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Perlin_WriteSettings

using UnityEngine;
using System.Collections;
using System.IO;
//------------------------------------------------------------------------
//Perlin Noise Agents v1.0 - Write Settings Class
//--Class controls the writing of settings to a text file, different than export, here we are listing the variable names and values--Class lives in the Game Controller Game Object--
//Mode Lab - Written by Luis Quinones
//------------------------------------------------------------------------
public class WriteSettings : MonoBehaviour 
{
    public Controller control;
    StreamWriter sw;
    string pathSetting = "Assets/Files/";
    string settingfilename = "AgentSettings.txt";
    string longPath = "Assets/Files/AgentSettings.txt";
    private string newfilename;
    void Start()
    {
        //Check to see if directory and files exist
        if(!Directory.Exists(pathSetting))
            Directory.CreateDirectory(pathSetting);
        else
        {
            if(!File.Exists(settingfilename))
                File.Create(pathSetting+settingfilename);
        }
    }
    void Update(){
        if (Input.GetKey ("f7")) { //Use the f7 key to capture screenshot with UI and export the text file with settings
            string theTime = System.DateTime.Now.ToString("hh.mm.ss"); 
            string theDate = System.DateTime.Now.ToString("MM-dd-yyyy"); 
            Application.CaptureScreenshot("ScreenshotSettings_" + theTime.ToString() + "_" + theDate.ToString() + ".png",4);
            Debug.Log ("Took ScreenShot with UI and Exported Agent Settings");    
            newfilename = "AgentSettings_" + theTime.ToString() + "_" + theDate.ToString() + ".txt";
            WriteToFile(pathSetting+newfilename);
        }
        if (Input.GetKey ("f10")) {         
            if(Directory.Exists(pathSetting)){
                print ("Directory Exists");
                if(File.Exists(longPath)){
                    print ("file exists");
                }
            }
        }
    }
    public void WriteToFile(string file)
    {
        sw = new StreamWriter(file);
        sw.Write ("Strength Slider Value = " + control.strengthSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Scale Slider Value = " + control.scaleSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Speed Slider Value = " + control.speedSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Multiplier Slider Value = " + control.multiplierSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Agent Count Slider Value = " + control.agentCountSlider.value.ToString ());
        sw.WriteLine();
        if (control.dynamicAgentSpawnScrollBar.value == 0) {
            sw.Write ("Dynamic Spawn Scroll Bar Value Value = Static");
            sw.WriteLine();
        } else {
            sw.Write ("Dynamic Spawn Scroll Bar Value Value = Dynamic");
            sw.WriteLine();
        }
        if (control.spawnScrollBar.value == 0) {
            sw.Write ("Spawn Scroll Bar Value Value = Constant");
            sw.WriteLine();
        } else {
            sw.Write ("Spawn Scroll Bar Value Value = DieOff");
            sw.WriteLine();
        }
        if (control.dimensionScrollBar.value == 0) {
            sw.Write ("Dimension = 2D");
            sw.WriteLine();
        } else {
            sw.Write ("Dimension = 3D");
            sw.WriteLine();
        }
        if (control.physicsScrollBar.value == 0) {
            sw.Write ("Environment = Behavior");
            sw.WriteLine();
        } else {
            sw.Write ("Environment = Physics");
            sw.WriteLine();
        }
        sw.Write ("Trail Time Value = " + control.trailTimeSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Trail StartWidth Value = " + control.trailStartWSlider.value.ToString ());
        sw.WriteLine();
        sw.Write ("Trail EndWidth Value = " + control.trailEndWSlider.value.ToString ());
        sw.WriteLine();
        sw.Close ();
    }
}
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