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 (); } } Update