Beispiel #1
0
    /// <summary>
    /// Initializes the game board based from proposed picture models generated by game meachanic handler. Handles the pairing mechanism.  Guarantees that each model has a pair.
    /// </summary>
    private void InitializeGameBoard()
    {
        PictureModel[]          generatedModels      = GameMechanicHandler.Instance.GeneratePictureModels();
        List <PictureComponent> pictureComponentList = new List <PictureComponent> ();

        for (int i = 0; i < generatedModels.Length * 2; i++)
        {
            GameObject pictureObject = GameObject.Instantiate(this.pictureRefCopy.gameObject, this.pictureParent);
            pictureObject.gameObject.SetActive(true);
            PictureComponent pictureComponent = pictureObject.GetComponent <PictureComponent> ();
            pictureComponent.Reset();
            pictureComponentList.Add(pictureComponent);
        }

        for (int i = 0; i < generatedModels.Length; i++)
        {
            int firstIndex = Random.Range(0, pictureComponentList.Count);

            //assign first pair then remove it from the list
            this.pictureComponentsSpawned.Add(pictureComponentList [firstIndex]);
            pictureComponentList [firstIndex].AssignPictureModel(generatedModels [i]);
            pictureComponentList.RemoveAt(firstIndex);

            int secondIndex = Random.Range(0, pictureComponentList.Count);

            //assign second pair then remove it from the list
            this.pictureComponentsSpawned.Add(pictureComponentList [secondIndex]);
            pictureComponentList [secondIndex].AssignPictureModel(generatedModels [i]);
            pictureComponentList.RemoveAt(secondIndex);
        }
    }
Beispiel #2
0
    private void OnIncreasedLevel()
    {
        PictureModel[] generatedModels = GameMechanicHandler.Instance.GeneratePictureModels();
        int            additionalCount = (generatedModels.Length * 2) - this.pictureComponentsSpawned.Count;

        Debug.Log("Generated models: " + (generatedModels.Length * 2) + " Components spawned: " + this.pictureComponentsSpawned.Count + " Additional count: " + additionalCount);
        List <PictureComponent> componentList = new List <PictureComponent> ();

        //reset all existing components
        for (int i = 0; i < this.pictureComponentsSpawned.Count; i++)
        {
            this.pictureComponentsSpawned [i].TweenedReset();
            componentList.Add(this.pictureComponentsSpawned [i]);
        }

        //instantiate additional components
        for (int i = 0; i < additionalCount; i++)
        {
            GameObject pictureObject = GameObject.Instantiate(this.pictureRefCopy.gameObject, this.pictureParent);
            pictureObject.gameObject.SetActive(true);
            PictureComponent pictureComponent = pictureObject.GetComponent <PictureComponent> ();
            pictureComponent.Reset();

            this.pictureComponentsSpawned.Add(pictureComponent);
            componentList.Add(pictureComponent);
        }

        this.StartCoroutine(this.DelayAssignModel(generatedModels, componentList, 0.25f));
    }
Beispiel #3
0
        public void AuditMethods_PictureComponentCreateAllThumbnails_MethodGrantedToEveryone()
        {
            var component = new PictureComponent();

            var methodInfo = typeof(PictureComponent).GetMethod("CreateAllThumbnails");
            var attribute  = Attribute.GetCustomAttribute(methodInfo, typeof(GrantedAttribute), true);

            Assert.NotNull(attribute, "attribute");
        }