You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
379 lines
13 KiB
C#
379 lines
13 KiB
C#
1 year ago
|
using System;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using TMPro;
|
||
|
|
||
|
public class Operation {
|
||
|
public int idx, val, op;
|
||
|
// 0: ChangeValue
|
||
|
// 1: OpenDoor
|
||
|
// 2: CloseDoor
|
||
|
// 3: Delay
|
||
|
// 4: AddValue
|
||
|
// 5: MoveText
|
||
|
|
||
|
}
|
||
|
|
||
|
public class PositionText {
|
||
|
public Vector3 StartPoint;
|
||
|
public Vector3 EndPoint;
|
||
|
public string value;
|
||
|
}
|
||
|
|
||
|
public class Initalize : MonoBehaviour
|
||
|
{
|
||
|
public GameObject[] Boxes;
|
||
|
public DoorAnimation[] Door;
|
||
|
public NewTextModify[] Label;
|
||
|
public Spawner_Code MoveText;
|
||
|
public Canvas OutputCanvas;
|
||
|
public string UpdateOutputValue;
|
||
|
public GameObject AllBoxes, ParentMoveText, RobotText, RealRobot;
|
||
|
public RobotAnimation RobotA;
|
||
|
public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
|
||
|
public bool ActionExisted = false, ActionMoving = false, TextMoving = false, UpdateOutput = false, RobotRotating = false, GonnaRest = false, HoldingText = false, GonnaHoldText = false;
|
||
|
Queue<Operation> AllOperation = new Queue<Operation>();
|
||
|
|
||
|
public GameObject TextAreaInstruction, TextAreaInput, CompileButton;
|
||
|
public TextMeshProUGUI Instruction, Input, AnotherDisplayAccumulator;
|
||
|
Queue<int> AllInput = new Queue<int>();
|
||
|
public int Output;
|
||
|
|
||
|
private bool GonnaCompile = true;
|
||
|
private int FakeAccumulator = 0;
|
||
|
private int[] FakeBoxes = new int[100];
|
||
|
|
||
|
// Start is called before the first frame update
|
||
|
void Start()
|
||
|
{
|
||
|
// public string s = DisplayAccumulator.GetComponent<TextMeshProUGUI>();
|
||
|
OutputCanvas.enabled = false;
|
||
|
RobotA = RealRobot.GetComponent<RobotAnimation>();
|
||
|
MoveText = ParentMoveText.gameObject.transform.GetChild(0).gameObject.GetComponent<Spawner_Code>();
|
||
|
for(int i = 0; i < 100; ++i) {
|
||
|
Boxes[i] = AllBoxes.gameObject.transform.GetChild(i).gameObject;
|
||
|
Label[i] = Boxes[i].GetComponent<NewTextModify>();
|
||
|
Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>();
|
||
|
Label[i].Init(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Operation Cope(int idx, int val, int op) {
|
||
|
var Op = new Operation();
|
||
|
Op.idx = idx; Op.val = val; Op.op = op;
|
||
|
return Op;
|
||
|
}
|
||
|
|
||
|
public PositionText Chill(float StartX, float StartY, float StartZ, float EndX, float EndY, float EndZ, string value) {
|
||
|
var PT = new PositionText();
|
||
|
PT.StartPoint = new Vector3(StartX, StartY, StartZ);
|
||
|
PT.EndPoint = new Vector3(EndX, EndY, EndZ);
|
||
|
PT.value = value;
|
||
|
return PT;
|
||
|
}
|
||
|
|
||
|
// Put value from Box into Accumulator
|
||
|
void Op5(int idx) {
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||
|
AllOperation.Enqueue(Cope(100, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 0));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
FakeAccumulator = FakeBoxes[idx];
|
||
|
}
|
||
|
|
||
|
// Put value from Accumulator into Box
|
||
|
void Op3(int idx) {
|
||
|
// Code to animate number to fly up from Accumulator
|
||
|
AllOperation.Enqueue(Cope(100, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||
|
AllOperation.Enqueue(Cope(idx, FakeAccumulator, -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(idx, FakeAccumulator, 0));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
FakeBoxes[idx] = FakeAccumulator;
|
||
|
}
|
||
|
|
||
|
// Get value from Box and add into Accumulator
|
||
|
void Op1(int idx) {
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||
|
