解析从Sockets Services for Vizzy获得的结构化信息,编写时用于解析来自Droid Pad的信息以实现用手机或平板控制JNO的载具。
算得上是头一次写Unity,非常初步,在添加Vizzy块上借用了很多Vizzy++的代码(没搞明白如何利用Juno Harmony,没有0Harmony.dll就无法打包,有的话会和Juno Harmony冲突😅)。使用了Json.NET
获得代码后要先去unity打开,版本错误是正常的(我用的版本多了个c1,不过没事),载入ModTools包,然后您可以从Assets/Scripts/Mod.cs的AppendedVizzyBlocks(被添加的Vizzy块)、Assets/Scripts/Vizzy/DataProcessingHelper 里的一切(添加的Vizzy块的程序)、Assets/Content/XML UI/Vizzy/HelperToolbox.xml(将被添加的Vizzy块、颜色、样式等在游戏中被显示的样子)开始修改。
Parse structured data from Sockets Services for Vizzy, written to parse data sended by Droid Pad to control vehicles in Juno:New Origins with a mobile phone or tablet.
It was my first time writing Unity, and copied lots from Vizzy++ to make it work adding Vizzy blocks (I had not figured out how to use Juno Harmony at that time, I couldn't package the mod without 0Harmony.dll, and if I put the dll into the EditorPackages, it would conflict with Juno Harmony😅). I used Json.NET to parse JSON data.
I used an version with extra c1 in its version code so it's okay to see different editor version warning. You can start editing from Dictionnary AppendedVizzyBlock in Assets/Scripts/Mod.cs , anything in Assets/Scripts/Vizzy/DataProcessingHelper (program for appended Vizzy blocks), and Assets/Content/XML UI/Vizzy/HelperToolbox.xml (how the added Vizzy blocks, colors, styles, etc. will be displayed in the game).