コード例 #1
0
	private void LoadSaveLua(){
		System.Text.Encoding encodeType = System.Text.Encoding.ASCII;
		string loadedFileSave = "";
		string MapPath = EnvPaths.GetMapsPath();

		loadedFileSave = System.IO.File.ReadAllText(ScenarioData.SaveLua.Replace("/maps/", MapPath), encodeType);

		string loadedFileFunctions = LuaHelper.GetStructureText ("lua_variable_functions.lua");
		//loadedFileFunctions = System.IO.File.ReadAllText(StructurePath + "lua_variable_functions.lua", encodeType);

		string loadedFileEndFunctions = LuaHelper.GetStructureText ("lua_variable_end_functions.lua");
		//loadedFileEndFunctions = System.IO.File.ReadAllText(StructurePath + "lua_variable_end_functions.lua", encodeType);
		
		loadedFileSave = loadedFileFunctions + loadedFileSave + loadedFileEndFunctions;
		
		save = new Lua();
		save.LoadCLRPackage();
		
		try {
			save.DoString(loadedFileSave);
		} catch(NLua.Exceptions.LuaException e) {
			Debug.LogError(ParsingStructureData.FormatException(e), gameObject);
			
			HelperGui.MapLoaded = false;
			return;
		}
		// LoadArea
		ScenarioData.Area = new Rect();
		if(save.GetTable("Scenario.Areas.AREA_1") != null && save.GetTable("Scenario.Areas.AREA_1").ToString() != "null"){
			ScenarioData.DefaultArea = true;
			ScenarioData.Area.x = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[1].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.y = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[2].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.width = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[3].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.height = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[4].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			UpdateArea();
		}
		else{
			ScenarioData.DefaultArea = false;
			HeightmapControler.TerrainMaterial.SetInt("_Area", ScenarioData.DefaultArea?1:0);
			MapElements.SetActive(false);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaX", 0);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaY", 0);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaWidht", ScenarioData.Size.x / 10f);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaHeight", ScenarioData.Size.y / 10f);
		}

		MapCenterPoint = Vector3.zero;
		MapCenterPoint.x = (ScenarioData.Size.x / 20);
		MapCenterPoint.z = -1 * (ScenarioData.Size.y / 20);
		
		// LoadMarkers
		#region Load Markers
		//int MarkersCount = save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers").Values.Count;

		Mexes = new List<Mex>();
		Hydros = new List<Hydro>();
		ARMY_ = new List<Army>();
		SiMarkers = new List<Marker>();


		//LuaTable MasterChain = save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers") as LuaTable;
		//string[] KeysArray = new string[MarkersCount];
		//MasterChain.Keys.CopyTo(KeysArray, 0);

		LuaHelper.LHTable MarkersTable = new LuaHelper.LHTable(save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers"));

		for(int m = 0; m < MarkersTable.Count; m++){
			//LuaTable MarkerTab = MasterChain[KeysArray[m]] as LuaTable;
			LuaHelper.LHTable MarkerTable = new LuaHelper.LHTable(MarkersTable, MarkersTable.Keys[m]);

			Vector3 MarkerPosParsed = Vector3.zero;
			MarkerTable.GetVector3Value("position", out MarkerPosParsed);

			Vector3 MarkerRotParsed = Vector3.zero;
			MarkerTable.GetVector3Value("orientation", out MarkerRotParsed);

			string TypeOfMarker = MarkerTable.GetStringValue("type");

			if(TypeOfMarker == "Mass"){
				Mex newMex = new Mex();
				newMex.name = MarkersTable.Keys[m];
				
				newMex.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				newMex.orientation = MarkerRotParsed;
				
				LuaHelper.ReadSpawnWithArmy(out newMex.SpawnWithArmy, MarkerTable);

				Mexes.Add(newMex);
			}
			else if(TypeOfMarker == "Hydrocarbon"){
				Hydro NewHydro = new Hydro();
				NewHydro.name = MarkersTable.Keys[m];

				NewHydro.size = MarkerTable.GetFloatValue("size");
				NewHydro.amount = MarkerTable.GetFloatValue("amount");
				NewHydro.resource = MarkerTable.GetBoolValue("resource");
				NewHydro.prop = MarkerTable.GetStringValue("prop");

				NewHydro.color = MarkerTable.GetColorValue("color");

				NewHydro.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewHydro.orientation = MarkerRotParsed;

				LuaHelper.ReadSpawnWithArmy(out NewHydro.SpawnWithArmy, MarkerTable);

				Hydros.Add(NewHydro);
			}
			else if(MarkersTable.Keys[m].Contains("ARMY_")){
				Army NewArmy = new Army();
				NewArmy.name = MarkersTable.Keys[m];

				NewArmy.Id = int.Parse(MarkersTable.Keys[m].Replace("ARMY_", ""));

