Exemplo n.º 1
0
        public static void InitializeDefaultExtensionPoints()
        {
            FileLogger.SetupDefaultFileLogger(Path.GetTempPath());
            ExtensionPointsRepository extensionPointsRepository = ExtensionPointsRepository.Instance;

            PathManager.Create(Path.GetTempPath());
            var generator = new ABB.SrcML.SrcMLGenerator(SrcMLDirectory);

            extensionPointsRepository.RegisterParserImplementation(new List <string>()
            {
                ".cs"
            }, new SrcMLCSharpParser(generator));
            extensionPointsRepository.RegisterParserImplementation(new List <string>()
            {
                ".h", ".cpp", ".cxx"
            }, new SrcMLCppParser(generator));

            extensionPointsRepository.RegisterWordSplitterImplementation(new WordSplitter());

            extensionPointsRepository.RegisterResultsReordererImplementation(new SortByScoreResultsReorderer());

            extensionPointsRepository.RegisterQueryWeightsSupplierImplementation(new QueryWeightsSupplier());

            extensionPointsRepository.RegisterQueryRewriterImplementation(new DefaultQueryRewriter());

            var solutionKey = new SolutionKey(Guid.NewGuid(), Path.GetTempPath());

            ServiceLocator.RegisterInstance(solutionKey);

            extensionPointsRepository.RegisterIndexFilterManagerImplementation(new IndexFilterManager());
        }
    void DrawExample7()
    {
        GUI.Label(new Rect(10, 150, 20, 20), "7:");

        if (!example7.done && GUI.Button(new Rect(30, 150, 100, 20), "Create Path"))
        {
            //create path manager game object
            GameObject  newPath = new GameObject("Path7 (Runtime Creation)");
            PathManager path    = newPath.AddComponent <PathManager>();

            //declare waypoint positions
            Vector3[]   positions = new Vector3[] { new Vector3(-25, 0, -20), new Vector3(-15, 3, -20), new Vector3(-4, 0, -20) };
            Transform[] waypoints = new Transform[positions.Length];

            //instantiate waypoints
            for (int i = 0; i < positions.Length; i++)
            {
                GameObject newPoint = new GameObject("Waypoint " + i);
                waypoints[i]          = newPoint.transform;
                waypoints[i].position = positions[i];
            }

            //assign waypoints to path
            path.Create(waypoints, true);

            //optional for visibility in the build
            newPath.AddComponent <PathRenderer>();
            newPath.GetComponent <LineRenderer>().material = new Material(Shader.Find("Sprites/Default"));

            //example only
            example7.done = true;
        }
    }
        void SWS_Walk(GameObject mainGameObject, int idx)
        {
            var spm = mainGameObject.GetComponent <splineMove>();

            if (spm == null)
            {
                spm = mainGameObject.AddComponent <splineMove>();
            }
            spm.speed = moveSpeed * 1000f;
            //create path manager game object
            GameObject  newPath = new GameObject(string.Format("Path{0} (Runtime Creation)", idx));
            PathManager path    = newPath.AddComponent <PathManager>();

            //declare waypoint positions
            Vector3[] positions = new Vector3[] { position,
                                                  CrossRoadModelManager.GetInstance().endAnimalTransferPos,
                                                  CrossRoadModelManager.GetInstance().endAnimalPos[idx] };
            Transform[] waypoints = new Transform[positions.Length];

            //instantiate waypoints
            for (int i = 0; i < positions.Length; i++)
            {
                GameObject newPoint = new GameObject("Waypoint " + i);
                waypoints[i]          = newPoint.transform;
                waypoints[i].position = positions[i];
            }

            //assign waypoints to path
            path.Create(waypoints, true);

            spm.SetPath(path);
            spm.StartMove();

            UnityEvent SWS_Event = spm.events[2];

            SWS_Event.RemoveAllListeners();
            SWS_Event.AddListener(
                delegate {
                PlayPose();
            }
                );
        }
Exemplo n.º 4
0
        /// <summary>
        /// Default constructor of the package.
        /// Inside this method you can place any initialization code that does not require
        /// any Visual Studio service because at this point the package object is created but
        /// not sited yet inside Visual Studio environment. The place to do all the other
        /// initialization is the Initialize method.
        /// </summary>
        public UIPackage()
        {
            PathManager.Create(Assembly.GetAssembly(typeof(UIPackage)).Location);
            SandoLogManager.StartDefaultLogging(PathManager.Instance.GetExtensionRoot());

