public void DeleteAutoTest() { var autoDto = AutoTarget.GetById(1); AutoTarget.Delete(autoDto); Assert.Throws <FaultException <UnknownFault> >(() => AutoTarget.GetById(1)); }
public GeneralProperties(ScriptContext context, Actor self) : base(context, self) { facing = self.TraitOrDefault <IFacing>(); autotarget = self.TraitOrDefault <AutoTarget>(); scriptTags = self.TraitOrDefault <ScriptTags>(); }
public void UpdateAutoTest() { var autoDto = AutoTarget.GetById(2); autoDto.Marke = "Jugo"; AutoTarget.Update(autoDto); }
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) { return; } if (target.Type == TargetType.Actor) { var a = target.Actor; if (!autoTarget.HasValidTargetPriority(self, a.Owner, a.GetEnabledTargetTypes())) { Cancel(self, true); } } else if (target.Type == TargetType.FrozenActor) { var fa = target.FrozenActor; if (!autoTarget.HasValidTargetPriority(self, fa.Owner, fa.TargetTypes)) { Cancel(self, true); } } }
void Awake() { _rb = GetComponent <Rigidbody>(); AnimationPillow.SetActive(false); _autoTarget = GetComponent <AutoTarget>(); }
public AttackMoveActivity(Actor self, Func <Activity> getInner, bool assaultMoving = false) { this.getInner = getInner; autoTarget = self.TraitOrDefault <AutoTarget>(); conditionManager = self.TraitOrDefault <ConditionManager>(); attackMove = self.TraitOrDefault <AttackMove>(); isAssaultMove = assaultMoving; }
public AttackMoveActivity(Actor self, Func <Activity> getMove, bool assaultMoving = false) { this.getMove = getMove; autoTarget = self.TraitOrDefault <AutoTarget>(); attackMove = self.TraitOrDefault <AttackMove>(); isAssaultMove = assaultMoving; ChildHasPriority = false; }
public GeneralProperties(ScriptContext context, Actor self) : base(context, self) { facing = self.TraitOrDefault <IFacing>(); autotarget = self.TraitOrDefault <AutoTarget>(); scriptTags = self.TraitOrDefault <ScriptTags>(); tooltips = self.TraitsImplementing <Tooltip>().ToArray(); }
public void UpdateAutoWithOptimisticConcurrencyTest() { var autoDto = AutoTarget.GetById(2); autoDto.Marke = "Jugo"; AutoTarget.Update(autoDto); autoDto.Marke = "VW"; Assert.Throws <FaultException <OptimisticConcurrencyFault> >(() => AutoTarget.Update(autoDto)); }
void Awake() { InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber); InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerAxis); InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerButtons); _child = GetComponent<Child>(); _autoTarget = GetComponent<AutoTarget>(); _child.Index = (int)PlayerNumber; }
void Awake() { InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber); InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerAxis); InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerButtons); _child = GetComponent <Child>(); _autoTarget = GetComponent <AutoTarget>(); _child.Index = (int)PlayerNumber; }
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) { return; } if (!autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes)) { target = Target.Invalid; } }
private void Start() { targeting = GetComponent <AutoTarget>(); try { ammoParent = GameObject.Find("BulletCollector").transform; } catch { Debug.LogError(this + " requires that an empty object named 'BulletCollector' be placed in the scene. Creating object for you."); ammoParent = new GameObject("BulletCollector").transform; } }
public void InsertAutoTest() { var autoDto = new AutoDto { AutoKlasse = (int)AutoKlasse.Luxusklasse, Basistarif = 50, Marke = "Audi C3" }; AutoTarget.Insert(autoDto); var autoDtoInserted = AutoTarget.GetById(5); Assert.Equal(50, autoDtoInserted.Basistarif); }
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) { return; } // If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes)) { attackAircraft.ClearRequestedTarget(); } }