				NewArmy.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewArmy.orientation = MarkerRotParsed;

				ARMY_.Add(NewArmy);
			}
			else{
				Marker NewMarker = new Marker();
				NewMarker.name = MarkersTable.Keys[m];
				NewMarker.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewMarker.orientation = MarkerRotParsed;

				NewMarker.type = TypeOfMarker;
				NewMarker.prop = MarkerTable.GetStringValue("prop");

				// HINT
				NewMarker.hintValue = MarkerTable.GetStringValue("hint");
				NewMarker.hint = MarkerTable.GetBoolValue("hint");

				// GRAPH
				NewMarker.graph = MarkerTable.GetStringValue("graph");

				// adjacentTo
				NewMarker.adjacentTo = MarkerTable.GetStringValue("adjacentTo");


				// Color
				if (!string.IsNullOrEmpty(MarkerTable.GetStringValue("color"))) {
					//Color MyColor = Color.white;
					//ColorUtility.TryParseHtmlString (MarkerTable.GetStringValue("color"), out MyColor);
					NewMarker.Kolor = MarkerTable.GetColorValue("color");

				} else
					NewMarker.Kolor = Color.white;
				

				LuaHelper.ReadSpawnWithArmy(out NewMarker.SpawnWithArmy, MarkerTable);

				SiMarkers.Add(NewMarker);
			}
		}

		SortArmys();

		MexTotalCount = Mexes.Count;
		HydrosTotalCount = Hydros.Count;
		SiTotalCount = SiMarkers.Count;
		#endregion

		#region Load Army Save
		SaveArmys = new List<SaveArmy> ();
		LuaHelper.LHTable ArmiesTable = new LuaHelper.LHTable(save.GetTable("Scenario.Armies"));

		for(int m = 0; m < ArmiesTable.Count; m++){
			LuaHelper.LHTable ArmyTable = new LuaHelper.LHTable(ArmiesTable, ArmiesTable.Keys[m]);
			SaveArmy NewArmy = new SaveArmy();
			NewArmy.Name = ArmiesTable.Keys[m];

			AddSaveArmyMarker(NewArmy.Name);

			NewArmy.personality = ArmyTable.GetStringValue("personality");
			NewArmy.plans = ArmyTable.GetStringValue("plans");
			NewArmy.color = ArmyTable.GetIntValue("color");
			NewArmy.faction = ArmyTable.GetIntValue("faction");

			LuaHelper.LHTable EconomyTable = new LuaHelper.LHTable(ArmyTable, "Economy");
			NewArmy.EconomyMass = EconomyTable.GetIntValue("mass");
			NewArmy.EconomyEnergy = EconomyTable.GetIntValue("energy");

			NewArmy.Alliances = ArmyTable.GetStringArrayValue("Alliances");


			// Get units

			NewArmy.UnitsOrders = "";
			NewArmy.UnitsPlatoon = "";
			NewArmy.Units = new List<UnitGroup>();
			LuaHelper.LHTable ArmyUnitsTable;
			ArmyTable.GetLuaArmyGroup("Units", out NewArmy.UnitsOrders, out NewArmy.UnitsPlatoon, out ArmyUnitsTable);

		
			for(int i = 0; i < ArmyUnitsTable.Count; i++){
				UnitGroup NewUnitGroup = new UnitGroup();
				NewUnitGroup.Name = ArmyUnitsTable.Keys[i];

				LuaHelper.LHTable UnitsGroupTable;
				ArmyUnitsTable.GetLuaArmyGroup(ArmyUnitsTable.Keys[i], out NewUnitGroup.orders, out NewUnitGroup.platoon, out UnitsGroupTable);

				for(int u = 0; u < UnitsGroupTable.Count; u++){
					Unit NewUnit = new Unit();
					LuaHelper.LHTable UnitTable = new LuaHelper.LHTable(UnitsGroupTable, UnitsGroupTable.Keys[u]);

					NewUnit.Name = UnitsGroupTable.Keys[u];
					NewUnit.type = UnitTable.GetStringValue("type");
					NewUnit.orders = UnitTable.GetStringValue("orders");
					NewUnit.platoon = UnitTable.GetStringValue("platoon");
					UnitTable.GetVector3Value("Position", out NewUnit.Position);
					UnitTable.GetVector3Value("Orientation", out NewUnit.Orientation);

