コード例 #1
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
    /// <summary>
    /// Loads the session file assigned to the given game.
    /// </summary>
    public static bool LoadSessionData(TextAsset sessionFile, ref SessionData sData)
    {
        XmlDocument doc = new XmlDocument();
        XmlNode     settingsElem;
        XmlNode     trialsElem;

        try
        {
            doc.LoadXml(sessionFile.text);
            settingsElem = doc.SelectSingleNode("/" + ELEM_SESSION + "/" + ELEM_SETTINGS);
            trialsElem   = doc.SelectSingleNode("/" + ELEM_SESSION + "/" + ELEM_TRIALS);

            sData.fileName = sessionFile.name;
            ParseSessionSettings(settingsElem, ref sData);
            ParseSessionTrials(trialsElem, ref sData);

            if (sData.shuffleTrials)
            {
                SessionUtil.Shuffle(sData.trials);
            }

            return(true);
        }
        catch (Exception e)
        {
            GUILog.Error("Failed to load Session file: {0}\n{1}", sessionFile.name, e.Message);
            return(false);
        }
    }
コード例 #2
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
    /// <summary>
    /// Parses all the session file settings.
    /// </summary>
    private static void ParseSessionSettings(XmlNode settingsElement, ref SessionData sData)
    {
        if (settingsElement == null)
        {
            GUILog.Error("Session {0}, settings element not found.", sData.fileName);
            return;
        }
        foreach (XmlNode n in settingsElement.ChildNodes)
        {
            switch (n.Name)
            {
            case ELEM_GENERAL:
                sData.ParseElement(n as XmlElement);
                break;

            case ELEM_REACT:
                sData.gameData = new ReactData(n as XmlElement);
                break;

            case ELEM_REACTTOCOLOR:
                sData.gameData = new ReactToColorData(n as XmlElement);
                break;

            default:
                break;
            }
        }
    }
コード例 #3
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
    /// <summary>
    /// Creates a log file of the given session data.
    /// </summary>
    public static void WriteSessionLog(ref SessionData sData)
    {
        XDocument doc         = new XDocument();
        XElement  sessionElem = new XElement(ELEM_SESSION);

        // Session Elem children.
        XElement resultsElem  = new XElement(ELEM_RESULTS);
        XElement settingsElem = new XElement(ELEM_SETTINGS);
        XElement trialsElem   = new XElement(ELEM_TRIALS);

        // Populate the elements with data.
        WriteResultsElement(sData, ref resultsElem);
        WriteSettingsElement(sData, ref settingsElem);
        WriteTrialsElement(sData, ref trialsElem);

        // Add all the Elements to the document in the proper order.
        doc.Add(sessionElem);
        sessionElem.Add(resultsElem, settingsElem, trialsElem);

        // Save the document.
        string fileName = GetOutputFilepath(sData);

        GUILog.Log("Using output file {0} for module {1}", fileName, sData.GameName);
        try
        {
            doc.Save(fileName);
            sData.outputWritten = true;
        }
        catch (Exception e)
        {
            GUILog.Error("XMLUtil::WriteSessionLog:: Failed to Save output document {0} \n{1}", fileName, e.Message.ToString());
        }
    }
コード例 #4
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
 /// <summary>
 /// Parses a bool attribute.
 /// And assigns it to the referenced variable.
 /// Does nothing if the attribute fails to parse.
 /// </summary>
 public static bool ParseAttribute(XmlNode n, string att, ref bool val, bool optional = false)
 {
     if (n.Attributes[att] != null && bool.TryParse(n.Attributes[att].Value, out val))
     {
         return(true);
     }
     if (!optional)
     {
         GUILog.Error("Could not parse attribute {1} under node {0}", n.Name, att);
     }
     return(false);
 }
コード例 #5
0
 /// <summary>
 /// Checks that all the folders we define here are accessible, and if not
 /// creates them. If something goes wrong returns False.
 /// </summary>
 public static bool InitializeFolders()
 {
     foreach (string path in FoldersList)
     {
         if (!CheckAndCreateDir(path))
         {
             GUILog.Error("Unable to create folder {0}", path);
             return(false);
         }
     }
     GUILog.Log("Folders initialized for {0}", DashboardPath);
     return(true);
 }
コード例 #6
0
 /// <summary>
 /// Called when the game session has started.
 /// </summary>
 public virtual GameBase StartSession(TextAsset sessionFile)
 {
     // Create and load a SessionData object to give to the active game.
     sessionData = new SessionData();
     if (XMLUtil.LoadSessionData(sessionFile, ref sessionData))
     {
         GUILog.Log("Game {0} starting Session {1}", this.gameObject.name, sessionFile.name);
         OnStart();
     }
     else
     {
         GUILog.Error("Game {0} failed to load session file {1}", this.gameObject.name, sessionFile.name);
     }
     return(this);
 }
コード例 #7
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
 /// <summary>
 /// Parses a GameType enum attribute.
 /// And assigns it to the referenced variable.
 /// Does nothing if the attribute fails to parse.
 /// </summary>
 public static bool ParseAttribute(XmlNode n, string att, ref GameType val, bool optional = false)
 {
     try
     {
         val = (GameType)Enum.Parse(typeof(GameType), n.Attributes[att].Value, true);
         return(true);
     }
     catch
     {
         if (!optional)
         {
             GUILog.Error("Could not parse attribute {1} under node {0}", n.Name, att);
         }
         return(false);
     }
 }
コード例 #8
0
    /// <summary>
    /// Checks to see if the given path directory exists, and if not tries to create. If all goes
    /// well returns true. If something goes wrong, false is returned.
    /// </summary>
    public static bool CheckAndCreateDir(string dirPath)
    {
        DirectoryInfo dir = new DirectoryInfo(dirPath);

        if (!dir.Exists)
        {
            try
            {
                Directory.CreateDirectory(dir.FullName);
            }
            catch (Exception e)
            {
                GUILog.Error("Couldn't create directory {0}, Exception: {1}", dir.FullName, e.Message.ToString());
                return(false);
            }
        }
        return(true);
    }
コード例 #9
0
ファイル: XMLUtil.cs プロジェクト: uday721/UnityExercise
    /// <summary>
    /// Parses all the Trials attributes and Trial elements.
    /// </summary>
    private static void ParseSessionTrials(XmlNode trialsNode, ref SessionData sData)
    {
        if (trialsNode == null)
        {
            GUILog.Error("Session {0}, Trials element not found.", sData.fileName);
            return;
        }

        sData.trials = new List <Trial>();
        foreach (XmlNode n in trialsNode.ChildNodes)
        {
            switch (n.Name)
            {
            case ELEM_TRIAL:
                ParseTrial(n as XmlElement, ref sData);
                break;
            }
        }
        GUILog.Log("Found {0} Trials defined in {1}", sData.trials.Count, sData.fileName);
    }