void SaveMap() { WriteJson jsonWrite = new WriteJson(); MapData data = new MapData(map.rows, map.columns, map.tileSize, map.MapToString()); jsonWrite.WriteData(currentMapPath, data); }
public void reWriteData() { ChatGUI.addLine("Searching Data Trying To Create Json"); Stick(Application.persistentDataPath + InGameData.Sprite_path + "Sprites", 0); WriteJson <Data_sprites> .SaveJson(DataSprites, DataBase.SpriteDataPath); ChatGUI.addLine("Json Was Created! - GameReloaded"); reLoadData(); }
void Update() { if(Input.GetKeyDown(KeyCode.S)) { WriteJson obj = this.GetComponent<WriteJson>(); obj.SaveJson(); } if (Input.GetKeyDown(KeyCode.L)) { GameStatus status = LoadJson.LoadJsonFromFile(); Debug.Log(status); } }
void NewMap() { System.Windows.Forms.SaveFileDialog dialog = new System.Windows.Forms.SaveFileDialog(); dialog.FileName = "New Map.json"; System.Windows.Forms.DialogResult result = dialog.ShowDialog(); if (result == System.Windows.Forms.DialogResult.OK) { ReadJson jsonReader = new ReadJson(); WriteJson jsonWrite = new WriteJson(); jsonWrite.WriteData(dialog.FileName, jsonReader.ReadData("Data/EmptyMap.json")); map = new EditorMap(jsonReader.ReadData("Data/EmptyMap.json"), ref cam); currentMapPath = dialog.FileName; } }
public static void Main(string[] args) { var config = XmlFile.Read("settings.xml"); Console.WriteLine(config); foreach (var l in config.GetIncorrectLogins()) { Console.WriteLine(l); } Console.WriteLine(config.IsCorrectConfiguration()); config.Fix(); WriteJson.ConvertToJson(config); Console.ReadLine(); }
// Use this for initialization void Start() { //Initializing and Start methods P = Camera.main.GetComponent <Main>().MPlayer; R = Camera.main.GetComponent <ReadJson>(); W = Camera.main.GetComponent <WriteJson>(); G = Camera.main.GetComponent <Grave>(); B = Camera.main.GetComponent <Main>().MBoard; T = Camera.main.GetComponent <Main>().MTurns; H = Camera.main.GetComponent <Main>().MHero; P.Start(); R.Start(); W.Start(); B.Start(); T.TStart(); //get 50 random cards [only for testing] for (int co = 0; co < 50; co++) { GameObject thisCard = Instantiate(PreCard, new Vector3(7.91f, -2.31f, -.1f), Quaternion.Euler(0, 180, 90)); R.GetCard(thisCard, Random.Range(0, R.CardDataCards["Cards"].Count)); P.Deck.Add(thisCard); if (thisCard.GetComponent <Card>().GetPath() != "path") { thisCard.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>(thisCard.GetComponent <Card>().GetPath()); } thisCard.GetComponent <Card>().UpdateTM(); } //Shuffling the Deck for (int i = 0; i < P.Deck.Count; i++) { GameObject temp = P.Deck[i]; int randomIndex = Random.Range(i, P.Deck.Count); P.Deck[i] = P.Deck[randomIndex]; P.Deck[randomIndex] = temp; } //Drawing the first four cards StartCoroutine(P.Draw4()); }
private void Start() { P = Camera.main.GetComponent <Main>().MPlayer; W = Camera.main.GetComponent <WriteJson>(); T = Camera.main.GetComponent <Main>().MTurns; }
public Text[] scores; // набранные очки в ходе турнира /* * Функция, активируемая при нажатии кнопки "Открыть статистику". * Запускает генерацию json-файла с игроками, потом считывает информацию из файла. * В зависимости от кол-ва игроков (1-4 или больше 4), выводит информацию * о результатах на экран, скрывает кнопку открытия попапа и показывает кнопку закрытия. */ public void StartPopup() { List <Player> players = new List <Player>(); WriteJson w = new WriteJson(); w.Write(10000); // кол-во игроков - 10000 ReadJson r = new ReadJson(); players = r.Read(33); // передаем id нашего игрока в считывающую программу if (players.Count == 0) { Debug.Log("JSON-файл не найден"); } else { int playersCount = 0; switch (players.Count) { case 1: playersCount = 0; break; case 2: playersCount = 1; break; case 3: playersCount = 2; break; case 4: playersCount = 3; break; default: playersCount = 4; break; } popups[playersCount].enabled = true; for (int i = 0; i <= playersCount; i++) { names[i].text = players[i].nameToString(); scores[i].text = players[i].score.ToString(); places[i].enabled = true; names[i].enabled = true; scores[i].enabled = true; } closeButton.SetActive(true); openButton.SetActive(false); /* * Все изменяемые текстовые элементы в UI, отображающие информацию * об игроке, можно найти в массивах под индексом 5. */ places[5].text = r.ourPlayerPlace.ToString(); names[5].text = r.ourPlayer.nameToString(); scores[5].text = r.ourPlayer.score.ToString(); places[5].enabled = true; names[5].enabled = true; scores[5].enabled = true; } }
/// <inheritdoc /> public void Write(JsonWriter writer, Object value, JsonSerializer serializer, WriteJson previous) { using var source = JsonMemory.Rent(); using (var sourceWriter = source.Write()) previous(sourceWriter, value, serializer); using (var reader = source.Read()) switch (reader.TokenType) { case StartObject: reader.ReadNext(); if (reader.TokenType is EndObject) { writer.WriteValue(caseRouteStr); } else { writer.WriteStartObject(); WriteCaseProp(writer); while (reader.TokenType != EndObject) { reader.CurrentTokenMustBe(PropertyName); var propName = (String)reader.Value !; if (propName is "$case") { var msg = $"Failed to serialize '{unionCaseInfo}' because it has property '$case' " + "which is not allowed."; throw new JsonSerializationException(msg); } else { writer.WriteToken(reader); reader.ReadNext(); writer.WriteToken(reader, writeChildren: true); reader.ReadNext(); } } writer.WriteEndObject(); } break; case StartArray: writer.WriteStartObject(); WriteCaseProp(writer); writer.WritePropertyName("$values"); writer.WriteToken(reader, writeChildren: true); writer.WriteEndObject(); break; default: writer.WriteStartObject(); WriteCaseProp(writer); writer.WritePropertyName("$value"); writer.WriteToken(reader); writer.WriteEndObject(); break; } }
public async Task Any(WriteJson request) { Response.ContentType = MimeTypes.Json; await Response.OutputStream.WriteAsync(MemoryProvider.Instance.ToUtf8(Json)); }