					NewUnitGroup.Units.Add(NewUnit);
				}

				NewArmy.Units.Add(NewUnitGroup);
			}
				
			SaveArmys.Add(NewArmy);
		}

		#endregion
	}
コード例 #2
0
	private void LoadScenarioLua(){
		System.Text.Encoding encodeType = System.Text.Encoding.ASCII;

		string MapPath = EnvPaths.GetMapsPath();

		string loadedFile = "";
		Debug.Log("Load file:" + MapPath + FolderName + "/" + ScenarioFileName + ".lua");
		string loc = MapPath + FolderName + "/" + ScenarioFileName + ".lua";
		loadedFile = System.IO.File.ReadAllText(loc, encodeType);

		string loadedFileFunctions = "";
		loadedFileFunctions = System.IO.File.ReadAllText(StructurePath + "lua_variable_functions.lua", encodeType);
		
		env = new Lua();
		env.LoadCLRPackage();
		
		try {
			env.DoString(loadedFileFunctions + loadedFile);
		} catch(NLua.Exceptions.LuaException e) {
			Debug.LogError(ParsingStructureData.FormatException(e), gameObject);
			
			HelperGui.MapLoaded = false;
			return;
		}
		
		// Load Map Prop
		ScenarioData.MapName = env.GetTable("ScenarioInfo").RawGet("name").ToString();
		ScenarioData.MapDesc = env.GetTable("ScenarioInfo").RawGet("description").ToString();
		ScenarioData.Type = env.GetTable("ScenarioInfo").RawGet("type").ToString();

		if(env.GetTable("ScenarioInfo").RawGet("map_version") != null && env.GetTable("ScenarioInfo").RawGet("map_version").ToString() != "null"){
			ScenarioData.Version = float.Parse(env.GetTable("ScenarioInfo").RawGet("map_version").ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
		}
		else{
			ScenarioData.Version = 1;
		}

		if(env.GetTable("ScenarioInfo").RawGet("AdaptiveMap") != null && env.GetTable("ScenarioInfo").RawGet("AdaptiveMap").ToString() != "null"){
			ScenarioData.AdaptiveMap = env.GetTable("ScenarioInfo").RawGet("AdaptiveMap").ToString() == "true";
		}
		else{
			ScenarioData.AdaptiveMap = false;
		}

		if(env.GetTable("ScenarioInfo").RawGet("preview") != null && env.GetTable("ScenarioInfo").RawGet("preview").ToString() != "null"){
			ScenarioData.Preview = env.GetTable("ScenarioInfo").RawGet("preview").ToString();
		}
		else{
			ScenarioData.Preview = "";
		}

		ScenarioData.SaveLua =  env.GetTable("ScenarioInfo").RawGet("save").ToString();
		ScenarioData.Scmap = env.GetTable("ScenarioInfo").RawGet("map").ToString();
		ScenarioData.ScriptLua = env.GetTable("ScenarioInfo").RawGet("script").ToString();
		
		// Load Map Size
		var width = env.GetTable("ScenarioInfo.size")[1].ToString();
		var height = env.GetTable("ScenarioInfo.size")[2].ToString();
		
		ScenarioData.Size.x = float.Parse(width.ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
		ScenarioData.Size.y = float.Parse(height.ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
		ScenarioData.MaxHeight = 128;
		CamControll.MapSize = Mathf.Max(ScenarioData.Size.x, ScenarioData.Size.y);
		CamControll.RestartCam();
		
		// Load Players
		LuaTable TeamsTab = env.GetTable("ScenarioInfo.Configurations.standard.teams")[1] as LuaTable;
		LuaTable ArmyTab = TeamsTab.RawGet("armies") as LuaTable;
		
		ScenarioData.Players = ArmyTab.Values.Count;

		ScenarioData.NoRushRadius = float.Parse(env.GetTable("ScenarioInfo").RawGet("norushradius").ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
		ScenarioData.NoRushARMY = new Vector2[ScenarioData.Players];
		
		for(int id = 0; id < ScenarioData.Players; id++) {
			ScenarioData.NoRushARMY[id] = Vector2.zero;
			if(env.GetTable("ScenarioInfo").RawGet("norushoffsetX_ARMY_" + (id + 1)) != null)
				ScenarioData.NoRushARMY[id].x = float.Parse(env.GetTable("ScenarioInfo").RawGet("norushoffsetX_ARMY_" + (id + 1)).ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			if(env.GetTable("ScenarioInfo").RawGet("norushoffsetY_ARMY_" + (id + 1)) != null)
				ScenarioData.NoRushARMY[id].y = float.Parse(env.GetTable("ScenarioInfo").RawGet("norushoffsetY_ARMY_" + (id + 1)).ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
		}

		ScenarioData.CustomProps = new List<customprop> ();
		LuaHelper.LHTable CustomPropsTable = new LuaHelper.LHTable(env.GetTable("ScenarioInfo.Configurations.standard.customprops"));

		for (int i = 0; i < CustomPropsTable.Count; i++) {
			customprop NewProp = new customprop ();
			NewProp.key = CustomPropsTable.Keys [i];
			NewProp.value = CustomPropsTable.GetStringValue (CustomPropsTable.Keys [i]);
			ScenarioData.CustomProps.Add (NewProp);
		}


	}