AllOperation.Enqueue(Cope(100, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
FakeAccumulator += FakeBoxes[idx];
|
||
|
}
|
||
|
|
||
|
// Get value from Box and subtract from Accumulator
|
||
|
void Op2(int idx) {
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||
|
AllOperation.Enqueue(Cope(100, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
FakeAccumulator -= FakeBoxes[idx];
|
||
|
}
|
||
|
|
||
|
void Op901() {
|
||
|
// Code to summon number from Input Bracket
|
||
|
int value = AllInput.Peek();
|
||
|
|
||
|
AllOperation.Enqueue(Cope(102, value, -3));
|
||
|
AllOperation.Enqueue(Cope(102, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(102, value, -1));
|
||
|
AllOperation.Enqueue(Cope(100, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(100, value, -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(100, value, 0));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
FakeAccumulator = value; AllInput.Dequeue();
|
||
|
}
|
||
|
|
||
|
void Op902() {
|
||
|
// Code to summon number from Accumulator
|
||
|
AllOperation.Enqueue(Cope(100, 0, 11));
|
||
|
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
|
||
|
AllOperation.Enqueue(Cope(101, 0, 12));
|
||
|
AllOperation.Enqueue(Cope(101, FakeAccumulator, -2));
|
||
|
|
||
|
AllOperation.Enqueue(Cope(101, FakeAccumulator, 0));
|
||
|
AllOperation.Enqueue(Cope(0, 0, 13));
|
||
|
// Output = FakeAccumulator;
|
||
|
}
|
||
|
|
||
|
// Just update value of a box from nowhere
|
||
|
void UpdateValue(int idx, int value) {
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||
|
AllOperation.Enqueue(Cope(idx, value, 0));
|
||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||
|
FakeBoxes[idx] = value;
|
||
|
}
|
||
|
|
||
|
void CompileError() {
|
||
|
|
||
|
}
|
||
|
|
||
|
bool CheckDigit(char c) {
|
||
|
return (c >= '0' && c <= '9');
|
||
|
}
|
||
|
|
||
|
public void Compile() {
|
||
|
if(!GonnaCompile) return;
|
||
|
GonnaCompile = false;
|
||
|
string InstructionText = Instruction.text;
|
||
|
string InputText = Input.text;
|
||
|
|
||
|
TextAreaInstruction.gameObject.SetActive(false);
|
||
|
CompileButton.gameObject.SetActive(false);
|
||
|
TextAreaInput.gameObject.SetActive(false);
|
||
|
OutputCanvas.enabled = true;
|
||
|
|
||
|
int InputLength = InputText.Length;
|
||
|
for(int i = 0; i < InputLength; ++i) {
|
||
|
int idx = i, value = 0;
|
||
|
while(idx < InputLength && CheckDigit(InputText[idx])) {
|
||
|
value = value * 10 + (InputText[idx] - '0');
|
||
|
++idx;
|
||
|
}
|
||
|
if(i != idx) {
|
||
|
i = idx - 1;
|
||
|
AllInput.Enqueue(value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int[] EncodeOperation = new int[100];
|
||
|
int InstructionLength = InstructionText.Length, Counter = 0;
|
||
|
for(int i = 0; i < InstructionLength - 2; i += 4) {
|
||
|
while(i < InstructionLength && !CheckDigit(InstructionText[i]))
|
||
|
++i;
|
||
|
EncodeOperation[Counter] = Convert.ToInt32(InstructionText.Substring(i, 3));
|
||
|
Counter += 1;
|
||
|
}
|
||
|
|
||
|
int ptr = 0;
|
||
|
while(true) {
|
||
|
int OpType = EncodeOperation[ptr] / 100;
|
||
|
int OpValue = EncodeOperation[ptr] % 100;
|
||
|
if(OpType == 0) {
|
||
|
break;
|
||
|
}
|
||
|
else if(OpType == 9) {
|
||
|
if(OpValue == 1) Op901();
|
||
|
if(OpValue == 2) Op902();
|
||
|
}
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector3 GetPositionBox(int idx) {
|
||
|
if(idx < 100) return new Vector3(12 * (idx % 10) + 6, 12 * (idx / 10) + 6, -12);
|
||
|
else if(idx == 100) return new Vector3(137f, 49.1f, -40.4f);
|
||
|
else if(idx == 102) return new Vector3(0.2f, 4.1f, -32.5f);
|
||
|
else if(idx == 101) return new Vector3(-0.3f, 4.1f, -49.6f);
|
||
|
return new Vector3(0f, 0f, 0f);
|
||
|
}
|
||
|
|
||
|
