public void bulk_pose_bundle_loaded_callback(AssetBundle aBundle) { var bf = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter(); var stream = new System.IO.MemoryStream((aBundle.LoadAsset("POSEDICT") as TextAsset).bytes); var dict = bf.Deserialize(stream) as Dictionary <string, string>; //Debug.Log("bulk poses"); foreach (CharacterIndex e in CharacterIndex.sAllCharacters) { if (e == CharacterIndex.sGrave) { continue; } string txtName = "info_" + e.StringIdentifier; if (dict.ContainsKey(txtName)) { //Debug.Log ("loaded character info " + txtName); mCharacterHelper.Characters[e].CharacterInfo = NUPD.CharacterInformationProcessor.process_character(dict[txtName]); //kind of a hack. //TODO uncomment this when you get new character packages in... GameConstants.INDEX_TO_SHORT_NAME[e] = mCharacterHelper.Characters[e].CharacterInfo.ShortName; //GameConstants.INDEX_TO_FULL_NAME[e] = mCharacterHelper.Characters[e].CharacterInfo.LongName; GameConstants.INDEX_TO_DESCRIPTION[e] = mCharacterHelper.Characters[e].CharacterInfo.Description; } else { throw new UnityException("No info found for " + txtName); //Debug.Log ("no info found for " + txtName); //mCharacterHelper.Characters[e].CharacterInfo = NUPD.CharacterInformation.default_character_info(e); } } //TODO CAN DELETE //this is now called inside of ModeNormalPlay.reset_stats_and_difficulties //fetus_difficulty_shuffle_hack(); foreach (CharacterIndex e in CharacterIndex.sAllCharacters) { //Debug.Log ("loaded pose for " + e.StringIdentifier); for (int i = 0; i < 4; i++) { for (int j = 1; j < 10; j++) //assuming no mroe than 10 poses per animatino { string s = construct_pose_string(e, i, j); if (dict.ContainsKey(s)) { //Debug.Log("loaded " + s); mPoses[s] = ProGrading.read_pose(dict[s]); } } } } aBundle.Unload(true); //don't need this anymore I don't ithnk... mPosesLoaded = true; //Debug.Log("end bulk poses"); }
// public void load_possible_choice_poses() { mPossibleChoicePoses = new Pose[ManagerManager.Manager.mReferences.mPossiblePoses.Length]; for (int i = 0; i < mPossibleChoicePoses.Length; i++) { mPossibleChoicePoses[i] = ProGrading.read_pose(ManagerManager.Manager.mReferences.mPossiblePoses[i]); } }
//textasset public static Pose to_pose(this TextAsset aAsset) { return(ProGrading.read_pose(aAsset)); }