public void Should_write_local_field_of_struct_via_field()
        {
            var func   = CreateAction <StructHolder, string>(Expr.WriteField(Expr.ReadField(Expr.Parameter(0, typeof(StructHolder)), typeof(StructHolder).GetField("Struct")), _structLocal, Expr.Parameter(1, typeof(string))));
            var holder = new StructHolder();

            func(holder, "abc321");
            Assert.That(holder.Struct.GetLocal(), Is.EqualTo("abc321"));
        }
        public void ShouldSerializeStructMember()
        {
            object expected = new StructHolder {
                Date = new DateTime(2005, 05, 07), Int = 5, Int2 = null, Complex = new ComplexStruct {
                    Text = "test", Span = new TimeSpan(1, 2, 3)
                }
            };

            byte[] serialized = _serializer.Serialize(expected);
            var    actual     = _serializer.Deserialize <object>(serialized);

            Assert.That(actual, Is.EqualTo(expected));
        }
Exemple #3
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    void CheckSwitching()
    {
        float inventoryLength = 0;

        for (int i = 0; i < toolInventory.Length; i++)
        {
            if (toolInventory[i] != null)
            {
                inventoryLength += 1;
            }
        }


        if (Input.GetButtonDown(switchGunUpButton))
        {
            if (equippedItem + 1 < inventoryLength)
            {
                if (toolInventory[equippedItem + 1] != null)
                {
                    equippedItem += 1;
                }
            }
            else
            {
                equippedItem = 0;
            }
        }

        if (Input.GetButtonDown(switchGunDownButton))
        {
            if (equippedItem - 1 >= 0)
            {
                if (toolInventory[equippedItem - 1] != null)
                {
                    equippedItem -= 1;
                }
            }
            else
            {
                equippedItem = (int)inventoryLength - 1;
            }
        }
        gunn          = gun.GetComponent <Destructible2D.D2dGun>();
        currentWeapon = toolInventory[equippedItem].GetComponent <StructHolder>();
        anim.runtimeAnimatorController = currentWeapon.weaponData.animationController;
    }