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CommunicationEvents.cs
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Stefan Richter authoredStefan Richter authored
CommunicationEvents.cs 6.40 KiB
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine.Networking;
using UnityEngine;
using UnityEngine.Events;
using System;
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> { }
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();
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 SignalEvent ReloadConfigToUI = 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-------------------------------------
// TODO! move to GlobalStatic/Behaviour
public static bool ServerAutoStart = true;
public static bool ServerRunning = true;
public static bool ServerRunning_test = true;
//CHANGE HERE PORT OF SERVER
public static string ServerPortDefault = "8085"; //used for Local
public static string ServerAddressLocalhost = "http://localhost"; //Without Port
public static string ServerAddressLocal = "http://localhost:8085"; // "http://localhost:8085"
public static string ServerAdress = "http://localhost:8085"; //need "http://" //used by dispalyScrolls.cs //http://10.231.4.95:8085";
public static Process process_mmt_frameIT_server;
public static bool takeNewToolID = false; //0=no, 1=instead, 2=both
public static int ToolID_new;
public static int ToolID_selected;//Script
/*
* will be loaded from other config file
*/
public static string lastIP = "";
public static string newIP = "";
public static string IPslot1 = "";
public static string IPslot2 = "http://10.231.4.95:8085";
public static string IPslot3 = "10.231.4.95:8085";
public static string selecIP = "";
//------
public static int[] ServerRunningA = new int[7] { 0, 0, 0, 0, 0, 0, 0 }; //other, lastIP, newIP, IP1, IP2, IP3, selecIP} //0: offline, 1: Checking, 2: online, 3: NoNetworkAddress;
public static bool[] ServerRunningA_test = new bool[7] { false, false, false, false, false, false, false }; //other, lastIP, newIP, IP1, IP2, IP3, selecIP}
public static double IPcheckGeneration = 0;
public static int CheckNetLoop = 1;
public static int[] CheckServerA = new int[7] { 0, 0, 0, 0, 0, 0, 0 };
public static bool autoOSrecognition = true;
//int Opsys =1 Android.
//int Opsys =0 Windows;
//public static int Opsys_Default = 0;
public static int Opsys = 1; //Script
public static bool CursorVisDefault = true; //Script.
// Configs
public static bool VerboseURI = false;
public enum Directories
{
Stages,
ValidationSets,
FactStateMachines,
}
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)
{
string ending = "";
string path;
if (!string.IsNullOrEmpty(format))
switch (format)
{
case "JSON":
ending = ".JSON";
break;
default:
break;
}
//int Opsys =1 Android;
//int Opsys =0 Windows;
//is set above;
switch (Opsys)
{
case 0:
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;
case 1:
path = 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;
default:
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;
}
}
}