Beispiel #1
0
        public void TestToggleSightForward()
        {
            var        numToggles = 423;
            ToggleEnum toggleEnum = ToggleEnum.toggleForwards;

            SightEnum[]  SightEnumArray = { SightEnum.ZoomSight, SightEnum.LaserSight, SightEnum.ReflexSight,
                                            SightEnum.ZoomSight,  SightEnum.LaserSight };
            AssaultRifle testWeapon = new AssaultRifle();

            AddSightsAndToggle(testWeapon, numToggles, toggleEnum, SightEnumArray);

            var actualCurrentSightIndex = testWeapon.CurrentSightIndex;
            var expectedIndex           = (numToggles % SightEnumArray.Length);

            Assert.AreEqual(expectedIndex, actualCurrentSightIndex);
        }
Beispiel #2
0
        public void TestToggleBarrelForward()
        {
            var        numToggles = 423;
            ToggleEnum toggleEnum = ToggleEnum.toggleForwards;

            BarrelEnum[] barrelEnumArray = { BarrelEnum.ShortBarrel, BarrelEnum.LongBarrel, BarrelEnum.MediumBarrel,
                                             BarrelEnum.ShortBarrel, BarrelEnum.LongBarrel };
            AssaultRifle testWeapon = new AssaultRifle();

            AddBarrelsAndToggle(testWeapon, numToggles, toggleEnum, barrelEnumArray);

            var actualCurrentbarrelIndex = testWeapon.CurrentBarrelIndex;
            var expectedIndex            = (numToggles % barrelEnumArray.Length);

            Assert.AreEqual(expectedIndex, actualCurrentbarrelIndex);
        }
Beispiel #3
0
    protected override void OnShow(object data)
    {
        base.OnShow(data);

        // if (m_btnEmoji.value == false)
        //{
        //    m_btnEmoji.gameObject.SendMessage("OnClick", SendMessageOptions.DontRequireReceiver);
        //}
        m_btnEmoji.value = true;
        m_CurrToggleEnum = ToggleEnum.Emoji;
        m_trans_ItemGridScrollView.gameObject.SetActive(false);
        ShowEmoji();
        if (data is IChatInput)
        {
            m_currInputPanel = (IChatInput)data;
        }
    }
Beispiel #4
0
        //ToDo separate into two methods
        private void AddSightsAndToggle(
            ModdableWeapon testWeapon,
            int numToggles,
            ToggleEnum toggleEnum,
            SightEnum[] SightEnumArray)
        {
            var actionArray = new int[numToggles];

            foreach (var SightEnum in SightEnumArray)
            {
                testWeapon.AddSight(SightEnum);
            }
            foreach (var action in actionArray)
            {
                testWeapon.ToggleSight(toggleEnum);
            }
        }
Beispiel #5
0
        public void TestToggleBackward()
        {
            var        numToggles = 432;
            ToggleEnum toggleEnum = ToggleEnum.toggleBackwards;

            SightEnum[]  SightEnumArray = { SightEnum.ZoomSight, SightEnum.LaserSight, SightEnum.ReflexSight, SightEnum.ZoomSight, SightEnum.LaserSight, SightEnum.ReflexSight };
            AssaultRifle testWeapon     = new AssaultRifle();

            AddSightsAndToggle(testWeapon, numToggles, toggleEnum, SightEnumArray);

            var actualCurrentSightIndex = testWeapon.CurrentSightIndex;

            //Since it's toggling backwards through the array's expected index logic is the inverse of toggling forwards
            var expectedIndex = SightEnumArray.Length - (numToggles % SightEnumArray.Length);

            Assert.AreEqual(expectedIndex, actualCurrentSightIndex);
        }
Beispiel #6
0
        //ToDo separate into two methods
        private void AddBarrelsAndToggle(
            ModdableWeapon testWeapon,
            int numToggles,
            ToggleEnum toggleEnum,
            BarrelEnum[] barrelEnumArray)
        {
            var actionArray = new int[numToggles];

            foreach (var barrelEnum in barrelEnumArray)
            {
                testWeapon.AddBarrel(barrelEnum);
            }
            foreach (var action in actionArray)
            {
                testWeapon.ToggleBarrel(toggleEnum);
            }
        }
Beispiel #7
0
        public void TestToggleBarrelBackward()
        {
            var        numToggles = 432;
            ToggleEnum toggleEnum = ToggleEnum.toggleBackwards;

