public void loadTestLevel() { Debug.Log("Load Test Level Called!"); SimpleLevelData level = new SimpleLevelData(10, 15f); GameSettings.instance.loadLevel(level); }
public static void RunDistinctTest() { SimpleLevelData[] levels = new SimpleLevelData[] { new SimpleLevelData(1, new int[] { 1, 2 }, new decimal[] { 3m, 5m }), new SimpleLevelData(1, new int[] { 1, 2 }, new decimal[] { 3m, 5m }), new SimpleLevelData(1, new int[] { 1, 2, 3 }, new decimal[] { 3m, 5m }), }; // For complex objects, // Default only compare by reference, so no effects after Distinct() var levelsAfterDistinceByReference = levels.Distinct().ToList(); // levels = [ { Difficulty = 1; PassCodes = [1, 2]; TreePositions = [3m, 5m] }, // { Difficulty = 1; PassCodes = [1, 2]; TreePositions = [3m, 5m] }, // { Difficulty = 1; PassCodes = [1, 2, 3]; TreePositions = [3m, 5m] } ] // Needs to provide a custom IEqualityComparer var levelsAfterDistinceByValue = levels.Distinct(new SimpleLevelDataComparer()).ToList(); // levels = [ { Difficulty = 1; PassCodes = [1, 2]; TreePositions = [3m, 5m] }, // { Difficulty = 1; PassCodes = [1, 2, 3]; TreePositions = [3m, 5m] } ] }
public override void loadLevel(BaseLevelData data, GameController game) { if (data.getLevelDataType() != SimpleLevelData.LEVEL_DATA_TYPE) { Debug.Log("Error: Invalid level data for this loader."); return; } SimpleLevelData levelData = data as SimpleLevelData; SimpleTargetFactory factory = new SimpleTargetFactory(); //Load the level into the game. for (int i = 0; i < levelData.getDifficulty(); i++) { float targetX = Random.Range(X_MIN, X_MAX); float targetY = Random.Range(Y_MIN, Y_MAX); float targetSize = Random.Range(TARGET_MIN, TARGET_MAX); BaseTarget target = factory.makeTarget(); game.addTarget(target, targetX, targetY, targetSize); } game.setTime(levelData.getTime(), true); }