More UI programming and additional scene loading logic. The base mode switches have been setup, so that I can swap between the navigation/synchronization UI and the programming UI when within the game at the top of the screen. The navigation UI is what I am working on right now. The 3 buttons at the top… Continue reading 163rd – 166th day
Tag: Unity
162nd day
Got back into programming and added a few buttons at the top to activate the various modes. Since you can either be programming, setting up logic gates for navigation or just roaming around the world, I placed these various modes into three buttons that will be at the top. The activation for the programming window… Continue reading 162nd day
151st and 152nd day
There was no work yesterday, but today I placed the programming menu into my scene management stuff and got it working. Buttons are being enabled, disabled based on the state of the process. The output and error buttons get notified when output and errors are waiting in the buffer to be viewed for a particular… Continue reading 151st and 152nd day
149th and 150th day
Got the runtime libraries working with the newly constructed UI. Working on making the whole process and programming logic integrate with the scene management so that the processes that are running are still being handled correctly when I transition between scenes. There were a few UI issues that came up regarding the multi line text… Continue reading 149th and 150th day
148th day
I have all the components of the programming UI working. So, that is out of the way. I had to work around the multiline text edit limitations in the "Daikon Forge GUI" by simply hiding it and implementing the OnGUI method to use the built in Unity multiline text area instead. Hard to believe that… Continue reading 148th day
147th day
I reworked the whole main menu and made it jive more with the programming window. But, I did not finish setting up the connection between the buttons being pressed and the text panel activating, so I just glued the two separate screen together to show a rough idea. The buttons now have these little… Continue reading 147th day
146th day
Been working on the programming interface all day. Hooking up all my previous work so all the processes generated can be easily run, suspended or killed. This rough idea might work as a view of all the high level processes of the object being manipulated. In this case it is just the main menu. You… Continue reading 146th day
143rd – 145th day
I was cleaning up some implementation detail today and fixing a minor interop issue between C# and native code. Playing with Unicode was something I also did, because I thought that might be something I should be aware off. There are a few complications regarding Unicode support, but I think I don't have to worry… Continue reading 143rd – 145th day
142nd day
I re-jimmied my wrapper .dll so that it accommodates the new library and programming set up. I found a couple of bugs with the remote thread creation for killing the remote process when running under debug. Need to set up more unit tests for some other permutations of configurations and possibilities where things could break… Continue reading 142nd day
140th and 141st day
I finally have all my base tests working for my scripting environment. The temp plug-in .dll that is loaded by Unity, dynamically loads the actual target .dll so there is no issue when rebuilding the .dll and Unity is still holding on to the file descriptors and locking it. From there it gets commands to… Continue reading 140th and 141st day