public void SetUp() { _systemContainer = Substitute.For <ISystemContainer>(); _entityEngine = Substitute.For <IEntityEngine>(); _systemContainer.EntityEngine.Returns(_entityEngine); _mutableEntities = new List <IEntity>(); _entityEngine.MutableEntities.Returns(_mutableEntities); _mapSystem = Substitute.For <IMapSystem>(); _systemContainer.MapSystem.Returns(_mapSystem); _mapCollection = new Atlas(); _mapSystem.MapCollection.Returns(_mapCollection); _messageSystem = Substitute.For <IMessageSystem>(); _systemContainer.MessageSystem.Returns(_messageSystem); _messages = new List <Message>(); _messageSystem.AllMessages.Returns(_messages); _timeSystem = Substitute.For <ITimeSystem>(); _systemContainer.TimeSystem.Returns(_timeSystem); _currentTime = 0; _timeSystem.CurrentTime.Returns(_currentTime); _worldGenerator = Substitute.For <IWorldGenerator>(); _saveSystem = new SaveSystem(_systemContainer, _worldGenerator); }
public HighScoresActivity(IActivitySystem activitySystem, ISaveSystem saveSystem) : base(activitySystem.DefaultPosition, activitySystem.DefaultPadding, activitySystem, "", true) { _saveSystem = saveSystem; var highScoreText = GetHighScoreText(); Text = highScoreText; }
public HighScoresActivity(Rectangle position, Padding padding, IActivitySystem activitySystem, ISaveSystem saveSystem) : base(position, padding, activitySystem, "", true) { _saveSystem = saveSystem; var highScoreText = GetHighScoreText(); Text = highScoreText; }
private void Start() { _saveSystem = new BinarySaveSystem(); CreateStartData(); Subscribe(); Display(_myData); CorrectUi(_myData); }
void Awake() { _singletonComponent = new SingletonComposition <UserManager>(Instance, () => Instance = this, () => Destroy(this.gameObject)); string fileName = $"{Application.persistentDataPath}/playerData_{gamePrefsName}.dat"; _fileSaveSystem = new FileSaveSystem(fileName); }
public void SaveMaze() { string mazeSaveFolderPath = SaveFolderPathFromInputField.GetComponent <InputField>().text; saveSystem = new SaveSystemFactory().CreateSaveSystemForMazeSaving(defaultSaveFolderPath, planeBuilder, mazeSaveFolderPath, this); saveSystem.Save(); }
void Awake() { if (!Instance) { Instance = this; } else { Destroy(this.gameObject); } string fileName = $"{Application.persistentDataPath}/playerData_{gamePrefsName}.dat"; fileSaveSystem = new FileSaveSystem(fileName); }
public void SaveMazeMetric(IMazeMetricCollector mazeMetricCollector) { string currentMazeDirectory; try { currentMazeDirectory = transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeDirectionFolder() + "/MazeMetric/" + transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeNameWithoutExtensions() + "_MazeMetric.txt"; } catch (System.IndexOutOfRangeException) { currentMazeDirectory = string.Empty; } saveSystem = new SaveSystemFactory().CreateSaveSystemForMazeMetric( currentMazeDirectory, defaultSaveFolderPath, mazeMetricCollector); saveSystem.Save(); }
public void SaveMetricForPathFindProcess(IPathFindProcessMetricCollector pathFindProcessMetric, EPathFindAlgorithms pathFindAlgorithms) { string currentMazeDirectory; try { currentMazeDirectory = transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeDirectionFolder() + "/PathFindMetric/" + transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeNameWithoutExtensions() + "_" + pathFindAlgorithms.ToString() + "_PathFindMetric.txt"; } catch (System.IndexOutOfRangeException) { currentMazeDirectory = string.Empty; } saveSystem = new SaveSystemFactory().CreateSaveSystemForPathFindProcessMetric( currentMazeDirectory, defaultSaveFolderPath, pathFindProcessMetric); saveSystem.Save(); }
public void SaveMarkForCurrentMaze() { string currentMazeDirectory; try { currentMazeDirectory = transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeDirectionFolder() + "/PlayerMarks/" + transform.GetComponent <LoadSystemBoundary>().GetCurrentMazeNameWithoutExtensions() + "_PlayerMark.txt"; } catch (System.IndexOutOfRangeException) { currentMazeDirectory = string.Empty; } Debug.Log(currentMazeDirectory); saveSystem = new SaveSystemFactory().CreateSaveSystemForMazeMark( currentMazeDirectory, defaultSaveFolderPath, markingDropdownList); saveSystem.Save(); transform.GetComponent <LoadSystemBoundary>().LoadMaze(); }