Skip to content
Snippets Groups Projects
Select Git revision
  • ea3238ffaf709dece0feafede7f518dd9f4c4eeb
  • master default
  • JS-based-scroll-rendering
  • Paul_Marius_Level
  • Paul_Marius_2
  • Paul_Marius
  • Andi_Mark
  • be-UnityWebView
  • gitignoreFrameitServer
  • ZimmerBSc
  • Bugfix_StageLoading
  • stages
  • MAZIFAU_Experimental
  • tsc/coneworld
  • tsc/fact-interaction
  • marcel
  • MaZiFAU_TopSort
  • mergeHelper
  • zwischenSpeichern
  • tempAndrToMaster
  • SebBranch
  • 3.0
  • v2.1
  • v2.0
  • v1.0
25 results

DiscreteBarSlider.cs

Blame
  • CommunicationEvents.cs 5.90 KiB
    using System.Collections.Generic;
    using System.Diagnostics;
    using System.IO;
    using UnityEngine;
    using UnityEngine.Events;
    
    public static class CommunicationEvents
    {
        public static UnityEvent<RaycastHit[]> TriggerEvent = new();
        public static UnityEvent<RaycastHit[]> TriggerModFireEvent = new();
    
        public static UnityEvent<int> ToolModeChangedEvent = new();
        public static UnityEvent<Fact> AddFactEvent = new();
        public static UnityEvent<Fact> RemoveFactEvent = new();
    
        public static UnityEvent gameSucceededEvent = new();
        public static UnityEvent gameNotSucceededEvent = new();
        public static UnityEvent StartT0Event = new();
        /** <summary>Inform ui that it should animate the given fact with the given material.</summary> */
        public static UnityEvent<string, FactWrapper.FactMaterials> AnimateExistingFactEvent = new();
        /** <summary>Start firework and invoke AnimateExistingFactEvent.</summary> */
        public static UnityEvent<Fact, FactWrapper.FactMaterials> AnimateExistingAsSolutionEvent = new();
        /** <summary>Show a missing fact for a short time as hint for the user.</summary> */
        public static UnityEvent<Fact> AnimateNonExistingFactEvent = new();
    
    
        //------------------------------------------------------------------------------------
        //-------------------------------Global Variables-------------------------------------
        // TODO! move to GlobalStatic/Behaviour
    
        public static bool ServerAutoStart = true;
        public static bool ServerRunning = true;
    
        //CHANGE HERE PORT OF SERVER
        public static string ServerPortDefault = "8085"; //used for Local
    
        public static string ServerAddressLocalhost = "http://localhost"; //Without Port               //Kann das weg?
        public static string ServerAddressLocal = "http://localhost:8085"; // "http://localhost:8085"  //Kann das weg?
        public static string ServerAdress = "http://localhost:8085"; //need "http://" //used by dispalyScrolls.cs //http://10.231.4.95:8085"; //IMPORTANT for MAINMENU
    
        public static Process process_mmt_frameIT_server;
    
        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 = "- if you can read this";
        public static string IPslot2 = "- NetworkConfig";
        public static string IPslot3 = "- not loaded";
        public static string IPslot4 = "- GO TO -> 'Options'";
        public static string IPslot5 = "-   -> 'Reset Options'";
        public static string selecIP = "-   -> PRESS: 'Reset Configurations'";//"GO TO -> 'Options'\n-> 'Reset Options'\nPRESS: \n'Reset Configurations'";
    
        //------
    
        public static int[] ServerRunningA = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; //other, lastIP, newIP, IP1, IP2, IP3, selecIP, IP4, IP5,...} //0: offline, 1: Checking, 2: online, 3: NoNetworkAddress;
        public static bool[] ServerRunningA_test = new bool[10] { false, false, false, false, false, false, false, false, false, false }; //other, lastIP, newIP, IP1, IP2, IP3, selecIP, IP4, IP5,...}
        public static double IPcheckGeneration = 0;
        public static int CheckNetLoop = 1;
        public static int[] CheckServerA = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // 1 => CommunicationEvents.lastIP, 2 => CommunicationEvents.newIP,3 => CommunicationEvents.IPslot1, 4 => CommunicationEvents.IPslot2,
                                                                                        // 5 => CommunicationEvents.IPslot3, 6 => CommunicationEvents.selecIP, 7 => CommunicationEvents.IPslot4, 8 => CommunicationEvents.IPslot5,
    
        public static bool autoOSrecognition = true;
    
        public static OperationSystem Opsys = OperationSystem.Windows; //Scripts
    
        public enum OperationSystem
        {
            Windows = 0,
            Android = 1,
            iOS =2,
            WindowsStoreApps = 3,
        }
        public static bool CursorVisDefault = true; //Script.
        public static bool CursorVisLastUsedIngame = true; //Script.
    
        public static bool GadgetCanBeUsed = false;
    
    
        // Configs
        public static bool VerboseURI = false;
    
    
        public enum Directories
        {
            misc,
            Stages,
            SaveGames,
            ValidationSets,
            FactStateMachines,
        }
    
        public static string CreateHierarchiePath(List<Directories> hierarchie, string prefix = "", string postfix = "")
        {
            foreach (var dir in hierarchie)
                prefix = Path.Combine(prefix, dir.ToString());
    
            return Path.Combine(prefix, postfix);
        }
    
    
        public static string Get_DataPath()
        {
            bool use_replacementfolder = false;
    
            if (Application.isEditor)
                return use_replacementfolder ? Path.Combine(Application.persistentDataPath, "DataPath_writeable") : Path.Combine(Application.dataPath, "StreamingAssets", "StreamToDataPath_withHandler");
    
            return Opsys switch
            {
                OperationSystem.Android => Path.Combine(Application.persistentDataPath, "DataPath_writeable"),
                OperationSystem.Windows or _ => Application.dataPath, 
            };
        }
    
        // 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 = "";
            if (!string.IsNullOrEmpty(format))
                switch (format)
                {
                    case "JSON":
                        ending = ".JSON";
                        break;
                    default:
                        break;
                }
    
            string path = use_install_folder
                ? Get_DataPath()
                : Application.persistentDataPath;
    
            if (hierarchie != null)
            {
                path = CreateHierarchiePath(hierarchie, path);
                Directory.CreateDirectory(path);
            }
    
            path = Path.Combine(path, name + ending);
            file_exists = File.Exists(path);
    
            return path;
        }
    }