public Sensor(Settings.Mode mode) { this.mode = mode; switch (mode) { case Settings.Mode.Camera: _predictor = new Predictor(); _camera = new Camera(_predictor); _camera.StartCamera(); _stopwatch = new Stopwatch(); _isCamera = true; break; case Settings.Mode.Simulate: _position = new Position(); _SimDisc = new SimDisc(_position); _SimDisc.StartSimDisc(); _stopwatch = new Stopwatch(); Task.Factory.StartNew(StartDiscFromConsole); _isSimulate = true; break; default: Console.WriteLine("Leagal options: Camera, Simulate"); break; } }
// Use this for initialization async void Start() { // Read command line arguments string[] args = System.Environment.GetCommandLineArgs(); string modeString = ""; string gameDataBinFolder = ""; string lvlName = ""; Settings.Mode mode = Settings.Mode.Rayman2PC; if (Application.platform == RuntimePlatform.WebGLPlayer) { FileSystem.mode = FileSystem.Mode.Web; } #if UNITY_EDITOR mode = UnitySettings.GameMode; gameDataBinFolder = UnitySettings.GameDirs.ContainsKey(mode) ? UnitySettings.GameDirs[mode] : ""; lvlName = UnitySettings.MapName; ExportPath = UnitySettings.ExportPath; ExportAfterLoad = UnitySettings.ExportAfterLoad; if (Application.isEditor && UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.WebGL) { FileSystem.mode = FileSystem.Mode.Web; } if (FileSystem.mode == FileSystem.Mode.Web) { gameDataBinFolder = UnitySettings.GameDirsWeb.ContainsKey(mode) ? UnitySettings.GameDirsWeb[mode] : ""; } else { if (UnitySettings.LoadFromMemory) { lvlName = UnitySettings.ProcessName + ".exe"; } } #else // Config retrieved from Settings.txt for desktop build; auto-generated if it doesn't exist if (!File.Exists("Settings.txt")) { var newfile = new StreamWriter("Settings.txt"); newfile.WriteLine($"{nameof(lvlName)}=Learn_30"); newfile.WriteLine($"{nameof(gameDataBinFolder)}=[Replace Me]"); newfile.WriteLine($"{nameof(mode)}=Rayman2PC"); newfile.Close(); } var file = new StreamReader("settings.txt"); while (!file.EndOfStream) { var line = file.ReadLine().Split('='); switch (line[0]) { case nameof(lvlName): lvlName = line[1]; break; case nameof(gameDataBinFolder): gameDataBinFolder = line[1]; break; case nameof(mode): mode = (Settings.Mode)Enum.Parse(typeof(Settings.Mode), line[1]); break; } } file.Close(); #endif // Override any with args for (int i = 0; i < args.Length; i++) { switch (args[i]) { case "--lvl": case "-l": lvlName = args[i + 1]; i++; break; case "--folder": case "--directory": case "-d": case "-f": gameDataBinFolder = args[i + 1]; i++; break; case "--mode": case "-m": modeString = args[i + 1]; i++; break; case "--export": ExportPath = args[i + 1]; if (!string.IsNullOrEmpty(ExportPath)) { ExportAfterLoad = true; } i++; break; } } Application.logMessageReceived += Log; if (Application.platform == RuntimePlatform.WebGLPlayer) { //Application.logMessageReceived += communicator.WebLog; UnityEngine.Debug.unityLogger.logEnabled = false; // We don't need prints here string url = Application.absoluteURL; if (url.IndexOf('?') > 0) { string urlArgsStr = url.Split('?')[1].Split('#')[0]; if (urlArgsStr.Length > 0) { string[] urlArgs = urlArgsStr.Split('&'); foreach (string arg in urlArgs) { string[] argKeyVal = arg.Split('='); if (argKeyVal.Length > 1) { switch (argKeyVal[0]) { case "lvl": lvlName = argKeyVal[1]; break; case "mode": modeString = argKeyVal[1]; break; case "folder": case "directory": case "dir": gameDataBinFolder = argKeyVal[1]; break; } } } } } } if (Settings.cmdModeNameDict.ContainsKey(modeString)) { mode = Settings.cmdModeNameDict[modeString]; } loadingScreen.Active = true; Settings.Init(mode); loader = MapLoader.Loader; loader.controller = this; loader.gameDataBinFolder = gameDataBinFolder; loader.lvlName = lvlName; loader.baseMaterial = baseMaterial; loader.baseTransparentMaterial = baseTransparentMaterial; loader.collideMaterial = collideMaterial; loader.collideTransparentMaterial = collideTransparentMaterial; loader.baseLightMaterial = baseLightMaterial; #if UNITY_EDITOR loader.allowDeadPointers = UnitySettings.AllowDeadPointers; loader.forceDisplayBackfaces = UnitySettings.ForceDisplayBackfaces; loader.blockyMode = UnitySettings.BlockyMode; loader.exportTextures = UnitySettings.SaveTextures; #endif await Init(); }
// Use this for initialization async void Start() { // Read command line arguments string[] args = System.Environment.GetCommandLineArgs(); string modeString = ""; Settings.Mode mode = UnitySettings.GameMode; string gameDataBinFolder = UnitySettings.GameDirs.ContainsKey(mode) ? UnitySettings.GameDirs[mode] : ""; string lvlName = UnitySettings.MapName; ExportPath = UnitySettings.ExportPath; ExportAfterLoad = UnitySettings.ExportAfterLoad; #if UNITY_EDITOR if (Application.isEditor && UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.WebGL) { FileSystem.mode = FileSystem.Mode.Web; } #endif if (Application.platform == RuntimePlatform.WebGLPlayer) { FileSystem.mode = FileSystem.Mode.Web; } if (FileSystem.mode == FileSystem.Mode.Web) { gameDataBinFolder = UnitySettings.GameDirsWeb.ContainsKey(mode) ? UnitySettings.GameDirsWeb[mode] : ""; } else { if (UnitySettings.LoadFromMemory) { lvlName = UnitySettings.ProcessName + ".exe"; } } for (int i = 0; i < args.Length; i++) { switch (args[i]) { case "--lvl": case "-l": lvlName = args[i + 1]; i++; break; case "--folder": case "--directory": case "-d": case "-f": gameDataBinFolder = args[i + 1]; i++; break; case "--mode": case "-m": modeString = args[i + 1]; i++; break; case "--export": ExportPath = args[i + 1]; if (!string.IsNullOrEmpty(ExportPath)) { ExportAfterLoad = true; } i++; break; } } Application.logMessageReceived += Log; if (Application.platform == RuntimePlatform.WebGLPlayer) { //Application.logMessageReceived += communicator.WebLog; UnityEngine.Debug.unityLogger.logEnabled = false; // We don't need prints here string url = Application.absoluteURL; if (url.IndexOf('?') > 0) { string urlArgsStr = url.Split('?')[1].Split('#')[0]; if (urlArgsStr.Length > 0) { string[] urlArgs = urlArgsStr.Split('&'); foreach (string arg in urlArgs) { string[] argKeyVal = arg.Split('='); if (argKeyVal.Length > 1) { switch (argKeyVal[0]) { case "lvl": lvlName = argKeyVal[1]; break; case "mode": modeString = argKeyVal[1]; break; case "folder": case "directory": case "dir": gameDataBinFolder = argKeyVal[1]; break; } } } } } } if (Settings.cmdModeNameDict.ContainsKey(modeString)) { mode = Settings.cmdModeNameDict[modeString]; } loadingScreen.Active = true; Settings.Init(mode); loader = MapLoader.Loader; loader.controller = this; loader.gameDataBinFolder = gameDataBinFolder; loader.lvlName = lvlName; loader.baseMaterial = baseMaterial; loader.baseTransparentMaterial = baseTransparentMaterial; loader.collideMaterial = collideMaterial; loader.collideTransparentMaterial = collideTransparentMaterial; loader.baseLightMaterial = baseLightMaterial; loader.allowDeadPointers = UnitySettings.AllowDeadPointers; loader.forceDisplayBackfaces = UnitySettings.ForceDisplayBackfaces; loader.blockyMode = UnitySettings.BlockyMode; loader.exportTextures = UnitySettings.SaveTextures; await Init(); }
//public SerializedProperty property; public PS1ActorSelectionDropdown(AdvancedDropdownState state, Settings.Mode mode, int actorIndex) : base(state) { this.mode = mode; this.actorIndex = actorIndex; minimumSize = new UnityEngine.Vector2(50, 300f); }