            BarrelEnum[] barrelEnumArray = { BarrelEnum.ShortBarrel, BarrelEnum.LongBarrel, BarrelEnum.MediumBarrel, BarrelEnum.ShortBarrel, BarrelEnum.LongBarrel, BarrelEnum.MediumBarrel };
            AssaultRifle testWeapon      = new AssaultRifle();

            AddBarrelsAndToggle(testWeapon, numToggles, toggleEnum, barrelEnumArray);

            var actualCurrentbarrelIndex = testWeapon.CurrentBarrelIndex;

            //Since it's toggling backwards through the array's expected index logic is the inverse of toggling forwards
            var expectedIndex = barrelEnumArray.Length - (numToggles % barrelEnumArray.Length);

            Assert.AreEqual(expectedIndex, actualCurrentbarrelIndex);
        }
 public bool ToggleBarrel(ToggleEnum toggleEnum = ToggleEnum.toggleForwards)
 {
     //Never toggle barrel if there's only the base barrel enum of NoBarrel
     if (barrelInventory.Count == 2)
     {
         return(false);
     }
     if (toggleEnum == ToggleEnum.toggleForwards && CurrentBarrelIndex == barrelInventory.Count - 1)
     {
         CurrentBarrelIndex = 1;
     }
     else if (toggleEnum == ToggleEnum.toggleBackwards && CurrentBarrelIndex == 1)
     {
         CurrentBarrelIndex = barrelInventory.Count - 1;
     }
     else
     {
         CurrentBarrelIndex += (int)toggleEnum;
     }
     return(true);
 }
Beispiel #9
0
    void OnToggle(string name)
    {
        Debug.Log(m_trans_Root.parent);
        m_trans_Root.parent.gameObject.SetActive(name == "btn_emoji");

        m_PreToggleEnum = m_CurrToggleEnum;
        if (name == "btn_emoji")
        {
            m_CurrToggleEnum = ToggleEnum.Emoji;
            m_trans_ItemGridScrollView.gameObject.SetActive(false);
            ShowEmoji();
        }
        else if (name == "btn_bag")
        {
            m_CurrToggleEnum = ToggleEnum.Bag;

            if (!m_trans_ItemGridScrollView.gameObject.activeSelf)
            {
                m_trans_ItemGridScrollView.gameObject.SetActive(true);
            }

            ShowItems();
        }
        else if (name.Equals("btn_wear"))
        {
            m_CurrToggleEnum = ToggleEnum.Wear;

            if (!m_trans_ItemGridScrollView.gameObject.activeSelf)
            {
                m_trans_ItemGridScrollView.gameObject.SetActive(true);
            }

            ShowEquips();
        }
        else if (name.Equals("btn_mount"))
        {
            m_CurrToggleEnum = ToggleEnum.Mount;

            if (!m_trans_ItemGridScrollView.gameObject.activeSelf)
            {
                m_trans_ItemGridScrollView.gameObject.SetActive(true);
            }
            ShowMounts();
        }
        else if (name.Equals("btn_pet"))
        {
            m_CurrToggleEnum = ToggleEnum.Pet;
            if (!m_trans_ItemGridScrollView.gameObject.activeSelf)
            {
                m_trans_ItemGridScrollView.gameObject.SetActive(true);
            }
            ShowPets();
        }
        else if (name == "btn_hongbao")
        {
            HideSelf();

            DataManager.Manager <UIPanelManager>().ShowPanel(PanelID.RedEnvelopePanel, panelShowAction: (panel) => {
                DataManager.Manager <UIPanelManager>().HidePanel(PanelID.ChatPanel);
            });
        }
    }