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#!/usr/bin/env python3
import generate_utils
PARAM_HEADER = """
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: -1506855854, guid: 67cc4cb7839cd3741b63733d5adf0442, type: 3}
m_Name: TaSTT_params
m_EditorClassIdentifier:
parameters:
"""[1:][0:-1]
INT_PARAM = """
- name: %PARAM_NAME%
valueType: 0
saved: 0
defaultValue: 0
"""[1:][0:-1]
BOOL_PARAM = """
- name: %PARAM_NAME%
valueType: 2
saved: 0
defaultValue: 0
"""[1:][0:-1]
# We're working with an 84-character board, and each FX layer is responsible
# for 8 of those characters.
params = {}
print(generate_utils.replaceMacros(PARAM_HEADER, params))
# Implementation detail. We use this parameter to return from the terminal
# state of the FX layer to the starting state.
params["PARAM_NAME"] = "TaSTT_Dummy"
print(generate_utils.replaceMacros(BOOL_PARAM, params))
for i in range(0, generate_utils.NUM_LAYERS):
params["PARAM_NAME"] = generate_utils.getLayerParam(i)
print(generate_utils.replaceMacros(INT_PARAM, params))
params["PARAM_NAME"] = generate_utils.getSelectParam(i, 0)
print(generate_utils.replaceMacros(BOOL_PARAM, params))
params["PARAM_NAME"] = generate_utils.getSelectParam(i, 1)
print(generate_utils.replaceMacros(BOOL_PARAM, params))
params["PARAM_NAME"] = generate_utils.getSelectParam(i, 2)
print(generate_utils.replaceMacros(BOOL_PARAM, params))
params["PARAM_NAME"] = generate_utils.getEnableParam(i)
print(generate_utils.replaceMacros(BOOL_PARAM, params))
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