private void FixedUpdate() //walkDirection: 1 = left, 2 = up, 3 = right, 4 = down; //idleDirection: saves previous walkDirection to animate idle { float dx = 0; float dy = 0; if (!gameObject.GetComponent <Status>().isStunned) { if (Input.GetAxisRaw("Vertical") > 0) { anim.SetInteger("direction", 2); anim.SetFloat("velocity", 1.0f); previousDirection = 2; dy = 1; } if (Input.GetAxisRaw("Horizontal") < 0) { //anim.SetBool("a", true); //anim.SetBool("d", false); anim.SetInteger("direction", 1); anim.SetFloat("velocity", 1.0f); previousDirection = 3; dx = -1; } if (Input.GetAxisRaw("Vertical") < 0) { // if (!Input.GetKey (KeyCode.A) && !Input.GetKey (KeyCode.LeftArrow)) anim.SetInteger("direction", 4); anim.SetFloat("velocity", 1.0f); previousDirection = 4; dy = -1; } if (Input.GetAxisRaw("Horizontal") > 0) { // Vector3 theScale = transform.localScale; // theScale.x = 1; // transform.localScale = theScale; anim.SetInteger("direction", 1); anim.SetFloat("velocity", 1.0f); previousDirection = 1; dx = 1; } // if (Input.GetButton("Heal")) { SelfCast.cast(gameObject); } if (Input.GetButton("PoisonCloud")) { SelfCast2.cast(gameObject); } if (Input.GetButton("Fireball")) { AutoTarget.cast(cStat.FindClosestEnemy()); } if (Input.GetButton("Clayball")) { AutoTarget2.cast(cStat.FindClosestEnemy()); } if (Input.GetMouseButtonDown(0)) { PosTarget.cast(Input.mousePosition); } } //if not moving if (!PlayerInput.isMoving()) { anim.SetInteger("direction", previousDirection); anim.SetFloat("velocity", 0.0f); } this.setDirection(new Vector3(dx, dy, 0)); Move(); if (Input.GetKeyDown(KeyCode.Escape)) { if (paused) { paused = false; playerGUI.paused = false; } else { paused = true; playerGUI.paused = true; } } if (gameObject.GetComponent <Status>() != null && gameObject.GetComponent <Status> ().getHealth() < 0) { Die(); } UpdateGameState(); }
private void Start() { singleton = this; }
void FixedUpdate() { ai.fpscounter++; aidirection = attackingg.transform.position - gameObject.transform.position; RaycastHit2D hit = Physics2D.Raycast(gameObject.transform.position, aidirection, 12.0f, Wall); if (hit.collider != null && hit.collider.tag == "Player") { visible = true; } else { visible = false; } if (visible) { if (getDistance(attackingg) < 10.0f) { this.setDirection(aidirection); Move(); isBlindlyChasing = false; //name innacurate because of this, but #YOLO } else { isBlindlyChasing = true; } if (isWandering && getDistance(attackingg) >= 10.0f) { actuallyRePath(attackingg.transform.position); } isWandering = false; lastTimeSeen = Time.time; } else if (!visible && (Time.time - lastTimeSeen < chaseTimeOut)) { isBlindlyChasing = true; isWandering = false; } else { if (isBlindlyChasing) { actuallyRePath(attackingg.transform.position); } isWandering = true; isBlindlyChasing = false; } if (isWandering) { if (ai.currentNode == null) { eTile[,] map = mapgen.currentFloor(); Location randomPlace; do { randomPlace = new Location(Random.Range(0, map.GetLength(0)), Random.Range(0, map.GetLength(1))); }while (map[randomPlace.x, randomPlace.y] != eTile.Floor); randomTarget = new Vector3(randomPlace.x, randomPlace.y, 0); PathFindTowards(randomTarget); } else { PathFindTowards(randomTarget); } } if (isBlindlyChasing) { PathFindTowards(attackingg.transform.position); } if (name.Equals("Ghost") && getDistance(attackingg) < 60 && GetComponent <Status>().see) { //if (getDistance (attackingg) < 60 && GetComponent<Status>().see) { AutoTarget.cast(attackingg); //Debug.Log ("123"); //Debug.Log(attackingg.tag); } }
public GeneralProperties(ScriptContext context, Actor self) : base(context, self) { facing = self.TraitOrDefault<IFacing>(); autotarget = self.TraitOrDefault<AutoTarget>(); scriptTags = self.TraitOrDefault<ScriptTags>(); }
void Update() { _autoTarget = GetComponentInChildren <AutoTarget>(); }
public AttackMoveActivity( Actor self, Activity inner ) { this.inner = inner; this.autoTarget = self.TraitOrDefault<AutoTarget>(); }
void Awake() { _rb = GetComponent<Rigidbody>(); AnimationPillow.SetActive(false); _autoTarget = GetComponent<AutoTarget>(); }
public ControllerOptions(AutoTarget danAutoTarget) { this.danAutoTarget = danAutoTarget; }
public void GetAutoByIdTest() { Assert.Equal("Fiat Punto", AutoTarget.GetById(1).Marke); }
public void GetAutosTest() { Assert.Equal(4, AutoTarget.GetAll().Count); }
public AttackMoveActivity(Actor self, Activity inner) { this.inner = inner; autoTarget = self.TraitOrDefault <AutoTarget>(); }
// Start is called before the first frame update void Start() { _target = GameObject.Find("Player").transform.GetChild(0).gameObject; _laserTarget = transform.GetChild(0).GetComponent <AutoTarget>(); }
public GeneralProperties(Actor self) : base(self) { facing = self.TraitOrDefault<IFacing>(); autotarget = self.TraitOrDefault<AutoTarget>(); }
public void GetAutoByIdWithIllegalIdTest() { Assert.Throws <FaultException <UnknownFault> >(() => AutoTarget.GetById(100)); }
public GeneralProperties(Actor self) : base(self) { facing = self.TraitOrDefault <IFacing>(); autotarget = self.TraitOrDefault <AutoTarget>(); }