public void HandleTemperature() { var convertModel = new ConvertModel(1, "DegreeCelsius", "DegreeFahrenheit"); double result = UnitHandler.ConvertInput(convertModel, UnitsNet.QuantityType.Temperature); Assert.AreEqual(33.79999999999999d, result); }
public void HandleNanometerToKilometer() { var convertModel = new ConvertModel(1, "nanometer", "kilometer"); double result = UnitHandler.ConvertInput(convertModel, UnitsNet.QuantityType.Length); Assert.AreEqual(1E-12, result); }
public void HandleLength() { var convertModel = new ConvertModel(1, "meter", "centimeter"); double result = UnitHandler.ConvertInput(convertModel, UnitsNet.QuantityType.Length); Assert.AreEqual(100, result); }
public void HandlesByteCapitals() { var convertModel = new ConvertModel(1, "kB", "kb"); double result = UnitHandler.ConvertInput(convertModel, UnitsNet.QuantityType.Information); Assert.AreEqual(8, result); }
public void HandleInvalidModel() { var convertModel = new ConvertModel(1, "aa", "bb"); var results = UnitHandler.Convert(convertModel); Assert.AreEqual(0, results.Count()); }
public void SetUnitCount(int Count) { // Iterate the existing units and destroy them for (int i = 0; i < Units.Count; i++) { Destroy(Units[i].Unit); } Units.Clear(); // Create new units float AngleIncrement = 360f / Count; for (int i = 0; i < Count; i++) { float UnitAngle = i * AngleIncrement; Transform UnitObject = Instantiate(PlayerPrefab, transform); UnitObject.gameObject.layer = 8; UnitObject.localScale = Size; UnitObject.GetComponent <SpriteRenderer>().sortingOrder = 3; UnitObject.GetComponent <SpriteRenderer>().color = CurrentColor; // Add a collider BoxCollider2D Collider = UnitObject.gameObject.AddComponent <BoxCollider2D>(); Collider.isTrigger = true; Rigidbody2D Body = UnitObject.gameObject.AddComponent <Rigidbody2D>(); Body.isKinematic = true; Body.collisionDetectionMode = CollisionDetectionMode2D.Continuous; // Add the unit class UnitHandler Handler = UnitObject.gameObject.AddComponent <UnitHandler>(); Handler.Parent = this; Units.Add(new PlayerUnit(UnitObject.gameObject, UnitAngle)); } }
public void Initialize(Vector3 position, Vector3 coordinates, Faction faction, UnitHandler unitHandler) { this.position = position; this.coordinates = coordinates; this.faction = faction; this.unitHandler = unitHandler; ready = true; moving = false; transform.position = position; targetVector = transform.position; abilities = new Dictionary <string, Ability>(); attacks = new Dictionary <string, Ability>(); Material[] materials = gameObject.GetComponent <MeshRenderer>().materials; switch (this.faction) { case Faction.Player: materials[0].color = new Color(0.0f, 0.0f, 1.0f); gameObject.GetComponent <MeshRenderer>().materials = materials; break; case Faction.Enemy: materials[0].color = new Color(1.0f, 0.0f, 0.0f); gameObject.GetComponent <MeshRenderer>().materials = materials; break; default: return; } }
public void HandlesNanometerToParsec() { var convertModel = new ConvertModel(1, "nanometer", "parsec"); var result = UnitHandler.Convert(convertModel).Single(); var str = result.ToString(System.Globalization.CultureInfo.InvariantCulture); Assert.AreEqual(3.2408000000000005E-26, result.ConvertedValue); Assert.AreEqual("3.2408e-26 parsec", str); }
public void HandlesParsecToNanometer() { var convertModel = new ConvertModel(1, "parsec", "nanometer"); var result = UnitHandler.Convert(convertModel).Single(); var str = result.ToString(System.Globalization.CultureInfo.InvariantCulture); Assert.AreEqual(3.0857000000000004E+25, result.ConvertedValue); Assert.AreEqual("3.0857e+25 nanometer", str); }
private void Start() { uh = this.GetComponent <UnitHandler>(); ui_h = this.GetComponent <UIHandler>(); if (cursor_main == null || cursor_inspect == null || cursor_grab == null) { DebugHandler.printWarning("MouseController", "Missing cursor texture, using defaults"); } }
/// <summary> /// Clear all of the currently displayed ActionUIs /// </summary> void ClearDisplayedActions() { Helper.LoopList_ForEach <GameObject>(DisplayedActions, (GameObject da) => { Destroy(da); }); DisplayedActions.Clear(); DisplayedUnit = null; }
private void Start() { GridSizeX = 2; GridSizeY = 2; completed = false; Name = "Turret"; ObjRadius = 40; state = TurretStates.Idle; units = GameObject.FindGameObjectWithTag("Units").GetComponent <UnitHandler>(); }
