Add compiler

ThingsThatWork
CDuong 1 year ago
parent 0798b79d9a
commit 114b578742

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@ -5,12 +5,12 @@ using UnityEngine;
public class DoorAnimation : MonoBehaviour public class DoorAnimation : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
[SerializeField]
public int CurrentAction = 0; public int CurrentAction = 0;
public int TimeRotation = 0; public int TimeRotation = 0;
public float AngleRotation = -0.1f; public float AngleRotation = -0.1f;
public bool DoorIsMoving = false; public bool DoorIsMoving = false;
[SerializeField]
void Start() void Start()
{ {

@ -1,22 +1,33 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using TMPro;
public class Operation { public class Operation {
public int idx, val, op; public int idx, val, op;
// 0: ChangeValue
// 1: OpenDoor
// 2: CloseDoor
// 3: Delay
// 4: AddValue
} }
public class Initalize : MonoBehaviour public class Initalize : MonoBehaviour
{ {
public GameObject AllBoxes;
public GameObject[] Boxes; public GameObject[] Boxes;
public NewTextModify[] Label;
public DoorAnimation[] Door; public DoorAnimation[] Door;
public int IndexChange = -1, ActionChange = -1, TimeStop = 0; public NewTextModify[] Label;
public GameObject AllBoxes;
public TextMeshProUGUI CodeInput;
public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
public bool ActionExisted = false, ActionMoving = false; public bool ActionExisted = false, ActionMoving = false;
Queue<Operation> AllOperation = new Queue<Operation>(); Queue<Operation> AllOperation = new Queue<Operation>();
private bool GonnaCompile = true;
private int FakeAccumulator = 0;
private int[] FakeBoxes = new int[100];
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -26,7 +37,8 @@ public class Initalize : MonoBehaviour
Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>(); Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>();
Label[i].Init(i); Label[i].Init(i);
} }
UpdateValue(23, 10); UpdateValue(0, 10);
UpdateValue(1, 2);
} }
public Operation Cope(int idx, int val, int op) { public Operation Cope(int idx, int val, int op) {
@ -35,16 +47,109 @@ public class Initalize : MonoBehaviour
return Op; return Op;
} }
// Put value from Box into Accumulator
void Op5(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(100, Label[idx].Val, 0));
AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2));
FakeBoxes[idx] = FakeAccumulator;
}
// Put value from Accumulator into Box
void Op3(int idx) {
// Code to animate number to fly up from Accumulator
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, Accumulator, 0));
AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2));
FakeAccumulator = FakeBoxes[idx];
}
// Get value from Box and add into Accumulator
void Op1(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2));
FakeAccumulator += FakeBoxes[idx];
}
// Get value from Box and subtract from Accumulator
void Op2(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2));
FakeAccumulator -= FakeBoxes[idx];
}
// Just update value of a box from nowhere
void UpdateValue(int idx, int value) { void UpdateValue(int idx, int value) {
AllOperation.Enqueue(Cope(idx, 0, 1)); AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, value, 0)); AllOperation.Enqueue(Cope(idx, value, 0));
AllOperation.Enqueue(Cope(0, 100, 3)); AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2)); AllOperation.Enqueue(Cope(idx, 0, 2));
FakeBoxes[idx] = value;
}
void CompileError() {
}
void Compile() {
if(!GonnaCompile) return;
string InputText = CodeInput.text;
if(InputText.Length <= -1 || InputText[0] != '#') return;
int[] EncodeOperation = new int[100];
int InputLength = InputText.Length, Counter = 0;
for(int i = 2; i < InputLength - 2; i += 4) {
EncodeOperation[Counter] = Convert.ToInt32(InputText.Substring(i, 3));
Counter += 1;
}
GonnaCompile = false;
int ptr = 0;
while(true) {
int OpType = EncodeOperation[ptr] / 100;
int OpValue = EncodeOperation[ptr] % 100;
if(OpType == 0) {
break;
}
else if(OpType == 9) {
continue;
}
else if(OpType == 1) {
Op1(OpValue);
}
else if(OpType == 2) {
Op2(OpValue);
}
else if(OpType == 3) {
Op3(OpValue);
}
else if(OpType == 5) {
Op5(OpValue);
}
else if(OpType == 6) {
ptr = OpValue;
continue;
}
else if(OpType == 7 && FakeAccumulator == 0) {
ptr = OpValue;
continue;
}
else if(OpType == 8 && FakeAccumulator >= 0) {
ptr = OpValue;
continue;
}
ptr += 1;
}
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
Compile();
if(TimeStop > 0) { if(TimeStop > 0) {
TimeStop -= 1; TimeStop -= 1;
return; return;
@ -64,8 +169,18 @@ public class Initalize : MonoBehaviour
if(AllOperation.Count == 0) return; if(AllOperation.Count == 0) return;
var Current = AllOperation.Peek(); AllOperation.Dequeue(); var Current = AllOperation.Peek(); AllOperation.Dequeue();
if(Current.op == 0) { if(Current.op == 0) {
if(Current.idx == 100) {
Accumulator = Current.val;
return;
}
Label[Current.idx].ChangeValue(Current.val); Label[Current.idx].ChangeValue(Current.val);
} }
else if(Current.op == 4) {
if(Current.idx == 100) {
Accumulator += Current.val;
return;
}
}
else if(Current.op == 3) { else if(Current.op == 3) {
TimeStop = Current.val; TimeStop = Current.val;
} }

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@ -7,7 +7,7 @@ public class NewTextModify : MonoBehaviour
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[SerializeField] [SerializeField]
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private int Val = 0; public int Val = 0;
private string s; private string s;
void Start() void Start()
{ {

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