public void TrackBombExploded() { AnalyticsEvent.LevelFail( _defusingState.CurrentDefuseAttempt.BombId, new Dictionary <string, object> { { "currentNbBomb", _defusingState.NbBombsDefused }, { "remainingTime", _defusingState.RemainingTime }, { "nbPlayers", _allPlayers.GetAll().Count } } ); }
public virtual void OnPlayerAdded(Player player) { foreach (var playerController in _playerControllersOnServer) { playerController.RpcOnPlayerAdded(_allPlayers.GetAll().ToArray()); } }
public void GetAll_ShouldReturnEmptyListWhenNoPlayerAdded() { // Given var allPlayers = new AllPlayers(); // When var players = allPlayers.GetAll(); // Then Assert.That(players, Is.Empty); }
public void Add_ShouldAddPlayersToPlayersList() { // Given var allPlayers = new AllPlayers(); var player1 = new Player("Player1"); var player2 = new Player("Player2"); // When allPlayers.Add(player1); allPlayers.Add(player2); // Then var players = allPlayers.GetAll(); Assert.That(players, Has.Exactly(1).EqualTo(player1)); Assert.That(players, Has.Exactly(1).EqualTo(player2)); Assert.That(players.Count, Is.EqualTo(2)); }
public void Init() { _random = Substitute.For <IRandom>(); _random.Range(Arg.Any <int>(), Arg.Any <int>()).Returns(0); _deviceInfo = Substitute.For <IDeviceInfo>(); _defuserCounter = new DefuserCounter(); _allPlayers = Substitute.For <AllPlayers>(); _allPlayers.GetAll().Returns(new List <Player>().AsReadOnly()); _defusingState = new DefusingState( Substitute.For <IDefusingTime>(), Substitute.For <IDefusingTimerUpdatedListener>(), Substitute.For <IDefuseFailedListener>()); _allBombs = Substitute.For <AllBombs>(_random, new IBomb[0], _deviceInfo); _newDefuseAttemptSetListener = Substitute.For <INewDefuseAttemptSetListener>(); _setNewDefuseAttempt = new SetNewDefuseAttempt( _random, _allPlayers, _allBombs, _defusingState, _defuserCounter, _newDefuseAttemptSetListener); }
public ReadOnlyCollection <Player> Get() { return(_allPlayers.GetAll()); }
public virtual void Set() { var nbBombsDefused = _defusingState.NbBombsDefused; var defuseAttempt = new DefuseAttempt(_random, _defuserCounter, _allBombs, _allPlayers.GetAll(), nbBombsDefused); _defusingState.SetNewDefuseAttempt(defuseAttempt); _newDefuseAttemptSetListener.OnNewDefuseAttemptSet(defuseAttempt); }