void Start() { cGfx = GetComponent <ED_RP_GFXset>(); mState = STATE.S_BEGIN; rRecs = new List <ED_RP_Rec>(); rHoops = new List <ED_RP_Hp>(); mSet = new DT_RP_Set(); }
public static void FWriteSet(DT_RP_Set set) { // ------------------------- ERROR Checking if (set.mName == "NAME ME") { Debug.Log("ERROR. No name given"); return; } if (set.mHoops.Count != set.mRecs.Count || set.mRecs.Count != set.mRoutes.Count) { Debug.Log("ERROR. Number of receivers, hoops, and routes do not match"); return; } Debug.Log("Things should be saving"); // Huh, I kind of want to not have to give unique names all the time. StreamWriter sw = new StreamWriter(Application.dataPath + "/FILE_IO/RoutePasser/" + set.mName + ".txt"); sw.WriteLine("NAME"); sw.WriteLine(set.mName); sw.WriteLine("Num Recs:"); sw.WriteLine(set.mRecs.Count); // You know, I really might as well just straight up write all at once. for (int i = 0; i < set.mRecs.Count; i++) { sw.WriteLine(UT_Strings.FConvertVecToString(set.mRecs[i].mStart)); sw.WriteLine(set.mRecs[i].mTag); } sw.WriteLine("Num Hoops:"); sw.WriteLine(set.mHoops.Count); for (int i = 0; i < set.mHoops.Count; i++) { sw.WriteLine(UT_Strings.FConvertVecToString(set.mHoops[i].mStart)); sw.WriteLine(set.mHoops[i].mSize); sw.WriteLine(set.mHoops[i].mTag); } sw.WriteLine("Num Routes:"); sw.WriteLine(set.mRoutes.Count); for (int i = 0; i < set.mRoutes.Count; i++) { sw.WriteLine(set.mRoutes[i].mOwner); sw.WriteLine(set.mRoutes[i].mSpots.Count); for (int j = 0; j < set.mRoutes[i].mSpots.Count; j++) { sw.WriteLine(UT_Strings.FConvertVecToString(set.mRoutes[i].mSpots[j])); } } sw.Close(); }
void Start() { mUI = GetComponent <RP_UI>(); cRouteDrawer = GetComponent <RP_DrawRoutes>(); mSet = IO_RP.FLoadSet("Slants"); // Unfortunately, the destroyed receivers and hoops are still around, so we can't get references this frame. // Instead, do this on exitIntro. rPC = FindObjectOfType <PC_Controller>(); rPocket = FindObjectOfType <RP_ThrowSpot>(); TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitGround); TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_PocketEntered); TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_PocketExited); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown); TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Rec, E_BallCaught_Rec); mCompletions = new List <string>(); ENTER_INTRO(); }
public static DT_RP_Set FLoadSet(string name) { string path = Application.dataPath + "/FILE_IO/RoutePasser/" + name + ".txt"; string[] sLines = System.IO.File.ReadAllLines(path); DT_RP_Set set = new DT_RP_Set(); for (int i = 0; i < sLines.Length; i++) { if (sLines[i].Contains("NAME")) { set.mName = sLines[i + 1]; } if (sLines[i].Contains("Num Recs")) { int numRecs = int.Parse(sLines[i + 1]); int ix = i + 2; for (int j = 0; j < numRecs; j++) { DT_RP_Rec r = new DT_RP_Rec(); r.mStart = UT_Strings.FGetVec3FromString(sLines[ix++]); r.mTag = sLines[ix++]; set.mRecs.Add(r); } } if (sLines[i].Contains("Num Hoops")) { int numHoops = int.Parse(sLines[i + 1]); int ix = i + 2; for (int j = 0; j < numHoops; j++) { DT_RP_Hoop h = new DT_RP_Hoop(); h.mStart = UT_Strings.FGetVec3FromString(sLines[ix++]); h.mSize = float.Parse(sLines[ix++]); h.mTag = sLines[ix++]; set.mHoops.Add(h); } } if (sLines[i].Contains("Num Routes")) { int numRoutes = int.Parse(sLines[i + 1]); int ix = i + 2; for (int j = 0; j < numRoutes; j++) { DATA_ORoute r = new DATA_ORoute(); r.mOwner = sLines[ix++]; int numSpots = int.Parse(sLines[ix++]); r.mSpots = new List <Vector2>(); for (int k = 0; k < numSpots; k++) { Vector2 v = UT_Strings.FGetVecFromString(sLines[ix++]); r.mSpots.Add(v); } set.mRoutes.Add(r); } } } return(set); }