private void TreatCSV() { currentPos = -1; currentStepList.Clear(); Debug.Log("stringPath=" + "Path/" + pathOfNextCSV); Debug.Log(" original path (without Path/) = " + pathOfNextCSV); nextCSVToRead = (TextAsset)Resources.Load("Path/" + pathOfNextCSV); if (nextCSVToRead == null) { print("Yep, null"); } Debug.Log("Csv = " + nextCSVToRead.name); string[,] grid = CSV_Reader.SplitCsvGrid(nextCSVToRead.text); Step bufferStep = null; for (uint y = 0; y < grid.GetUpperBound(1); y++) { Debug.Log("y ?" + y); bufferStep = new Step(grid, y); currentStepList.Add(bufferStep); } readingCSV = true; nbrZoneSous = 0; zoneSous.Clear(); displayNextStep(); }
void Start() { #if UNITY_EDITOR CSV_Reader __csvReader = GameObject.FindGameObjectWithTag("Ground colliders").GetComponent <CSV_Reader>(); sbyte[,] __csvMap = __csvReader._GetValues(); _middle.x = __csvMap.GetLength(1); _middle.y = __csvMap.GetLength(0); #else _middle.x = CSV_Reader._csv_Reader._csvMap.GetLength(1); _middle.y = CSV_Reader._csv_Reader._csvMap.GetLength(0); #endif _middle.x = _middle.x / 2; _middle.y = -(_middle.y / 2); if (Application.isPlaying) { _CalculateScales(); _CreateLayersTrans(); _AddMarginToParSectAreas(); } else { #if UNITY_EDITOR _parallaxScales.RemoveRange(0, _parallaxScales.Count); for (int id = 0; id < _backgrounds.Count; id++) { _parallaxScales.Add(_backgrounds[id].transform.position.z / _limit); } #endif } }
void Start() { // data = CSV_Reader.Read ("Joint angles1"); data = CSV_Reader.Read(Config.joint_angles_file_name); Hip_RT = transform.GetChild(1).GetChild(1); Hip_LT = transform.GetChild(1).GetChild(0); Knee_RT = transform.GetChild(1).GetChild(1).GetChild(0); Knee_LT = transform.GetChild(1).GetChild(0).GetChild(0); }
void Start() { // foreach (Transform child in transform) // print("Foreach loop: " + child); data = CSV_Reader.Read("Joint angles"); // for(var i=0; i < data.Count; i++) { // print ("X_angle " + data[i]["Left_Hip_FlexExt"] + " " + // "Y_angle " + data[i]["Left_Hip_AbdAdd"] + " " + // "Z_angle " + data[i]["Left_Hip_IntExt"]); // } // foreach (string key in data[0].Keys) // { // print(key); // } }
// Use this for initialization void Start() { if (csv_reader == null) { csv_reader = this.GetComponent <CSV_Reader>(); } if (ui_holder == null) { ui_holder = this.GetComponent <UI_Holder>();//oula nope } if (scenario == null) { scenario = this.GetComponent <Scenario>(); } if (sonMaster == null) { sonMaster = this.GetComponent <SonMaster>(); } }
// Disable Field Unused warning #pragma warning disable 0414 // Works with regular fields // [DebugGUIGraph(min: -1, max: 1, r: 0, g: 1, b: 0, autoScale: true)] // float MomentumX; // As well as properties // [DebugGUIGraph(min: -1, max: 1, r: 0, g: 1, b: 1, autoScale: true)] // float CosProperty { get { return Mathf.Cos(Time.time * 6); } } #if NET_4_6 // Also works for expression-bodied properties in .Net 4.6+ // [DebugGUIGraph(min: -1, max: 1, r: 1, g: 0.3f, b: 1)] // float SinProperty => Mathf.Sin((Time.time + Mathf.PI / 2) * 6); #else // [DebugGUIGraph(min: -1, max: 1, r: 1, g: 0.5f, b: 1)] // float SinProperty { get { return Mathf.Sin((Time.time + Mathf.PI / 2) * 