.Text) ? spriteDir.Text.Substring(spriteDir.Text.LastIndexOf("\\") + 1, spriteDir.Text.LastIndexOf(".") - spriteDir.Text.LastIndexOf("\\") - 1) : null;
            gun.SpriteFPS                             = int.Parse(spriteFps.Text);

            gun.ProjectileScaleMultiplier = float.Parse(projectileScaleMultiplier.Text);
            gun.AppliesStun                       = stunsEnemies.IsChecked ?? false;
            gun.StunChance                        = float.Parse(stunChance.Text);
            gun.StunDuration                      = float.Parse(stunDuration.Text);
            gun.AppliesBleed                      = bleedsEnemies.IsChecked ?? false;
            gun.BleedChance                       = float.Parse(bleedChance.Text);
            gun.BleedDuration                     = float.Parse(bleedDuration.Text);
            gun.AppliesCharm                      = charmsEnemies.IsChecked ?? false;
            gun.CharmChance                       = float.Parse(charmChance.Text);
            gun.CharmDuration                     = float.Parse(charmDuration.Text);
            gun.AppliesFire                       = firesEnemies.IsChecked ?? false;
            gun.FireChance                        = float.Parse(fireChance.Text);
            gun.FireDuration                      = float.Parse(fireDuration.Text);
            gun.AppliesFreeze                     = freezesEnemies.IsChecked ?? false;
            gun.FreezeChance                      = float.Parse(freezeChance.Text);
            gun.FreezeDuration                    = float.Parse(freezeDuration.Text);
            gun.AppliesPoison                     = poisonsEnemies.IsChecked ?? false;
            gun.PoisonChance                      = float.Parse(poisonChance.Text);
            gun.AppliesSpeed                      = speedsEnemies.IsChecked ?? false;
            gun.SpeedChance                       = float.Parse(speedChance.Text);
            gun.SpeedDuration                     = float.Parse(speedDuration.Text);
            gun.SpeedMultiplier                   = float.Parse(speedMultiplier.Text);
            gun.AppliesKnockbackToPlayer          = appliesKnockbackToPlayer.IsChecked ?? false;
            gun.PlayerKnockbackForce              = float.Parse(playerKnockbackForce.Text);
            gun.DamagesWalls                      = damagesWalls.IsChecked ?? false;
            gun.ProjectileDamage                  = float.Parse(projectileDamage.Text);
            gun.ProjectileSpeed                   = float.Parse(projectileSpeed.Text);
            gun.ProjectileForce                   = float.Parse(projectileForce.Text);
            gun.ProjectileRange                   = float.Parse(projectileRange.Text);
            gun.CollidesWithEnemies               = collidesWithEnemies.IsChecked ?? false;
            gun.CollidesWithPlayer                = collidesWithPlayer.IsChecked ?? false;
            gun.CollidesWithProjectiles           = collidesWithProjectiles.IsChecked ?? false;
            gun.CollidesOnlyWithPlayerProjectiles = collidesWithPlayerProjectiles.IsChecked ?? false;
            gun.DoesBounce                        = doesBounce.IsChecked ?? false;
            gun.NumberOfBounces                   = int.Parse(bounces.Text);
            gun.DoesPierce                        = doesPierce.IsChecked ?? false;
            gun.NumberOfPierces                   = int.Parse(pierces.Text);

            var serializerbuilder = new SerializerBuilder();

            serializerbuilder.EmitDefaults();
            var serializer = serializerbuilder.Build();
            var yaml       = serializer.Serialize(gun);

            File.WriteAllText(filename, yaml);
        }