private void InitializeItems() { TextAsset loadedText = Resources.Load <TextAsset>(Define._scenarioListPath); ScenarioList scenarioList = JsonUtility.FromJson <ScenarioList>(loadedText.text); for (int i = 0; i < scenarioList._items.Count; ++i) { AddItem(scenarioList._items[i]); } }
public void Add(Scenario scenario) { if (null == scenario) { return; } ScenarioList.Add(scenario); scenario.Owner = this; SelectedScenario = scenario; }
void Start() { App app = Object.FindObjectOfType <App>(); // Dropdown nationDropdown = FindObjectOfType<Dropdown>(); Debug.Log("Starting Dropdown Value : " + nationDropdown.value); List <string> nation_choices = new List <string>() // { "Aerakrara", "An'rio", "Arozus", "Crystalice", // "Dessak", "Feandra" }; { "Bambaki", "Boreois", "Chaldea", "Sidero", "Sitari", "Wyvermount" }; // foreach (string item in nation_choices) //{ // Debug.Log(item); //} //Aerakara 19 //An'rio 17 //Ditaeler 14 but not a major //Crystalice 16 //Dessak 22 //Feandra 21 Populate(nation_choices, true, 0); ScenarioList scenarios = CreateScenarioList(); app.SetMajorNations(nation_choices); Populate(scenarios.scenarios, false, 1); // Debug.Log("startNewGameScene"); // GameObject flagPrefab = Instantiate(Resources.Load<GameObject>("Flags/Prefabs/" + nationName)); GameObject flagPrefab = Instantiate(Resources.Load <GameObject>("Flags/Prefabs/Bambaki")); nationFlag.ObjectPrefab = flagPrefab.transform; //nationFlag.ObjectPrefab = flagPrefab.transform; nationFlag.UpdateDisplay(); // nationFlag.ObjectPrefab = initialFlag; string nationDescriptionPath = Application.dataPath + "/StreamingAssets/Scenarios/Fictional/MajorNationsDescriptions.json"; string descriptionListRaw = System.IO.File.ReadAllText(nationDescriptionPath); var NationDescriptions = Newtonsoft.Json.JsonConvert.DeserializeObject <NationNames>(descriptionListRaw); description.text = NationDescriptions.nations[0]; }
// Use this for initialization public void Start() { // Path to json File and we want the path to a certain file. // path = Application.streamingAssetsPath + "/scenarios.json"; // Now we want to bring it into Unity. jsonString = LoadResourceTextfile("scenarios.json"); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) ScenarioList scenarioList = JsonUtility.FromJson <ScenarioList>(jsonString); scenario = scenarioList.scenario; gameController.startPage.SetActive(true); }
private void updateLearningScenariosInfo() { foreach (LearningScenario learningScenario in listLearningScenarion) { ScenarioList.Add(new LearningScenarioViewModel { Name = learningScenario.Name, SelectionType = learningScenario.SelectionParameters.Split(',')[0], MixSeed = learningScenario.SelectionParameters.Split(',')[1], SeparationParamValue = learningScenario.SelectionParameters.Split(',')[2], TeacherType = learningScenario.LearningAlgorithmName, AlgoParam = learningScenario.LAParameters, ID = learningScenario.ID }); } NotifyPropertyChanged(); }
void InitData(StringGrid grid) { grid.InitLink(); string sheetName = grid.SheetName; if (AdvSettingDataManager.IsDisabelSheetName(sheetName)) { Debug.LogError(sheetName + " is invalid name"); return; } if (AdvSettingDataManager.IsSettingsSheet(grid.SheetName)) { SettingList.Add(grid); } else { ScenarioList.Add(grid); } }
/// <summary> /// Fills the lists of scenario names and paths. /// Creates a list item (UI) for each scenario. /// </summary> /// <returns>List is not empty</returns> private bool PopulateList() { ScenarioList.GetScenarioNames(out _scenarioNames, out _scenarioPaths); if (_scenarioNames.Count == 0) { return(false); } float y = 0; for (var i = 0; i < _scenarioNames.Count; i++) { CreateListItem(i, y); y -= _listItemMargin + _listItemHeight; } // Set height of content panel to fit its children SetContentHeight(Mathf.Abs(y)); return(true); // List was not empty }
private void LoadGameData() { string filePath = Path.Combine(Application.streamingAssetsPath, gameDataFileName); if (File.Exists(filePath)) { //did not work as json! string dataAsJson = File.ReadAllText(filePath); scenarios = JsonUtility.FromJson <ScenarioList>(dataAsJson); Debug.Log(scenarios); } //does not work either //TextAsset asset = Resources.Load("scenarios.txt") as TextAsset; //if (asset != null){ // scenarios = JsonUtility.FromJson<ScenarioList>(asset.text); //} //else //{ // Debug.LogError("Cannot load game data!"); //} }
