private TypeOfStep DetermineTypeOfStep(StringStep stringStep)
 {
     var step = stringStep.TypeOfStep;
     step = (step == TypeOfStep.Unknown) ? _lastTypeOfStep : step;
     _lastTypeOfStep = step;
     return step;
 }
 public void SetVerificationStep(TypeOfStep stepType, Dictionary <string, string> newStep)
 {
     step        = newStep;
     currentType = stepType;
     Debug.Log("Settando step = " + currentType);
     //LIAState.SetVerificationInterface();
 }
    /// <summary>
    /// It is called to load the subsequent step of a phase
    /// </summary>
    private void NewStep()
    {
        stepType = (TypeOfStep)int.Parse(currentPhase[actualStep]["typeOfStep"]);
        ResultVerifier.GetInstance().SetVerificationStep(StepType, currentPhase[actualStep]);

        //GameObject.Find ("Experiments Menu").GetComponent<ExperimentMenu> ().ActivatePhaseTab (actualPhase);
        //GameObject.Find ("Journal State").GetComponent<JournalController> ().ActivateStepTab (actualPhase, actualStep);

        if (StepType == TypeOfStep.CompoundClass)
        {
            Debug.Log("1 = CompoundClass");
        }
        if (StepType == TypeOfStep.WhatCompound)
        {
            Debug.Log("2 = WhatCompound");
        }
        if (StepType == TypeOfStep.MolarityCheck)
        {
            Debug.Log("3 = MolarityCheck");
        }
        if (StepType == TypeOfStep.GlasswareCheck)
        {
            Debug.Log("4 = GlasswareCheck");
        }

        //Play starting dialogue according to type of quest, if needed
        //cutsceneController.PlayTransitionCutscene ();
    }
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        private TypeOfStep DetermineTypeOfStep(StringStep stringStep)
        {
            var step = stringStep.TypeOfStep;

            step            = (step == TypeOfStep.Unknown) ? _lastTypeOfStep : step;
            _lastTypeOfStep = step;
            return(step);
        }
 private string GenerateMethodFor(string actionStep, TypeOfStep step)
 {
     var actionStepParameterized = ParameterizeActionStep(actionStep);
     var attrib = step.ToString();
     var attribute = string.Format("[{0}(\"{1}\")]{2}", attrib, actionStepParameterized, Environment.NewLine);
     var methodName = ExtractMethodName(attrib + " " + actionStepParameterized);
     var methodSignature = string.Format("public void {0}({1}){2}", methodName.Replace(' ', '_'), GetParameters(actionStep), " ");
     string methodBody = string.Format("{{{0}\tStep.Pend(\"Not implemented\");{0}}}", Environment.NewLine);
     return attribute + methodSignature + Environment.NewLine + methodBody;
 }
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        private string GenerateMethodFor(string actionStep, TypeOfStep step)
        {
            var    actionStepParameterized = ParameterizeActionStep(actionStep);
            var    attrib          = step.ToString();
            var    attribute       = string.Format("[{0}(\"{1}\")]{2}", attrib, actionStepParameterized, Environment.NewLine);
            var    methodName      = ExtractMethodName(attrib + " " + actionStepParameterized);
            var    methodSignature = string.Format("public void {0}({1}){2}", methodName.Replace(' ', '_'), GetParameters(actionStep), " ");
            string methodBody      = string.Format("{{{0}\tStep.Pend(\"Not implemented\");{0}}}", Environment.NewLine);

            return(attribute + methodSignature + Environment.NewLine + methodBody);
        }
 void Awake()
 {
     stepType    = TypeOfStep.none;
     actualPhase = 0;
     //For testing
     if (Application.loadedLevelName == "CustomMode")
     {
         StartCustomMode();
         cutsceneController = GameObject.Find("CustomModeAnimations").GetComponent <CustomModeAnimationsController> ();
         GameObject.Find("Handbook Menu").GetComponent <HandbookMenu> ().RefreshScroll();
         GameObject.Find("Journal State").GetComponent <JournalController>().changeExperiment(0);
     }
 }