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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public static class CommunicationEvents
{
public class HitEvent : UnityEvent<RaycastHit> { }
public class FactEvent : UnityEvent<Fact> { }
public class MouseOverFactEvent : UnityEvent<Transform> { }
public class ToolModeEvent : UnityEvent<int> { }
public class ShinyEvent : UnityEvent<Fact> { }
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public class SignalEvent : UnityEvent { }
public class AnimationEvent : UnityEvent<GameObject, string> { }
public class AnimationEventWithUris : UnityEvent<List<string>> { }
public static HitEvent SnapEvent = new HitEvent();
public static HitEvent TriggerEvent = new HitEvent();
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public static ToolModeEvent ToolModeChangedEvent = new ToolModeEvent();
public static FactEvent AddFactEvent = new FactEvent();
public static FactEvent RemoveFactEvent = new FactEvent();
public static ShinyEvent PushoutFactEvent = new ShinyEvent();
public static ShinyEvent PushoutFactEndEvent = new ShinyEvent();
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public static ShinyEvent PushoutFactFailEvent = new ShinyEvent();
public static SignalEvent gameSucceededEvent = new SignalEvent();
public static SignalEvent gameNotSucceededEvent = new SignalEvent();
public static SignalEvent LevelReset = new SignalEvent();
public static SignalEvent NewAssignmentEvent = new SignalEvent();
public static AnimationEvent ScrollFactHintEvent = new AnimationEvent();
public static FactEvent AnimateExistingFactEvent = new FactEvent();
public static FactEvent AnimateNonExistingFactEvent = new FactEvent();
public static AnimationEventWithUris HintAvailableEvent = new AnimationEventWithUris();
//------------------------------------------------------------------------------------
//-------------------------------Global Variables-------------------------------------
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// TODO! move to GlobalStatic/Behaviour
public static bool ServerRunning = true;
public static string ServerAdress = "localhost:8085";
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// Configs
public static bool VerboseURI = false;
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public enum Directories
{
Stages,
FactStateMachines,
ValidationSets
}
public static string CreateHierarchiePath(List<Directories> hierarchie, string prefix = "", string postfix = "")
{
foreach (var dir in hierarchie)
prefix = System.IO.Path.Combine(prefix, dir.ToString());
return System.IO.Path.Combine(prefix, postfix);
}
// TODO! avoid tree traversel with name
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public static string CreatePathToFile(out bool file_exists, string name, string format = null, List<Directories> hierarchie = null, bool use_install_folder = false)
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string ending = "";
if(!string.IsNullOrEmpty(format))
switch (format)
{
case "JSON":
ending = ".JSON";
break;
default:
break;
}
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string path = use_install_folder ? Application.dataPath : Application.persistentDataPath;
if (hierarchie != null)
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path = CreateHierarchiePath(hierarchie, path);
System.IO.Directory.CreateDirectory(path);
}
path = System.IO.Path.Combine(path, name + ending);
file_exists = System.IO.File.Exists(path);
return path;
}