static void LoadItems() { NetworkBehavior.LoadNetworks(user_app_path); procedural_settings = new ProceduralScript("procedural.txt"); physical_settings = new ProceduralScript("physical.txt"); Debug.Log("Calling LoadHardwareTypes"); CatalogBehavior.LoadHardwareTypes(); CatalogBehavior.LoadCatalog(user_app_path); OrganizationScript.LoadOrganization(); GameObject ws = GameObject.Find("WorkSpace"); WorkSpaceScript ws_script = (WorkSpaceScript)ws.GetComponent(typeof(WorkSpaceScript)); WorkSpaceScript.LoadWorkSpace(); dac_groups = new DACGroups(); UserBehavior.LoadUsers(); AssetBehavior.LoadAssets(); ComputerBehavior.LoadAllComputers(); DeviceBehavior.LoadDevices(user_app_path); ITStaffBehavior.LoadStaffFromFile(); ZoneBehavior.LoadZones(); ObjectivesBehavior.LoadObjectives(); //UserBehavior.UpdateStatus(); //LoadMainOffice(); }
public DACAccess(string user_mode_list, AssetBehavior asset) { //Debug.Log("DACAccess for " + user_mode_list); SetAccess(user_mode_list); this.asset = asset; option_map["Yes"] = 'Y'; option_map["No"] = 'N'; option_map["-"] = '-'; option_map["Don't care"] = 'X'; }
public void LoadComputerInfoFromFile() { this.config_settings = new ConfigurationSettings(true, this.component_name); try { StreamReader reader = new StreamReader(filePath, Encoding.Default); using (reader) { string tag; //Debug.("LoadComputer read from " + filePath); ccUtils.PositionAfter(reader, "Component"); string value = null; do { value = ccUtils.SDTNext(reader, out tag).Trim(); if (value == null) { continue; } //Debug.Log("LoadComputer got " + value + " for tag " + tag); if (!this.config_settings.HandleConfigurationSetting(tag, value)) { switch (tag) { case "Assets": asset_list.Add(value); AssetBehavior asset = AssetBehavior.asset_dict[value]; asset.SetComputer(this); break; case "AccessListLocal": user_list.Add(value); break; case "User": assigned_user = value; break; case "HW": hw_name = value; break; } } }while (value != null); } } catch (Exception e) { Console.WriteLine(e.Message + "\n"); } }
public static void LoadOneAsset(string asset_file) { GameObject asset = GameObject.Find("Asset"); //Debug.Log("user_app_path" + user_app_path + " file [" + User_file+"]"); string cfile = System.IO.Path.Combine(GameLoadBehavior.user_app_path, asset_file); GameObject new_c = Instantiate(asset, new Vector3(1.0F, 0, 0), Quaternion.identity); AssetBehavior script = (AssetBehavior)new_c.GetComponent(typeof(AssetBehavior)); script.SetFilePath(cfile); new_c.SetActive(true); script.LoadAsset(); }
public void ACLClicked() { string asset_name = this.asset_dropdown.captionText.text; Debug.Log("ACL clicked, current asset is <" + asset_name + ">"); AssetBehavior asset_script = AssetBehavior.asset_dict[asset_name]; string dac_string = asset_script.GetDACString(); Debug.Log(dac_string); GameObject acl_panel = menus.menu_panels["ACLPanel"]; acl_panel.SetActive(true); ACLConfigure acl_script = (ACLConfigure)acl_panel.GetComponent(typeof(ACLConfigure)); acl_script.SetDAC(asset_script.GetDACAccess()); //menus.clicked = "Component:" + current_computer.component_name + ":Configure:ACL:" + asset_name; }