public Form1() { InitializeComponent(); _messageHub = new MessageHub(); _session = new Session(_messageHub); _session.Init(); var graphics = new WinFormGraphics(canvas); _scene = new Scene(_session, graphics); _mapHandler = new Editor.MapEditor(_messageHub, _session, canvas.Width / 20, canvas.Height / 20); // todo: replace with an OnChecked handler _mapHandler.ShowGrid(gridChk.Checked); _mapHandler.Init(); _unitHandler = new UnitHandler(_messageHub, _session); _unitHandler.Init(); // todo: is cameraHandler the responsibility of Map class? _cameraHandler = new CameraHandler(_messageHub, new Point(0, 0), canvas.Width, canvas.Height); _cameraHandler.Init(); _input = new Editor.EditorInput(_messageHub, _cameraHandler); _mouseState = new MouseState(); canvas.MouseMove += (sender, eventArgs) => { _mouseState.GetState(eventArgs.Location, eventArgs.Button); _input.OnMouseEvent(_mouseState); }; KeyPreview = true; KeyPress += (sender, eventArgs) => { _input.OnKeyboardEvent(eventArgs); }; LoadTerrains(); LoadUnits(); var timer = new Timer(); timer.Tick += Update; timer.Interval = 100; // in miliseconds timer.Start(); }
/// <summary> /// 챔피언 구매시 빈 인벤토리 슬롯에 챔프를 배치하는 함수 /// </summary> /// <param name="champ">상점에서 구입한 챔프</param> void CollocateChamp(ChampInstance champ) { UnitHandler unitHandler = champ.champion.GetComponentInChildren <UnitHandler>(); // 빈 인벤토리 슬롯 찾아서 챔프를 옮긴다. foreach (var ele in _squareTiles) { if (ele.isEmpty) { champ.champion.transform.position = ele.tile.transform.position; champ.standingTile = ele; champ.standingTile.isEmpty = false; champ.champion.SetActive(true); break; } } }
/// <summary> /// Get the AIAgent to display the actions of /// </summary> void GetDisplayAgent() { DisplayedUnit = Helper.GetComponent <UnitHandler>(Selector.ClientInstance.GetFirstSelected); if (DisplayedUnit == null) { Helper.LoopList_ForEach <GameObject>(Selector.ClientInstance.SelectedObjects, // Loop Action (GameObject go) => { DisplayedUnit = Helper.GetComponent <UnitHandler>(go); }, // BreakOut Action () => { return(DisplayedUnit); }); } }
// Use this for initialization void Start() { // Error Handling if (uiCanvas == null) { DebugHandler.printError("UIHandler", "No Canvas was found, please add one"); } if ((uh = GetComponent <UnitHandler>()) == null) { DebugHandler.printError("UIHandler", "No UnitHandler was found on this object, please add one"); } #region UI - Unit Selector // UI - Unit Selector (in the top) if (ui_unitSelectorPrefab == null) { DebugHandler.printWarning("UIHandler", "No UI Image (prefab) was found, if you want unit selection, then please add one"); } else { // if no default image is found, then simply print out a warning message if (ui_unitSelector_defaultSprite == null) { DebugHandler.printWarning("UIHandler", "No default icon was found, if none is found, then a white box will be displayed"); } unitSelectors = new ArrayList(uh.size); // Loop through all the unit actors and add a selection box for each one for (int i = 0; i < uh.size; i++) { Image img = Instantiate(ui_unitSelectorPrefab); // Game Object properties img.transform.SetParent(uiCanvas.transform); img.transform.position = new Vector2((unitSelector_rightOffset + img.rectTransform.rect.width + unitSelector_distanceBetween) * (i + 1), uiCanvas.GetComponent <RectTransform>().rect.height - (img.rectTransform.rect.height / 2) - unitSelector_topOffset); // divided by 2, since the anchor point is in the center of the image img.transform.name = "inst_UI_UnitSelector" + i; // +Properties handling for (int j = 0; j < img.transform.childCount; j++) { // Placing a face icon on the unit selector (if none is found, then put the default one) if (img.transform.GetChild(j).tag == TagHandler.UI_ICON) { Sprite tempSprite = ui_unitSelector_defaultSprite; if (uh[i].GetComponent <UnitController>().Icon != null) { tempSprite = uh[i].GetComponent <UnitController>().Icon; } img.transform.GetChild(j).GetComponent <Image>().sprite = tempSprite; } } // Setting the max health of the player and his current Health img.GetComponent <UI_UnitSelectorController>().MaxHealth = uh[i].GetComponent <UnitController>().maxHealth; unitSelectors.Add(img.GetComponent <UI_UnitSelectorController>()); } } #endregion // FaceCam if (faceCamCanvas == null) { DebugHandler.printWarning("UIHandler", "No RawImage was found