public ScenarioList LoadScenarioList(string jsonName) { if (Application.platform == RuntimePlatform.OSXPlayer) { jsonName = "/Resources/Data/" + jsonName; } string filePath = Application.dataPath + jsonName; Debug.Log("Loading Json at " + filePath); if (File.Exists(filePath)) { string dataAsJson = File.ReadAllText(filePath); ScenarioList scenarioList = JsonUtility.FromJson <ScenarioList>(dataAsJson); Debug.Log("Scenarios JSON loaded successfuly"); return(scenarioList); } else { Debug.Log("JSON File not found"); return(null); } }
private static void CreatScenarioList() { ScenarioList data = new ScenarioList(); var item1 = new ScenarioList.Item(); item1._ID = 1; item1._title = "TEST1"; data._items.Add(item1); var item2 = new ScenarioList.Item(); item2._ID = 2; item2._title = "TEST2"; item2._tags.Add("Tag1"); item2._tags.Add("Tag2"); data._items.Add(item2); string jsonString = JsonUtility.ToJson(data, true); System.IO.File.WriteAllText(Application.dataPath + "/Resources/" + Define._scenarioListPath + ".json", jsonString); AssetDatabase.Refresh(); }
public void Delete(Scenario scenario) { ScenarioList.Remove(scenario); }
private void QuestDetail(Session oS) { this.ScenarioStart(); var path = oS.PathAndQuery.Split('?'); PathName = path[0]; PathName = PathName.Substring(1, path[0].Count() - 1); PathName = PathName.Replace("/", "_"); this.ScenarioName = PathName; if (this.ScenarioList == null) { this.ScenarioList = new List <Scenario>(); } else { this.ScenarioList.Clear(); this.ScenarioList.TrimExcess(); } JArray jsonVal = JArray.Parse(oS.GetResponseBodyAsString()) as JArray; dynamic Details = jsonVal; this.ProgressStatus = new LimitedValue(); this.ProgressStatus.Max = Details.Count; this.ProgressStatus.Min = 0; this.ProgressStatus.Current = 0; this.ProgressBar(); string TranslateDir = "Google"; if (TranslateSite == TranslateKind.Naver) { TranslateDir = "Naver"; } if (File.Exists(Path.Combine(MainFolder, "Translations", "Scenarios", TranslateDir, PathName + ".xml"))) { foreach (var detail in Details) { string dtl = detail.detail; //string sel1 = detail.sel1_txt; //string sel2 = detail.sel2_txt; Scenario temp = new Scenario { context = RemoveWebTag(dtl), index = detail.id, }; if (detail.charcter1_name != "null") { temp.Name = detail.charcter1_name; } else { temp.Name = ""; } temp.TrName = GrandcypherClient.Current.Translations.ReplaceTranslation(temp.Name); temp.TrContext = GrandcypherClient.Current.Translations.GetTranslation(TranslationType.ScenarioDetail, temp.context, TranslateSite); //if (sel1 != null) //{ // temp.sel1_txt = RemoveWebTag(sel1); // temp.Trsel1 = Translator(temp.sel1_txt, TranslateSite); //} //if (sel2 != null) //{ // temp.sel2_txt = RemoveWebTag(sel2); // temp.Trsel2 = Translator(temp.sel2_txt, TranslateSite); //} ScenarioList.Add(temp); this.ProgressStatus.Current++; this.ProgressBar(); } this.TranslatieEnd(); } else { foreach (dynamic detail in Details) { string dtl = detail.detail; string sel1 = detail.sel1_txt; string sel2 = detail.sel2_txt; Scenario temp = new Scenario { context = RemoveWebTag(dtl), index = detail.id, }; if (ScenarioList.Count == 0) { temp.PathName = PathName; } if (detail.charcter1_name != "null") { temp.Name = detail.charcter1_name; } else { temp.Name = ""; } if (!ScenarioTransDisabled) { temp.TrName = GrandcypherClient.Current.Translations.ReplaceTranslation(temp.Name); temp.TrContext = GrandcypherClient.Current.Translations.ReplaceTranslation(temp.context); temp.TrContext = Translator(temp.TrContext, TranslateSite); if (temp.TrContext != null) { temp.TrContext = temp.TrContext.Replace("정액", ""); } if (sel1 != null) { temp.sel1_txt = RemoveWebTag(sel1); temp.Trsel1 = Translator(temp.sel1_txt, TranslateSite); } if (sel2 != null) { temp.sel2_txt = RemoveWebTag(sel2); temp.Trsel2 = Translator(temp.sel2_txt, TranslateSite); } #region Debug #if DEBUG Console.WriteLine("-----------------------------------------------------------"); Console.WriteLine(temp.Name + " : " + RemoveWebTag(temp.context)); Console.WriteLine(temp.TrName + " : " + temp.TrContext); if (temp.sel1_txt != null) { Console.WriteLine(temp.sel1_txt); Console.WriteLine(temp.Trsel1); } if (temp.sel2_txt != null) { Console.WriteLine(temp.sel2_txt); Console.WriteLine(temp.Trsel2); } #endif #endregion } ScenarioList.Add(temp); this.ProgressStatus.Current++; this.ProgressBar(); } this.TranslatieEnd(); if (!ScenarioTransDisabled) { GrandcypherClient.Current.Translations.WriteFile(ScenarioList, TranslateSite); } else { GrandcypherClient.Current.Translations.WriteFile(ScenarioList, TranslateKind.Raw); } } }
public void OnClick() { ScenarioList.EntryClicked(Scenario); }
public void AddScenario(Scenario scenario) { ScenarioList.Add(scenario); }