void Start() { gameStateSystem = SystemCache.Instance.gameStateSystem; stateSystem = SystemCache.Instance.stateSystem; if (SystemCache.Instance.isReady) { allText = SystemCache.Instance.textData; textDisplayer = SystemCache.Instance.textDisplayer; data = allText.GetComponent <ParseCSV>(); } //SetupTextData(); }
private void buildSet(string name) { List <Amazon.S3.Model.S3Object> res = DownloadCSVFromS3.getBucketList(); foreach (Amazon.S3.Model.S3Object entry in res) { if (entry.Key.Equals(getPageTitle())) { string resFilePath = "res.json"; DownloadCSVFromS3.DownloadCSV(getPageTitle(), resFilePath); set = ParseCSV.parseFemaleDatasetJSON(resFilePath); } } }
void Update() { if (allText == null) { if (SystemCache.Instance.isReady) { allText = SystemCache.Instance.textData; textDisplayer = SystemCache.Instance.textDisplayer; data = allText.GetComponent <ParseCSV>(); } } else { switch (currentRoboDState) { case RoboDialogueStates.Setup: if (data.doneParsingData()) { SetupTextData(); setCurrentState(RoboDialogueStates.DetermineCheckpoint); } break; case RoboDialogueStates.DetermineCheckpoint: CheckPointCompletionCheck(); GetCheckpointData(nameData, checkPointValue); //have a check to see if reached last checkpoint if (checkPointValue.Trim().Equals("Four".Trim())) { setCurrentState(RoboDialogueStates.Over); } else { setCurrentState(RoboDialogueStates.WaitToDisplayText); } break; case RoboDialogueStates.WaitToDisplayText: if (Time.time - timeOnStateChange > messageInterval) { setCurrentState(RoboDialogueStates.DisplayText); } break; case RoboDialogueStates.DisplayText: if (checkpointData[0].type.Trim().Equals("Loop".Trim())) { loop(checkpointData); } else if (checkpointData[0].type.Trim().Equals("Linear".Trim())) { linear(checkpointData); } setCurrentState(RoboDialogueStates.DetermineCheckpoint); break; case RoboDialogueStates.Over: if (Time.time - timeOnStateChange > 10) { Complete(); setCurrentState(RoboDialogueStates.Idle); } break; case RoboDialogueStates.Idle: break; } } //if(looping) //{ // if(Time.time - lastLoop > 5.0) // { // loop(checkpointData); // } //} }
// Use this for initialization void Start() { // grab the parse script + call Parse parse_script = gameObject.GetComponent <ParseCSV>(); List <List <Song> > songs = parse_script.Parse(); // BTS // List <Song> BTS_songs = songs[0]; // instantiate a new crate for this artist GameObject newCrate = Instantiate(cratePrefab, new Vector3(1.0f, 1.5f, 1.0f), Quaternion.Euler(-90, 0, 0), crateParent.transform); newCrate.transform.name = "BTS"; Artist a = newCrate.GetComponent <Artist>(); a.artist_name = "BTS"; List <GameObject> BTS_cubes = a.song_cubes; //loop through and spawn song cubes --> add to crate's list (within Artist) foreach (Song s in BTS_songs) { GameObject newSong = Instantiate(songCubePrefab, new Vector3(1.0f, 1.6f, 1.0f), Quaternion.identity, crateParent.transform); newSong.GetComponent <Song>().Copy(s); newSong.transform.name = s.title; // set material Material m = default_mat; switch (s.album_name) { case "Young Forever": m = yf_mat; break; case "School Luv Affair": m = luv_mat; break; case "Love Yourself: Tear": m = ly_mat; break; default: Debug.Log("Hit default case" + s.album_name); break; } newSong.gameObject.GetComponentInChildren <Renderer>().material = m; BTS_cubes.Add(newSong); } // DAY6 // List <Song> D6_songs = songs[1]; // instantiate a new crate for this artist newCrate = Instantiate(cratePrefab, new Vector3(-1.0f, 1.5f, 1.0f), Quaternion.Euler(-90, 0, 0), crateParent.transform); newCrate.transform.name = "Day6"; a = newCrate.GetComponent <Artist>(); a.artist_name = "Day6"; List <GameObject> D6_cubes = a.song_cubes; //loop through and spawn song cubes --> add to crate's list (within Artist) foreach (Song s in D6_songs) { GameObject newSong = Instantiate(songCubePrefab, new Vector3(-1.0f, 1.6f, 1.0f), Quaternion.identity, crateParent.transform); newSong.GetComponent <Song>().Copy(s); newSong.transform.name = s.title; // set material Material m = default_mat; switch (s.album_name) { case "Remember Us": m = ru_mat; break; case "Moonrise": m = mn_mat; break; case "Shoot Me": m = sm_mat; break; default: Debug.Log("Hit default case: " + s.album_name); break; } newSong.gameObject.GetComponentInChildren <Renderer>().material = m; D6_cubes.Add(newSong); } }