public void generateFactory(string pathString, StateClassGenerator stateClassGenerator) { string copyPath = pathString + "BehaviourStateFactory.cs"; Debug.Log("Creating Classfile: " + copyPath); if (!File.Exists(copyPath)) { addNewFactory(copyPath, stateClassGenerator); } else { } }
private void addNewFactory(string copyPath, StateClassGenerator stateClassGenerator) { using (StreamWriter outfile = new StreamWriter(copyPath)) { outfile.WriteLine("using GameLib.Entity.Behaviour;"); outfile.WriteLine("using " + stateClassGenerator.NameOfNamespace + ".Entity.Behaviour.State;"); outfile.WriteLine(""); outfile.WriteLine("namespace " + stateClassGenerator.NameOfNamespace + ".Entity.Behaviour"); outfile.WriteLine("{"); outfile.WriteLine("\tpublic class BehaviourStateFactory : GameLib.Entity.Behaviour.BehaviourStateFactory"); outfile.WriteLine("\t{"); if (stateClassGenerator.PlayerStateIdle) { addStateCreationFunction(outfile, "Idle"); } if (stateClassGenerator.PlayerStateAttack) { addStateCreationFunction(outfile, "Attack"); } if (stateClassGenerator.PlayerStateDeath) { addStateCreationFunction(outfile, "Death"); } if (stateClassGenerator.PlayerStateFall) { addStateCreationFunction(outfile, "Fall"); } if (stateClassGenerator.PlayerStateHit) { addStateCreationFunction(outfile, "Hit"); } if (stateClassGenerator.PlayerStateJumpUp) { addStateCreationFunction(outfile, "JumpUp"); } if (stateClassGenerator.PlayerStateMove) { addStateCreationFunction(outfile, "Move"); } outfile.WriteLine("\t}"); outfile.WriteLine("}"); }//File written }
private void generateStateAssets(string pathString) { StateClassGenerator stateClassGenerator = new StateClassGenerator(); stateClassGenerator.NameOfNamespace = NameOfNamespace; stateClassGenerator.PlayerStateAttack = playerStateAttack; stateClassGenerator.PlayerStateDeath = playerStateDeath; stateClassGenerator.PlayerStateFall = playerStateFall; stateClassGenerator.PlayerStateHit = playerStateHit; stateClassGenerator.PlayerStateIdle = playerStateIdle; stateClassGenerator.PlayerStateJumpUp = playerStateJumpUp; stateClassGenerator.PlayerStateMove = playerStateMove; BehaviourStateFactoryGenerator behaviourStateFactoryGenerator = new BehaviourStateFactoryGenerator(); pathString = behaviourStateFactoryGenerator.generateFolderForBehaviourStateFactory(pathString); behaviourStateFactoryGenerator.generateFactory(pathString, stateClassGenerator); pathString = stateClassGenerator.generateFolderForStates(pathString); stateClassGenerator.generateStates(pathString, false); }
private void addNewMethodes(string copyPath, StateClassGenerator stateClassGenerator) { }