to hold the face cam"); } #region Inventory // Inventory init if (ui_inventoryPrefab == null) { DebugHandler.printError("UIHandler", "No UI Inventory prefab was found"); } else { if (ui_inventoryPrefab.GetComponent <BoxCollider2D>() == null) { DebugHandler.printError("UIHandler", "No box collider 2d was found! This component makes sure that you can drag items out of the units inventory"); } else { unitInventory = CreateInventoryWindow("inst_ui_Inventory_player(PRIMARY)", 0f); externalInventory = CreateInventoryWindow("inst_ui_Inventory_external(SECONDARY)", inventoryWindowOffset); unitInventory.GetComponent <UI_InventoryController>().ExternalInventoryBoundsReference = externalInventory.GetComponent <BoxCollider2D>(); externalInventory.GetComponent <UI_InventoryController>().ExternalInventoryBoundsReference = unitInventory.GetComponent <BoxCollider2D>(); } } #endregion // Inventory Button if (ui_inventoryButton == null) { DebugHandler.printWarning("UIHandler", "No inventory button was found!"); } if (ui_inspectorButton == null) { DebugHandler.printWarning("UIHandler", "No inspector button was found!"); } // If the unit has a UnitMovementController scripts attached then give it a reference to this UIHandler, so that it can manipulate it for (int i = 0; i < uh.size; i++) { if (uh[i].GetComponent <UnitMovementController>() != null) { uh[i].GetComponent <UnitMovementController>().UI_Reference = this; } } }
/// <summary> /// Initializes a new instance of the <see cref="HomePageViewModel"/> class. /// Creates and sets defaults for the view model. /// </summary> public HomePageViewModel() { this.GoHome = null; this.Sync = new AsyncCommand(async(obj) => { this.IsSyncing = true; IApiRequest request = ServiceResolver.Resolve <IApiRequest>(); var handler = ServiceResolver.Resolve <IFileHandler>(); var regions = await request.GetAsync <List <RegionModel> >( $"{Constants.Endpoints.Regions}?{Constants.ApiOptions.ExcludeDeleted}"); var regionResult = new RegionHandler() { Regions = regions }; await handler.SaveFileAsync(Constants.FileNames.Regions, regionResult); var stations = await request.GetAsync <List <StationModel> >( $"{Constants.Endpoints.Stations}?{Constants.ApiOptions.ExcludeDeleted}"); foreach (var station in stations) { var stationItems = await request.GetAsync <List <ItemModel> >( $"{Constants.Endpoints.Stations}/{station.Id}/items?{Constants.ApiOptions.ExcludeDeleted}"); station.Items = stationItems; } var stationResult = new StationHandler() { Stations = stations }; await handler.SaveFileAsync(Constants.FileNames.Stations, stationResult); var units = await request.GetAsync <List <UnitOfMeasureModel> >( $"{Constants.Endpoints.Units}?{Constants.ApiOptions.ExcludeDeleted}"); var unitResult = new UnitHandler() { Units = units }; await handler.SaveFileAsync(Constants.FileNames.Units, unitResult); //upload the current round. This needs to hapen first, so we can set all RoundId values on the readings. //var round = await UploadRoundAsync(); //if(round != null && round.Id != Guid.Empty) //{ // //update the RoundId on all the readings PRIOR to sending to the server. // await UploadReadingsAsync(round.Id); //} this.IsSyncing = false; }, this.CanSync); this.StartRound = new StartRoundCommand(); var settings = ServiceResolver.Resolve <ISettings>(); IsAdmin = settings.GetValue <bool>(Constants.UserAdminKey); #if DEBUG IsAdmin = true; #endif }
public void RoundBigValue() { double result = UnitHandler.Round(1234567890123456.0); Assert.AreEqual(1234600000000000.0, result); }
public void RoundNegativeValue() { double result = UnitHandler.Round(-3.141592653589793); Assert.AreEqual(-3.1416, result); }
public void RoundNinesValue() { double result = UnitHandler.Round(999999999999.9998); Assert.AreEqual(1000000000000.0, result); }
// Start is called before the first frame update void Start() { unitHandler = GetComponent <UnitHandler>(); }
private void Start() { u = GetComponent <Unit>(); uHandler = GetComponent <UnitHandler>(); }
public void RoundZero() { double result = UnitHandler.Round(0.0); Assert.AreEqual(0, result); }
public void RoundSmallValue() { double result = UnitHandler.Round(1.23456789012345E-16); Assert.AreEqual(1.2346E-16, result); }
public void RoundNormalValue() { double result = UnitHandler.Round(3.141592653589793); Assert.AreEqual(3.1416, result); }