            // Add callback methods to the service container to create the services.
            // Here we update the list of the provided services with the ones specific for this package.
            // Notice that we set to true the boolean flag about the service promotion for the global:
            // to promote the service is actually to proffer it globally using the SProfferService service.
            // For performance reasons we don’t want to instantiate the services now, but only when and
            // if some client asks for them, so we here define only the type of the service and a function
            // that will be called the first time the package will receive a request for the service.
            // This callback function is the one responsible for creating the instance of the service
            // object.
            IServiceContainer      serviceContainer = this as IServiceContainer;
            ServiceCreatorCallback callback         = new ServiceCreatorCallback(CreateService);

            serviceContainer.AddService(typeof(SSandoGlobalService), callback, true);
            serviceContainer.AddService(typeof(SSandoLocalService), callback);
        }
Exemplo n.º 5
0
    void DrawPathForRed()
    {
        //create path manager game object
        GameObject  newPath = new GameObject(getName + "Path");
        PathManager path    = newPath.AddComponent <PathManager>();

        //declare waypoint positions
        Vector3[]   positions = points.ToArray();
        Transform[] waypoints = new Transform[positions.Length];

        //instantiate waypoints
        for (int i = 0; i < positions.Length; i++)
        {
            GameObject newPoint = new GameObject("Waypoint " + i);
            waypoints[i]          = newPoint.transform;
            waypoints[i].position = positions[i];
        }

        //assign waypoints to path
        path.Create(waypoints, true);
        GameObject.Find(getName + "CAR").GetComponent <splineMove>().SetPath(WaypointManager.Paths[path.name]);
    }
Exemplo n.º 6
0
    void DrawPathForRed()
    {
        //create path manager game object
        GameObject  newPath    = new GameObject(getName + "Path");
        PathManager EscapePath = newPath.AddComponent <PathManager>();

        //declare waypoint positions
        Vector3[]   positions = points.ToArray();
        Transform[] waypoints = new Transform[positions.Length];

        //instantiate waypoints
        for (int i = 0; i < positions.Length; i++)
        {
            GameObject newPoint = new GameObject("Waypoint " + i);
            waypoints[i]          = newPoint.transform;
            waypoints[i].position = positions[i];
        }

        //assign waypoints to path
        EscapePath.Create(waypoints, true);
        Ready = true;
    }
        public void SWS_Walk(GameObject mainGameObject, int idx)
        {
            //return;
            var spm = mainGameObject.GetComponent <splineMove>();

            if (spm == null)
            {
                spm = mainGameObject.AddComponent <splineMove>();
            }
            //spm.animEaseType = (int)DG.Tweening.Ease.InOutSine;
            spm.speed = owner.moveSpeedBak * 1000f;
            //create path manager game object
            GameObject  newPath = new GameObject(string.Format("Path{0} (Runtime Creation)", idx));
            PathManager path    = newPath.AddComponent <PathManager>();

            //declare waypoint positions
            Vector3[] positions = new Vector3[] { owner.position,
                                                  CrossRoadModelManager.GetInstance().endAnimalTransferPos,
                                                  CrossRoadModelManager.GetInstance().endAnimalPos[idx] };
            Transform[] waypoints = new Transform[positions.Length];

            //instantiate waypoints
            for (int i = 0; i < positions.Length; i++)
            {
                GameObject newPoint = new GameObject("Waypoint " + i);
                waypoints[i]          = newPoint.transform;
                waypoints[i].position = positions[i];
            }

            //assign waypoints to path
            path.Create(waypoints, true);

            spm.SetPath(path);
            spm.StartMove();

            UnityEvent SWS_ArrivedGate = spm.events[1];

            SWS_ArrivedGate.RemoveAllListeners();
            SWS_ArrivedGate.AddListener(delegate {
                CrossRoadModelManager.GetInstance().endPosEffectSp.Play();
            });

            UnityEvent SWS_ArrivedEndPoint = spm.events[2];

            SWS_ArrivedEndPoint.RemoveAllListeners();
            SWS_ArrivedEndPoint.AddListener(
                delegate {
                float angle    = Vector3.Angle(mainGameObject.transform.forward, Vector3.back);
                Vector3 normal = Vector3.Cross(mainGameObject.transform.forward, Vector3.back);
                angle         *= Mathf.Sign(Vector3.Dot(normal, Vector3.up));
                mainGameObject.transform.Rotate(new Vector3(0, angle, 0));
                owner.PlayPose();
                ++owner.animalTeamModel.numArrivedEndPoint;
                if (owner.animalTeamModel.numArrivedEndPoint == (owner.maxIdxInTeam + 1))
                {
                    MessageManager.GetInstance().Send(
                        (int)GameMessageDefine.CrossRoadAnimalTeamArrived);

                    foreach (var item in owner.animalTeamModel.entityCrossRoadAnimalList)
                    {
                        item.mainGameObject.transform.Find("Effect/MoveEffect").gameObject.SetActive(false);
                    }
                }
            }
                );
        }