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CommunicationEvents.cs 3.33 KiB
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  • using System.Collections.Generic;
    
    using UnityEngine;
    using UnityEngine.Events;
    
    using System;
    
    
    public static class CommunicationEvents
    {
    
        public class HitEvent : UnityEvent<RaycastHit> { }
    
        public class FactEvent : UnityEvent<Fact> { }
    
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        public class MouseOverFactEvent : UnityEvent<Transform> { }
    
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        public class ToolModeEvent : UnityEvent<int> { }
    
        public class ShinyEvent : UnityEvent<Fact> { }
    
        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();
    
        public static ToolModeEvent ToolModeChangedEvent = new ToolModeEvent();
    
        public static FactEvent AddFactEvent = new FactEvent();
        public static FactEvent RemoveFactEvent = new FactEvent();
    
        public static ShinyEvent PushoutFactEvent = new ShinyEvent();
    
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        public static ShinyEvent PushoutFactEndEvent = new ShinyEvent();
    
        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();
    
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        //------------------------------------------------------------------------------------
        //-------------------------------Global Variables-------------------------------------
    
        public static bool ServerRunning = true;
    
        public static string ServerAdress = "localhost:8085";
    
    
        // Configs
        public static bool VerboseURI = false;
    
        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
    
        public static string CreatePathToFile(out bool file_exists,  string name, string format = null, List<Directories> hierarchie = null, bool use_install_folder = false)
    
            if(!string.IsNullOrEmpty(format))
                switch (format)
                {
                    case "JSON":
                        ending = ".JSON";
                        break;
                    default:
                        break;
                }
    
    
            string path = use_install_folder ? Application.dataPath : Application.persistentDataPath;
            if (hierarchie != null)
    
                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;
        }