public IEnumerator TestReviving() { Scene testScene = SceneManager.GetActiveScene(); yield return(SceneManager.LoadSceneAsync("TestLevel", LoadSceneMode.Additive)); SceneManager.SetActiveScene(SceneManager.GetSceneByName("TestLevel")); GameRestarter gameRestarter = GameObject.FindWithTag("GameController").GetComponent <GameRestarter>(); List <Player> playerList = GameObject.FindWithTag("GameController").GetComponent <PlayerSpawner>().players; bool playersAreAlive = true; for (int i = 0; i < playerList.Count; i++) { playerList[i].isDead = true; } gameRestarter.UpdateGameState(); for (int i = 0; i < playerList.Count; i++) { if (playerList[i].isDead) { playersAreAlive = false; } } Assert.AreEqual(true, playersAreAlive); SceneManager.SetActiveScene(testScene); yield return(SceneManager.UnloadSceneAsync("TestLevel")); }
public IEnumerator TestRepositoning() { Scene testScene = SceneManager.GetActiveScene(); yield return(SceneManager.LoadSceneAsync("TestLevel", LoadSceneMode.Additive)); SceneManager.SetActiveScene(SceneManager.GetSceneByName("TestLevel")); GameRestarter gameRestarter = GameObject.FindWithTag("GameController").GetComponent <GameRestarter>(); List <Player> playerList = GameObject.FindWithTag("GameController").GetComponent <PlayerSpawner>().players; List <Vector3> spawnPositions = GameObject.FindWithTag("GameController").GetComponent <PlayerSpawner>().spawnPositions; bool playersHaveBeenReset = true; gameRestarter.UpdateGameState(); for (int i = 0; i < playerList.Count; i++) { if (playerList[i].transform.position != spawnPositions[i]) { playersHaveBeenReset = false; } } Assert.AreEqual(true, playersHaveBeenReset); SceneManager.SetActiveScene(testScene); yield return(SceneManager.UnloadSceneAsync("TestLevel")); }
public BattleshipsService(Battleships game, string playerId) { _gameStarter = new GameStarter(game); _gameJoiner = new GameJoiner(game); _gameResigner = new GameResigner(game); _gameRestarter = new GameRestarter(game); _gamePlayerGetter = new GamePlayerGetter <BattleshipsPlayerModel>(game); _gameMover = new GameMover <BattleshipsPosition>(game); _playerId = playerId; _game = game; }
public ConnectFourService(ConnectFour game, string playerId) { _gameStarter = new GameStarter(game); _gameJoiner = new GameJoiner(game); _gameResigner = new GameResigner(game); _gameRestarter = new GameRestarter(game); _gamePlayerGetter = new GamePlayerGetter <ConnectFourPlayer>(game); _gameStateGetter = new GameStateGetter <ConnectFourGameState>(game); _gameMover = new GameMover <int>(game); _playerId = playerId; }
public ChessService(Chess game, string playerId) { _gameStarter = new GameStarter(game); _gameJoiner = new GameJoiner(game); _gameResigner = new GameResigner(game); _gameRestarter = new GameRestarter(game); _gamePlayerGetter = new GamePlayerGetter <ChessPlayer>(game); _gameStateGetter = new GameStateGetter <ChessGameState>(game); _gameMover = new GameMover <Move>(game); _playerId = playerId; _game = game; }
void Start() { ReadyToPlay readyToPlay = new ReadyToPlay(modeText, leaderboard); LevelSelecter levelSelecter = new LevelSelecter(modeText); GameRunner gameRunner = new GameRunner(blockMover, scoreboardFactory, audioPlayer); GamePauser gamePauser = new GamePauser(modeText, audioPlayer); GameEnder gameEnder = new GameEnder(modeText, blockField); GameRestarter gameRestarter = new GameRestarter(modeText, leaderboard); gameRunner.gravity = gravity; readyToPlay.LevelSelecter = levelSelecter; levelSelecter.GameRunner = gameRunner; gameRunner.GamePauser = gamePauser; gameRunner.GameEnder = gameEnder; gameEnder.GameRestarter = gameRestarter; gameRestarter.StartScreen = readyToPlay; readyToPlay.Show(); currentMode = readyToPlay; }