Vector3 GetRobotHand() {
|
||
|
Debug.Log(RealRobot.transform.rotation.eulerAngles);
|
||
|
return RobotText.transform.position;
|
||
|
}
|
||
|
|
||
|
// Update is called once per frame
|
||
|
void Update()
|
||
|
{
|
||
|
// Compile();
|
||
|
if(TimeStop > 0) {
|
||
|
TimeStop -= 1;
|
||
|
return;
|
||
|
}
|
||
|
if(HoldingText) {
|
||
|
Vector3 HandPosition = GetRobotHand();
|
||
|
MoveText.Clone.transform.position = HandPosition;
|
||
|
}
|
||
|
if(ActionExisted) {
|
||
|
if(!Door[IndexChange].DoorIsMoving) {
|
||
|
if(ActionChange == 1) Door[IndexChange].OpenDoor();
|
||
|
else Door[IndexChange].CloseDoor();
|
||
|
}
|
||
|
if(Door[IndexChange].TimePassed >= 1.0f) {
|
||
|
ActionExisted = false;
|
||
|
IndexChange = -1;
|
||
|
ActionChange = -1;
|
||
|
}
|
||
|
}
|
||
|
else if(TextMoving) {
|
||
|
TextMoving = MoveText.Moving;
|
||
|
if(!TextMoving && UpdateOutput) {
|
||
|
UpdateOutput = false;
|
||
|
OutputCanvas.gameObject.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text += UpdateOutputValue;
|
||
|
}
|
||
|
if(!TextMoving && GonnaHoldText) {
|
||
|
GonnaHoldText = false;
|
||
|
HoldingText = true;
|
||
|
}
|
||
|
}
|
||
|
else if(RobotRotating) {
|
||
|
if(RobotA.turning == 0) {
|
||
|
RobotRotating = false;
|
||
|
if(HoldingText)
|
||
|
HoldingText = false;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
if(AllOperation.Count == 0) return;
|
||
|
var Current = AllOperation.Peek(); AllOperation.Dequeue();
|
||
|
if(Current.op == 0) {
|
||
|
if(Current.idx == 100) {
|
||
|
Accumulator = Current.val;
|
||
|
AnotherDisplayAccumulator.text = Accumulator.ToString();
|
||
|
return;
|
||
|
}
|
||
|
else if(Current.idx == 101) {
|
||
|
Output = Current.val;
|
||
|
return;
|
||
|
}
|
||
|
Label[Current.idx].ChangeValue(Current.val);
|
||
|
}
|
||
|
else if(Current.op == 4) {
|
||
|
if(Current.idx == 100) {
|
||
|
Accumulator += Current.val;
|
||
|
AnotherDisplayAccumulator.text = Accumulator.ToString();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if(Current.op == 3) {
|
||
|
TimeStop = Current.val;
|
||
|
}
|
||
|
else if(Current.op == -1) {
|
||
|
int idx = Current.idx;
|
||
|
Vector3 EndPoint = GetRobotHand();
|
||
|
string value = Current.val.ToString();
|
||
|
MoveText.Change(GetPositionBox(idx), EndPoint, value);
|
||
|
TextMoving = true; GonnaHoldText = true;
|
||
|
}
|
||
|
else if(Current.op == -2) {
|
||
|
int idx = Current.idx;
|
||
|
Vector3 StartPoint = GetRobotHand();
|
||
|
string value = Current.val.ToString();
|
||
|
MoveText.Change(StartPoint, GetPositionBox(idx), value);
|
||
|
MoveText.OffSoon = true;
|
||
|
TextMoving = true;
|
||
|
if(idx == 101) {
|
||
|
UpdateOutput = true;
|
||
|
UpdateOutputValue = "\n" + value;
|
||
|
}
|
||
|
}
|
||
|
else if(Current.op == -3) {
|
||
|
int idx = Current.idx;
|
||
|
string value = Current.val.ToString();
|
||
|
Vector3 EndPoint = GetPositionBox(102);
|
||
|
Vector3 StartPoint = new Vector3(EndPoint.x, EndPoint.y + 100, EndPoint.z);
|
||
|
MoveText.Change(StartPoint, EndPoint, value);
|
||
|
TextMoving = true;
|
||
|
}
|
||
|
else if(Current.op == 11) {
|
||
|
Vector3 PointingPosition = GetPositionBox(Current.idx);
|
||
|
RobotA.point1(PointingPosition.x, PointingPosition.z);
|
||
|
RobotRotating = true;
|
||
|
}
|
||
|
else if(Current.op == 12) {
|
||
|
Vector3 PointingPosition = GetPositionBox(Current.idx);
|
||
|
RobotA.point2(PointingPosition.x, PointingPosition.z);
|
||
|
RobotRotating = true;
|
||
|
}
|
||
|
else if(Current.op == 13) {
|
||
|
RobotA.rest(); RobotRotating = true;
|
||
|
}
|
||
|
else if(Current.op == 1 || Current.op == 2) {
|
||
|
ActionExisted = true;
|
||
|
IndexChange = Current.idx;
|
||
|
ActionChange = Current.op;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|