public HomeController(PlanetLogic planetLogic, StarLogic starLogic, SystemLogic systemLogic, StatsLogic statsLogic) { this.planetLogic = planetLogic; this.starLogic = starLogic; this.systemLogic = systemLogic; this.statsLogic = statsLogic; }
public void TestGetAllPlanet() { Mock <IRepository <Planet> > planetRepo = new Mock <IRepository <Planet> >(); Mock <IRepository <Star> > starRepo = new Mock <IRepository <Star> >(); Mock <IRepository <Models.System> > systemRepo = new Mock <IRepository <Models.System> >(); List <Planet> planets = new List <Planet>() { new Planet() { PlanetID = "#1" }, new Planet() { PlanetID = "#2" }, new Planet() { PlanetID = "#3" }, }; planetRepo.Setup(r => r.Read()).Returns(planets.AsQueryable()); PlanetLogic logic = new PlanetLogic(planetRepo.Object, starRepo.Object, systemRepo.Object); var result = logic.GetAllPlanet(); Assert.That(result, Is.EquivalentTo(planets)); planetRepo.Verify(r => r.Read(), Times.Once); }
// Start is called before the first frame update void Awake() { InitPlanetMap(); planetLogic = new PlanetLogic(); planetLogic.SetTransitionAction(new System.Action <PlanetState, PlanetState>(AdvanceAction)); switchTween = GetComponent <PlanetSwitchTween>(); EventManager.StartListening(GameEvent.PlanetStateAdvance, Advance); }
public void TestAdd() { Mock <IRepository <Planet> > planetRepo = new Mock <IRepository <Planet> >(); Mock <IRepository <Star> > starRepo = new Mock <IRepository <Star> >(); Mock <IRepository <Models.System> > systemRepo = new Mock <IRepository <Models.System> >(); planetRepo.Setup(r => r.Add(It.IsAny <Planet>())); PlanetLogic logic = new PlanetLogic(planetRepo.Object, starRepo.Object, systemRepo.Object); logic.AddPlanet(new Planet()); planetRepo.Verify(r => r.Add(It.IsAny <Planet>()), Times.Once); }
// Update is called once per frame void Update() { // Left Click - Select if (Input.GetMouseButtonDown(0)) { // We have a click, first un-select any selected object if (selectedPlanetLogic) { selectedPlanetLogic.UnSelect(); } selectedPlanetLogic = null; mainCamera = FindCamera(); // We need to actually hit an object RaycastHit hit; if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit)) { return; } // We need to hit something (with a collider on it) if (!hit.transform) { return; } switch (hit.transform.gameObject.tag) { case "planet": selectedPlanetLogic = hit.transform.GetComponent <PlanetLogic>(); selectedPlanetLogic.Select(); break; case "star": //selectedPlanetLogic = hit.transform.GetComponent<PlanetLogic>(); //selectedPlanetLogic.Select(); break; case "ship": //selectedPlanetLogic = hit.transform.GetComponent<PlanetLogic>(); //selectedPlanetLogic.Select(); break; } } }
// Update is called once per frame void Update() { // Left Click - Select if (Input.GetMouseButtonDown (0)) { // We have a click, first un-select any selected object if (selectedPlanetLogic) { selectedPlanetLogic.UnSelect(); } selectedPlanetLogic = null; mainCamera = FindCamera(); // We need to actually hit an object RaycastHit hit; if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit)) { return; } // We need to hit something (with a collider on it) if (!hit.transform) { return; } switch (hit.transform.gameObject.tag) { case "planet": selectedPlanetLogic = hit.transform.GetComponent<PlanetLogic>(); selectedPlanetLogic.Select(); break; case "star": //selectedPlanetLogic = hit.transform.GetComponent<PlanetLogic>(); //selectedPlanetLogic.Select(); break; case "ship": //selectedPlanetLogic = hit.transform.GetComponent<PlanetLogic>(); //selectedPlanetLogic.Select(); break; } } }
public PlanetController(PlanetLogic planetLogic) { this.planetLogic = planetLogic; }