Ejemplo n.º 1
0
        public void DisabledWait()
        {
            var original = new Clock();
            var fake     = GhostHelper.CreateFake(original);

            var watch = new Stopwatch();

            watch.Start();
            for (int i = 0; i < 1; i++)
            {
                fake.GetTime();
            }
            watch.Stop();
            var originalElapsed = watch.ElapsedMilliseconds;

            watch.Restart();
            GhostHelper.Mode = FakerModeEnum.Load;

            for (int i = 0; i < 1; i++)
            {
                fake.GetTime();
            }
            watch.Stop();
            var fakeElapsed = watch.ElapsedMilliseconds;

            Assert.IsTrue(originalElapsed > fakeElapsed);
        }
Ejemplo n.º 2
0
        public void SameContextSimple()
        {
            var fake = GhostHelper.CreateFake(new UserService());

            this.AddUser(fake, 1);

            GhostHelper.Mode = FakerModeEnum.Load;
            this.AddUser(fake, 1);
        }
Ejemplo n.º 3
0
        public void NoRecordedDataSimple()
        {
            var fake = GhostHelper.CreateFake(new UserService());

            this.AddUser(fake, 1);

            GhostHelper.Mode = FakerModeEnum.Load;

            try
            {
                fake.List();
                Assert.IsFalse(true);
            }
            catch (Exception)
            {
                Assert.IsTrue(true);
            }
        }
Ejemplo n.º 4
0
        public static void OnDeath(PlayerDeathEventArgs args)
        {
            Mobile m = args.Mobile;

            GhostHelper.OnGhostWalking(m);
        }
Ejemplo n.º 5
0
    public void GeometryGhosting()
    {
        List <GameObject> raycastGeo = new List <GameObject>();
        RaycastHit        player1Hit = new RaycastHit();
        RaycastHit        player2Hit = new RaycastHit();

        Debug.DrawRay(cameras[camIndex].transform.position, (player1.transform.position + Vector3.up * yOffset) - cameras[camIndex].transform.position, Color.red);
        Debug.DrawRay(cameras[camIndex].transform.position, (player2.transform.position + Vector3.up * yOffset) - cameras[camIndex].transform.position, Color.red);
        //	Physics.Raycast(cameras[camIndex].transform.position, player2.transform.position - cameras[camIndex].transform.position, out player2Hit, rayDist, levelGeoMask);

        //Vector3 player1NewHeight = new Vector3(player1.transform.position.x, player1.transform.position.y + yOffset, player1.transform.position.z)
        if (Physics.Raycast(cameras[camIndex].transform.position, (player1.transform.position + Vector3.up * yOffset) - cameras[camIndex].transform.position, out player1Hit, rayDist, levelGeoMask))
        {
            if (player1Hit.transform.gameObject.tag != "Player")
            {
                if (!player1Hit.transform.gameObject.GetComponent <GhostHelper>())
                {
                    player1Hit.transform.gameObject.AddComponent <GhostHelper>();
                }
                raycastGeo.Add(player1Hit.transform.gameObject);
            }
        }
        if (Physics.Raycast(cameras[camIndex].transform.position, (player2.transform.position + Vector3.up * yOffset) - cameras[camIndex].transform.position, out player2Hit, rayDist, levelGeoMask))
        {
            if (player2Hit.transform.gameObject.tag != "Player")
            {
                if (player2Hit.transform.gameObject.GetComponent <GhostHelper>() == null)
                {
                    player2Hit.transform.gameObject.AddComponent <GhostHelper>();
                }
                raycastGeo.Add(player2Hit.transform.gameObject);
            }
        }
        List <GameObject> tempList = new List <GameObject>();

        foreach (GameObject obj in ghostList)
        {
            if (!raycastGeo.Contains(obj))
            {
                tempList.Add(obj);
                ghostOut.Add(obj);
            }
        }
        //clean ghostList
        foreach (GameObject obj in tempList)
        {
            if (ghostList.Contains(obj))
            {
                ghostList.Remove(obj);
            }
        }
        ghostList = raycastGeo;
        //ghost active geometry
        foreach (GameObject obj in ghostList)
        {
            GhostHelper objHelper = obj.GetComponent <GhostHelper>();
            objHelper.alphaVal = Mathf.SmoothDamp(objHelper.alphaVal, opacity, ref objHelper.velocity, warmUp);
        }
        //Fade in old geometry
        tempList.Clear();
        foreach (GameObject obj in ghostOut)
        {
            GhostHelper objHelper = obj.GetComponent <GhostHelper>();
            objHelper.alphaVal = Mathf.SmoothDamp(objHelper.alphaVal, 1, ref objHelper.velocity, coolDown);
            //Debug.Log (obj.name);
            if (obj.GetComponent <GhostHelper>().alphaVal > 0.99f)
            {
                tempList.Add(obj);
            }
        }
        foreach (GameObject obj in tempList)
        {
            if (ghostOut.Contains(obj))
            {
                ghostOut.Remove(obj);
                //Destroy(obj.GetComponent<GhostHelper>());
            }
        }
    }