Example #1
0
        /// <summary>
        /// Handles updating the main menu selection screen
        /// </summary>
        public static void Update()
        {
            // Update the HandleInput so that the HandleInput state doesn't bleed into the base update loop
            // I.E pressing 1 in the main menu screen leads to updating the mode selection screen
            // with unupdated HandleInputs meaning that 1 is still perceived to be pressed
            HandleInput.Update();

            // Check if 1 was pressed
            if (HandleInput.WasKeyPressed(Keys.D1))
            {
                // Update the scene to the mode selection screen
                GameBase.State = GameBase.GameState.ModeSelection;
            }

            // Check if 2 was pressed
            else if (HandleInput.WasKeyPressed(Keys.D2))
            {
                // Update the scene to the instructions screen
                GameBase.State = GameBase.GameState.Instructions;
            }

            // Check if 3 was pressed
            else if (HandleInput.WasKeyPressed(Keys.D3))
            {
                // Update the scene to the instructions screen
                GameBase.Instance.Exit();
            }
        }
Example #2
0
        /// <summary>
        /// Handles updating the mode selection screen
        /// </summary>
        public static void Update()
        {
            // Update the HandleInput so that the HandleInput state doesn't bleed into the base update loop
            // I.E pressing 1 in the main menu screen leads to updating the mode selection screen
            // with unupdated HandleInputs meaning that 1 is still perceived to be pressed
            HandleInput.Update();

            // Check if 1 was pressed
            if (HandleInput.WasKeyPressed(Keys.D1))
            {
                // Update the scene to the classic gameplay screen
                GameBase.State = GameBase.GameState.ClassicGameplay;
            }

            // Check if 2 was pressed
            else if (HandleInput.WasKeyPressed(Keys.D2))
            {
                // Update the scene to the free gameplay screen
                GameBase.State = GameBase.GameState.FreeGameplay;
            }

            // Check if 3 was pressed
            else if (HandleInput.WasKeyPressed(Keys.D3))
            {
                // Update the scene to the main menu screen
                GameBase.State = GameBase.GameState.MainMenu;
            }
        }
Example #3
0
    private void Start()
    {
        hi = GameObject.FindWithTag("Information").GetComponent <HandleInput>();

        WeatherTut = GameObject.FindWithTag("WeatherTut");
        WeatherTut.GetComponent <Canvas>().enabled = false;
    }
        public static void Main()
        {
            ICalculateTollFees calculateTollFees = new CalculateTollFees();
            HandleInput        handleInput       = new HandleInput(calculateTollFees);

            fee = handleInput.RunTextFile(Path);

            Console.Write($"The total fee for valid dates the inputfile is {fee}");
        }
Example #5
0
 // Start is called before the first frame update
 void Start( )
 {
     score     = 0f;
     bComboing = false;
     combo     = 0;
     input     = new HandleInput(raycaster, eventSystem);
     noteObjectPool.Init( );
     SetUIAndGetSheet("DEFAULT");
     aFx.Play( );
 }
        public void ParseDates_Should_Always_Include_All_Input()
        {
            //Arrange
            var sut   = new HandleInput(new CalculateTollFees());
            var input = new string[2] {
                "2020-06-30 00:05", "2020-06-30 06:34"
            };
            //Act
            var actual = sut.ParseDates(input);

            //Assert
            sut.dates.Should().HaveCount(input.Length);
        }
Example #7
0
        /// <summary>
        /// Updates all classes regarding gameplay processes
        /// </summary>
        public void Update()
        {
            // Update the HandleInput so that the HandleInput state doesn't bleed into the base update loop
            // I.E pressing 1 in the main menu screen leads to updating the mode selection screen
            // with unupdated HandleInputs meaning that 1 is still perceived to be pressed
            HandleInput.Update();

            // Update all gameplay processes
            PlayerStatus.Update();
            EntityManager.Update();
            EnemySpawner.Update();
            GameBase.ParticleManager.Update();
        }
        public void SortData_should_sort_data_in_order()
        {
            //Arrange
            var sut   = new HandleInput(new CalculateTollFees());
            var input = new DateTime[]
            {
                new DateTime(2020, 5, 1).AddHours(9).AddMinutes(31),
                new DateTime(2020, 4, 1).AddHours(7).AddMinutes(31),
                new DateTime(2021, 4, 1).AddHours(10).AddMinutes(31),
                new DateTime(2020, 4, 2).AddHours(7).AddMinutes(31),
            };
            var sorted = input.OrderBy(x => x).ToArray();
            //Act
            var actual = sut.SortData(input);

            //Assert
            actual[0].Should().Be(sorted[0]);
            actual[1].Should().Be(sorted[1]);
            actual[2].Should().Be(sorted[2]);
            actual[3].Should().Be(sorted[3]);
        }
Example #9
0
 private void Start()
 {
     handleInput = GetComponent <HandleInput>();
 }
Example #10
0
 void Awake()
 {
     _rigidBody    = GetComponent <Rigidbody>();
     _handleInput  = GetComponent <HandleInput>();
     _playerEvents = GetComponent <PlayerEvents>();
 }