// Use this for initialization void Start() { UnitySystemConsoleRedirector.Redirect(); Console.WriteLine("CPU Speed: " + cpu.CPUSpeed); Console.WriteLine("Cycle time: " + cpu.CycleTime); // load a rom into memory //string romPath = "/cpu_instrs.gb"; //string romPath = "/individual/01-special.gb"; string romPath = "/individual/06-ld r,r.gb"; //string romPath = "/individual/07-jr,jp,call,ret,rst.gb"; //string romPath = "/individual/08-misc instrs.gb"; byte[] rom = System.IO.File.ReadAllBytes(Application.streamingAssetsPath + romPath); byte[] name = new byte[16]; System.Array.Copy(rom, 0x0134, name, 0, 16); System.Console.WriteLine("Title: " + System.Text.Encoding.ASCII.GetString(name)); System.Console.WriteLine("Size: " + rom.Length); if (rom == null) { Debug.Log("REFUSED TO LOAD RESOURCE! D8"); return; } cpu.LoadROMBytes(rom); }
void Start() { Debug.Log("Manager Enter."); UnitySystemConsoleRedirector.Redirect(); SafeExecute(() => Environment.Init()); }
static void Initialize() { UnitySystemConsoleRedirector.Redirect(); if (!serializerRegistered) { StaticCompositeResolver.Instance.Register( MessagePack.Resolvers.ClientAppResolver.Instance, MessagePack.Resolvers.FenixRuntimeResolver.Instance, MessagePack.Resolvers.SharedResolver.Instance, MessagePack.Unity.UnityResolver.Instance, MessagePack.Unity.Extension.UnityBlitResolver.Instance, MessagePack.Unity.Extension.UnityBlitWithPrimitiveArrayResolver.Instance, MessagePack.Resolvers.StandardResolver.Instance ); var option = MessagePackSerializerOptions.Standard.WithResolver(StaticCompositeResolver.Instance); MessagePackSerializer.DefaultOptions = option; serializerRegistered = true; } Console.WriteLine(typeof(int).GUID); Console.WriteLine(typeof(float).GUID); }
// Use this for initialization void Start() { UnitySystemConsoleRedirector.Redirect(); QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable; // wallOfBoxes (); // circleOfSpheres (); createCodeBlocks(); }
void Start() { UnitySystemConsoleRedirector.Redirect(); GameObject.CreatePrimitive(PrimitiveType.Sphere); copy = (GameObject)Instantiate(GameObject.Find("RollerBall"), new Vector3(GameObject.Find("RollerBall").transform.position.x, GameObject.Find("RollerBall").transform.position.y, GameObject.Find("RollerBall").transform.position.z), new Quaternion()); mesh = createSphere(copy.GetComponent <MeshFilter>().mesh); //mesh = copy.GetComponent<MeshFilter>().mesh; vertices = mesh.vertices; verticesBase = mesh.vertices; normals = mesh.normals; }
void Start() { UnitySystemConsoleRedirector.Redirect(); copy = GameObject.CreatePrimitive(PrimitiveType.Sphere); copy.transform.position = gameObject.transform.position + gameObject.transform.forward; mesh = createSphere(copy.GetComponent <MeshFilter>().mesh); //mesh = copy.GetComponent<MeshFilter>().mesh; vertices = mesh.vertices; verticesBase = mesh.vertices; normals = mesh.normals; }
void Start() { UnitySystemConsoleRedirector.Redirect(); System.Console.WriteLine("Start () "); //TestFloat (); //TestData(); TestSvg(); //TestColorStorage(); //TestPixelFormatRenderer(); //DataTest.testAll (); }
public Stock(string symbol, string companyName, Industry industry, IRandomGenerator randomGenerator) { UnitySystemConsoleRedirector.Redirect(); // redirects System.Console output to Unity's console Symbol = symbol; CompanyName = companyName; CompanyIndustry = industry; this.randomGenerator = randomGenerator; SetInitialValues(); }
// Use this for initialization void Start() { UnitySystemConsoleRedirector.Redirect(); ddOptions = new List <Dropdown.OptionData>(); mDevices = new List <MotionDevice>(); engine = new MotionEngine(); btnScan.GetComponent <Button>().onClick.AddListener(btnScan_Click); btnConnect.GetComponent <Button>().onClick.AddListener(btnConnect_Click); btnVib.GetComponent <Button>().onClick.AddListener(btnVib_Click); btnStartRead.GetComponent <Button>().onClick.AddListener(btnStartRead_Click); btnStopRead.GetComponent <Button>().onClick.AddListener(btnStopRead_Click); }
// Use this for initialization private void Start() { UnitySystemConsoleRedirector.Redirect(); OriginalTimeScalse = Time.timeScale; Time.timeScale = 0; Queued = false; PlayerId = (new Random()).Next(1000); Console.WriteLine("Your playerId is " + PlayerId); QueueButton = GameObject.FindGameObjectWithTag("QueueButton").GetComponent <Button>(); EventChannel.Connect(); PlayerManager.SetEventMessages(EventChannel.WebSocket); Console.WriteLine("Created"); }
public void EventAwake() { //Port = 16905; Port = 36667; //UserId = 30056; //UserId = 10817; //UserId = 10819; UserId = 30058; AssetLoader = gameObject.AddComponent <ResourceLoader> (); UnitySystemConsoleRedirector.Redirect(); _self = odao.scmahjong.NetworkPlayer.Create(); _self.AddEventListener(GSNetWorkStateEvent); }