6); } } #endif // User inputs, print and graph in one! // [DebugGUIGraph(group: 1, r: 1, g: 0.3f, b: 0.3f)] // float MomentumY; // [DebugGUIPrint, DebugGUIGraph(group: 1, r: 0, g: 1, b: 0)] // float mouseY; void Awake() { // Log (as opposed to LogPersistent) will disappear automatically after some time. // DebugGUI.Log("Hello! I will disappear in five seconds!"); //find your dropdown object print("Graph Created"); data = CSV_Reader.Read("chathu_trial_Session10_Shimmer_5F42_Calibrated_PC"); data2 = CSV_Reader.Read(Config.joint_angles_file_name); // for(var i=0; i < data.Count; i++) { // print ("X_acc " + data[i]["Shimmer_5F42_Accel_WR_X_CAL"] + " " + // "Y_acc " + data[i]["Shimmer_5F42_Accel_WR_X_CAL"] + " " + // "Z_acc " + data[i]["Shimmer_5F42_Accel_WR_X_CAL"]); // } }
private void Awake() { instance = this; /* * if(instance == null) // 씬이 바뀌어도 유지 * { * instance = this; * DontDestroyOnLoad(this.gameObject); * } * else * Destroy(this.gameObject); */ item_list = CSV_Reader.Read("Item_Table"); // 아이탬 로드 for (int i = 0; i < item_list.Count; i++) { item_num.Add(item_list[i]["name"], 0); // 먹은 아이템 갯수에 아이템 이름 등록 } combination_list = CSV_Reader.Read("Combination_Table"); // 조합 로드 quest_list = CSV_Reader.Read("Quest_Table"); // 퀘스트 로드 for (int i = 0; i < quest_list.Count; i++) { quest_state.Add(i + 1, 0); // 퀘스트 진행상태 등록 } world_list = CSV_Reader.Read("World_Table"); // 지역 방사능 로드 if (SceneManager.GetActiveScene().name == "Game_SceneNew") { dictionary_sc.before_awake(); } audioSource = gameObject.AddComponent <AudioSource>(); }
public void LoadCSV() { stepList.Clear(); if (pathToTreat == "") { } else { //Here go the real code : Debug.Log(" original path (without Path/) = " + pathToTreat); nextCSVToRead = (TextAsset)Resources.Load("Path/" + pathToTreat); if (nextCSVToRead == null) { Debug.Log("Yep, null : " + pathToTreat); } Debug.Log("Csv = " + nextCSVToRead.name); string[,] grid = CSV_Reader.SplitCsvGrid(nextCSVToRead.text); Step bufferStep = null; for (uint y = 0; y < grid.GetUpperBound(1); y++) { Debug.Log("y ?" + y); bufferStep = new Step(grid, y); stepList.Add(bufferStep); } //TO DO : second pass to remplace string to int ? like for each room ? foreach (Step s in stepList) { switch (s.type) { case Utils.StepType.ChangeZone: if (s.grid[1, s.y] == "" || s.grid[1, s.y] == null) { s.grid[1, s.y] = (0).ToString(); if (s.grid[2, s.y] == "" || s.grid[2, s.y] == null) { s.grid[1, s.y] = (0).ToString(); } } else { int res = roomsName.IndexOf(s.grid[1, s.y]); s.grid[1, s.y] = res.ToString(); if (res == -1) { Debug.LogError(s.grid[1, s.y] + " is not a room id"); } else { res = zoneName[res].IndexOf(s.grid[2, s.y]); s.grid[2, s.y] = res.ToString(); if (res == -1) { Debug.LogError(s.grid[2, s.y] + " is not a zone id"); } } } //s.grid[3, s.y] == true.ToString()) ? true.ToString() : false.ToString(); //Active or not break; case Utils.StepType.ChangeInteraction: if (s.grid[1, s.y] == "" || s.grid[1, s.y] == null) { s.grid[1, s.y] = (0).ToString(); if (s.grid[2, s.y] == "" || s.grid[2, s.y] == null) { s.grid[1, s.y] = (0).ToString(); } if (s.grid[3, s.y] == "" || s.grid[3, s.y] == null) { s.grid[3, s.y] = (0).ToString(); } } else { int res = roomsName.IndexOf(s.grid[1, s.y]); s.grid[1, s.y] = res.ToString(); if (res == -1) { Debug.LogError(s.grid[1, s.y] + " is not a room id"); } else { int res2 = zoneName[res].IndexOf(s.grid[2, s.y]); s.grid[2, s.y] = res2.ToString(); if (res2 == -1) { Debug.LogError(s.grid[2, s.y] + " is not a zone id"); } else { res = interName[res][res2].IndexOf(s.grid[3, s.y]); s.grid[3, s.y] = res.ToString(); if (res == -1) { Debug.LogError(s.grid[3, s.y] + " is not an interaction id"); } } } } break; case Utils.StepType.ChangeState: if (s.grid[1, s.y] == "" || s.grid[1, s.y] == null) { s.grid[1, s.y] = (0).ToString(); if (s.grid[2, s.y] == "" || s.grid[2, s.y] == null) { s.grid[1, s.y] = (0).ToString(); } if (s.grid[3, s.y] == "" || s.grid[3, s.y] == null) { s.grid[3, s.y] = (0).ToString(); } } else { int res = roomsName.IndexOf(s.grid[1, s.y]); s.grid[1, s.y] = res.ToString(); if (res == -1) { Debug.LogError(s.grid[1, s.y] + " is not a room id"); } else { int res2 = zoneName[res].IndexOf(s.grid[2, s.y]); s.grid[2, s.y] = res2.ToString(); if (res2 == -1) { Debug.LogError(s.grid[2, s.y] + " is not a zone id"); } else { // int res3 = -1; for (int i = 0; i < statesName[res][res2].Length; i++) { if (s.grid[3, s.y] == statesName[res][res2][i]) { res3 = i; } } // s.grid[3, s.y] = res3.ToString(); if (res3 == -1) { Debug.LogError(s.grid[3, s.y] + " is not a state"); } } } } break; case Utils.StepType.Salle: if (s.grid[1, s.y] == "" || s.grid[1, s.y] == null) { s.grid[1, s.y] = (0).ToString(); } else { int res = roomsName.IndexOf(s.grid[1, s.y]); if (res == -1) { Debug.LogError(s.grid[1, s.y] + " is not a room id"); } s.grid[1, s.y] = res.ToString(); } break; case Utils.StepType.Bruitage: break; case Utils.StepType.Musique: break; case Utils.StepType.Next: //CSV path break; case Utils.StepType.Condition: // //CSV path to win //CSV path to not break; case Utils.StepType.Animation: int indexAnimator = AnimationHandler.animatorsName.IndexOf(s.grid[1, s.y]); s.grid[1, s.y] = indexAnimator.ToString(); if (indexAnimator == -1) { Debug.Log("Animator " + s.grid[1, s.y] + " doesn't exist"); } else { if (s.grid[2, s.y] == true.ToString()) { indexAnimator = triggerPerAnimator[indexAnimator].IndexOf(s.grid[3, s.y]); s.grid[3, s.y] = indexAnimator.ToString(); if (indexAnimator == -1) { Debug.Log(s.grid[1, s.y] + "'s animator doesn't have a trigger named : " + s.grid[3, s.y]); } } else { indexAnimator = triggerPerAnimator[indexAnimator].IndexOf(s.grid[3, s.y]); s.grid[3, s.y] = indexAnimator.ToString(); if (indexAnimator == -1) { Debug.Log(s.grid[1, s.y] + "'s animator doesn't have a trigger named : " + s.grid[3, s.y]); } //s.grid 4 doesn't change } } break; case Utils.StepType.NextLine: case Utils.StepType.ConditionLine: case Utils.StepType.Decor: //maybe like animation case Utils.StepType.Description: case Utils.StepType.AddItem: case Utils.StepType.RemoveItem: case Utils.StepType.CinematicBar: default: break; } } } }
void Start() { data = CSV_Reader.Read("chathu_trial_Session10_Shimmer_5F42_Calibrated_PC"); num_points = data.Count; }
private void Awake() { TextList = CSV_Reader.Read("Text"); }