public static ConnectorFile LoadConnFile(string filename) { ConnectorFile cf = new ConnectorFile(); if (!File.Exists(filename)) { string[] newlines = new string[1]; newlines[0] = "propertiesfile="; File.WriteAllLines(filename, newlines); } string[] lines = File.ReadAllLines(filename); for (int i = 0; i < lines.Length; i++) { if (lines[i].Split('=').Length == 2) { if (lines[i].Split('=')[0] == "propertiesfile") { cf.PropertiesFile = lines[i].Split('=')[1]; } } } return(cf); }
// Use this for initialization void Start() { // Eine Datei zu jedem Model schreiben, in der der Pfad zur Properties-file steht // Die hier einfach laden, bzw erstellen. Dann das inputField zum Path mit dem Pfad zur Properties-file füllen. Wenn nicht, leer lassen. connFile = FileLoader.LoadConnFile(".\\model" + Level1.garageIndex + ".connb"); inputPropertiesPath.text = connFile.PropertiesFile; if (File.Exists(connFile.PropertiesFile)) { carProps = FileLoader.LoadSettingFromFile(connFile.PropertiesFile); } else { carProps = new CarPropertiesSetting(); } // TODO // Fill inputFields with carProps inputPropDamperheightLF.text = Convert.ToString(carProps.DamperHeightLF); inputPropDamperheightRF.text = Convert.ToString(carProps.DamperHeightRF); inputPropDamperheightLR.text = Convert.ToString(carProps.DamperHeightLR); inputPropDamperheightRR.text = Convert.ToString(carProps.DamperHeightRR); inputPropDamperstrengthLF.text = Convert.ToString(carProps.DamperStrengthLF); inputPropDamperstrengthRF.text = Convert.ToString(carProps.DamperStrengthRF); inputPropDamperstrengthLR.text = Convert.ToString(carProps.DamperStrengthLR); inputPropDamperstrengthRR.text = Convert.ToString(carProps.DamperStrengthRR); inputPropSpringstrengthLF.text = Convert.ToString(carProps.SpringStrengthLF); inputPropSpringstrengthRF.text = Convert.ToString(carProps.SpringStrengthRF); inputPropSpringstrengthLR.text = Convert.ToString(carProps.SpringStrengthLR); inputPropSpringstrengthRR.text = Convert.ToString(carProps.SpringStrengthRR); GetComponent <Canvas>().enabled = false; GetComponent <Canvas>().enabled = true; }
void Start() { ConnectorFile connFile = FileLoader.LoadConnFile(".\\model" + Level1.garageIndex + ".connb"); CarPropertiesSetting carProps = FileLoader.LoadSettingFromFile(connFile.PropertiesFile); testCar.GetComponent <TestCar>().Freeze = true; testCar.GetComponent <TestCar>().ApplyCar(Racing.calculatedCarNew, carProps); testCar.transform.position = startPosition.position; beforeShootings = new bool[testCar.GetComponent <TestCar>().ShootingWeapon.Length]; if (miniMap != null) { miniMap.AddObject(testCar, IpAndPort.playername); } players = new OtherPlayer[255]; otherPlayers = new GameObject[255]; //Instantiate(maps[0]); }
// Use this for initialization void Start() { if (garageNumber != -1) { calculatedCar = Analyzer.AnalyzeCar(".\\model" + garageNumber + ".baguette"); connFile = FileLoader.LoadConnFile(".\\model" + garageNumber + ".connb"); carProps = FileLoader.LoadSettingFromFile(connFile.PropertiesFile); if (calculatedCar == null) { SceneManager.LoadScene("Garages"); } else { car.GetComponent <TestCar>().Freeze = true; car.GetComponent <TestCar>().ApplyCar(calculatedCar, carProps); car.transform.position = new Vector3(0f, 0f, 0f); } } else { SceneManager.LoadScene("Garages"); } }
public static void SaveConnFile(string filename, ConnectorFile connFile) { string[] lines = new string[1]; lines[0] = "propertiesfile=" + connFile.PropertiesFile; File.WriteAllLines(filename, lines); }