public void Start() { UnitySystemConsoleRedirector.Redirect(); App.Instance.Init(); }
// Start is called before the first frame update void Start() { UnitySystemConsoleRedirector.Redirect(); }
static void Initialize() { UnitySystemConsoleRedirector.Redirect(); }
// Start is called before the first frame update void Start() { Debug.Log("Start redirecting console logs to unity logs"); UnitySystemConsoleRedirector.Redirect(); }
// Start is called before the first frame update void Start() { UnitySystemConsoleRedirector.Redirect(); Program.Main(args); }
void Start() { UnitySystemConsoleRedirector.Redirect(); m_game = new Game(); }
// Use this for initialization void Start() { UnitySystemConsoleRedirector.Redirect(); // EventChannel.Connect(); }
void Start() { //Redirect the console output (for debugging purposes). UnitySystemConsoleRedirector.Redirect(); //Make a new agent AIAgent agent; //And model Model model = new Model(GameData.modelFiles [gameIndx]); //Set the settings string settings = GameData.settingsFiles [gameIndx]; //And init the right agent with the model and settings above. if (GameData.selectedAgent == 0) { agent = new RandomAgent(); } else if (GameData.selectedAgent == 1) { agent = new ModelBasedAgent(model); } else if (GameData.selectedAgent == 2) { agent = new MCTSSimpleAgent(settings); } else if (GameData.selectedAgent == 3) { agent = new MCTSWithPruning(model, settings); } else if (GameData.selectedAgent == 4) { agent = new MCTSWithSoftPruning(model, settings); } else if (GameData.selectedAgent == 5) { agent = new MCTSWithLearning(model, settings); } else { agent = new MCTSSimpleAgent(settings); } //Init the correct game if (gameIndx == 0) { currentGame = gameObject.AddComponent <TicTacToe> (); } else if (gameIndx == 1) { currentGame = gameObject.AddComponent <OrderAndChaos> (); } else if (gameIndx == 2) { currentGame = gameObject.AddComponent <Hex> (); } //Once the game has been made set the rest of the game up currentGame.ai = agent; currentGame.playerIndx = GameData.playerIndex;; currentGame.preFabTile = preFabTile; currentGame.AIThinking = AIThinking; currentGame.EndGame = EndGame; currentGame.winlose = winlose; }
public void CreateNewDungeon() { UnitySystemConsoleRedirector.Redirect(); var transform = GetComponent <Transform> (); //clear out any previous dungeon Debug.LogWarning("Destroying old objects"); foreach (Transform child in transform) { GameObject.DestroyImmediate(child.gameObject); } var container = new GameObject("Dungeon Container"); var containerTransform = container.GetComponent <Transform>(); container.transform.parent = transform; var generator = new DungeonGenerator <DungeonRoom, DungeonHallway> (); generator.dungeonSize = Constants.DungeonSize; generator.creationBounds = Constants.DungeonSize; generator.minimumRoomWidth = 5; generator.minimumRoomHeight = 5; generator.maximumRoomWidth = 14; generator.maximumRoomHeight = 14; generator.initialRoomCreationCount = 30; generator.runCompleteGeneration(); Debug.Log("Rooms: " + generator.dungeon.rooms.Count + "/Hallways: " + generator.dungeon.hallways.Count); var dungeonTransform = GetComponent <Transform> (); var roomIndex = 0; foreach (var room in generator.dungeon.rooms) { roomIndex++; var newRoom = GameObject.Instantiate(roomObject, containerTransform); newRoom.transform.localPosition = new Vector3((float)room.rect.center.x, 0, (float)room.rect.center.y); newRoom.GetComponent <ProceduralRoom>().floorTransform.localPosition = new Vector3(-room.rect.size.width / 2, 0, -room.rect.size.height / 2); newRoom.GetComponentInChildren <TextMesh> ().text = "R " + roomIndex; var tileFloor = newRoom.GetComponentInChildren <TileMap> (); tileFloor.size_x = Mathf.RoundToInt(room.rect.size.width); tileFloor.size_z = Mathf.RoundToInt(room.rect.size.height); tileFloor.BuildMesh(); playerTransform.position = newRoom.transform.position; } var hallIndex = 0; foreach (var hallway in generator.dungeon.hallways) { hallIndex++; var hallwaySegmentIndex = 0; foreach (var rect in hallway.rects) { hallwaySegmentIndex++; var newHallway = GameObject.Instantiate(hallwayObject, containerTransform); newHallway.transform.localPosition = new Vector3((float)rect.center.x, 0, (float)rect.center.y); newHallway.GetComponent <ProceduralRoom>().floorTransform.localPosition = new Vector3(-rect.size.width / 2, 0, -rect.size.height / 2); newHallway.GetComponentInChildren <TextMesh> ().text = "H " + hallIndex + "-" + hallwaySegmentIndex; var tileFloor = newHallway.GetComponentInChildren <TileMap> (); tileFloor.size_x = Mathf.RoundToInt(rect.size.width); tileFloor.size_z = Mathf.RoundToInt(rect.size.height); tileFloor.BuildMesh(); } } }