public GameView(GameViewController controller) { this.controller = controller; XamGame.InvokeOnMainThread = (Action action) => { InvokeOnMainThread (() => action ()); }; XamGame.Initialize (); XamGame.Invalidate += () => { SetNeedsDisplay (); }; BackgroundColor = UIColor.White; }
public NewGameViewController(GameViewController gameViewController) : base(null) { Root = CreateRoot (); selected_white = white_you; selected_black = black_computer; Update (); foreach (var peer in Network.Peers) AddPeer (peer); Network.PeerAdded += (Peer obj) => { BeginInvokeOnMainThread (() => { AddPeer (obj); }); }; Network.PeerRemoved += (Peer obj) => { BeginInvokeOnMainThread (() => { foreach (StyledStringElement el in white.Elements) { if (el.Caption == obj.DisplayName) { white.Remove (el); break; } } foreach (StyledStringElement el in black.Elements) { if (el.Caption == obj.DisplayName) { black.Remove (el); break; } } ReloadData (); }); }; }
public void TestGameViewControllerSimplePasses() { ILogic logic = new Logic(); GameManager gameManager = new GameManager(logic); GameObject gameViewPrefab = Resources.Load <GameObject>("GameView"); GameViewController gameViewController = GameObject.Instantiate(gameViewPrefab).GetComponent <GameViewController>(); PlayerModel[] PlayerModelArray = new PlayerModel[2]; PlayerModelArray[0] = new PlayerModel(PlayerId.Player1, EnumRole.Citizen); PlayerModelArray[1] = new PlayerModel(PlayerId.Player2, EnumRole.Citizen); PlayerModelArray[2] = new PlayerModel(PlayerId.Player3, EnumRole.Citizen); // PlayerModelArray[3] = new PlayerModel(PlayerId.Player4, EnumRole.Werewolf); // PlayerModelArray[4] = new PlayerModel(PlayerId.Player5, EnumRole.Citizen); // PlayerModelArray[5] = new PlayerModel(PlayerId.Player6, EnumRole.Citizen); gameViewController.SetPlayers(PlayerModelArray, gameManager); Assert.AreEqual(gameViewController.playerArray[0].IdText.text, PlayerId.Player1.ToString()); Assert.AreEqual(gameViewController.playerArray[0].RoleText.text, EnumRole.Citizen.ToString()); Assert.AreEqual(gameViewController.playerArray[1].IdText.text, PlayerId.Player2.ToString()); Assert.AreEqual(gameViewController.playerArray[1].RoleText.text, EnumRole.Werewolf.ToString()); gameViewController.SetTimer(35); Assert.AreEqual(gameViewController.timer.text, "35"); gameViewController.SetVote(PlayerId.Player1, PlayerId.Player2); gameViewController.SetVote(PlayerId.Player2, PlayerId.Player1); Assert.AreEqual(gameViewController.playerArray[0].VoteTo.text, PlayerId.Player2.ToString()); Assert.AreEqual(gameViewController.playerArray[1].VoteTo.text, PlayerId.Player1.ToString()); gameViewController.SetVotedNum(PlayerId.Player1, 2); gameViewController.SetVotedNum(PlayerId.Player2, 1); Assert.AreEqual(gameViewController.playerArray[0].VotedNum.text, "2"); Assert.AreEqual(gameViewController.playerArray[1].VotedNum.text, "1"); }
private void OnEnable() { controller = new GameViewController(); controller.OnOpen(this); game.StartGame(this); }
protected IEnumerator UpdateCoroutine(List <ScreenshotResolution> resolutions, bool restoreFocus = false) { if (m_IsUpdating) { yield break; } // Save current focused window m_PreviousWindowFocus = EditorWindow.focusedWindow; m_IsUpdating = true; // Debug.Log ("Update: need backup"); m_NeedsBackup = true; onUpdateBeginDelegate(); // Safe area in auto refresh if (Application.isPlaying && m_ConfigAsset.m_AutoRefresh && m_ConfigAsset.m_DrawSafeArea && m_SafeAreaInstance == null) { m_SafeAreaInstance = GameObject.Instantiate(m_ConfigAsset.m_SafeAreaCanvas.gameObject); } foreach (ScreenshotResolution res in resolutions) { DeviceInfo.m_CurrentDevice = res; // Capture the textures yield return(m_ScreenshotTaker.StartCoroutine(m_ScreenshotTaker.CaptureResolutionCoroutine(res, new List <Camera>(), m_SafeAreaInstance == null && m_ConfigAsset.m_DrawSafeArea && DeviceInfo.HasSimulatedSafeAreaValue() ? new List <Canvas> { m_ConfigAsset.m_SafeAreaCanvas } : new List <Canvas>(), ScreenshotTaker.CaptureMode.GAMEVIEW_RESIZING))); // Capture the masks if (m_ConfigAsset.m_DrawingMode != PreviewConfigAsset.DrawingMode.TEXTURE_ONLY) { yield return(m_ScreenshotTaker.StartCoroutine(CaptureMasks(res))); } if (m_ConfigAsset.m_AutoRefresh == false) { DeviceInfo.m_CurrentDevice = null; } } if (!(Application.isPlaying && m_ConfigAsset.m_AutoRefresh) || !m_ConfigAsset.m_DrawSafeArea) { GameObject.DestroyImmediate(m_SafeAreaInstance); } m_LastEditorUpdate = DateTime.Now; Repaint(); DestroyManager(); onUpdateEndDelegate(); // Force final repaint if (!Application.isPlaying) { GameViewController.SetGameViewSize(Screen.width, Screen.height); SceneView.RepaintAll(); Repaint(); } // Restore previous focus windows if (m_PreviousWindowFocus != null) { m_PreviousWindowFocus.Focus(); Repaint(); } if (m_ConfigAsset.m_BackupPreviewToDisk) { BackUpDevicePreview(); } m_IsUpdating = false; }
/// <summary> /// Override this to change colors of zones during the animation /// </summary> /// <param name="z"></param> /// <returns></returns> public virtual SKColor RecolorZone(Zone z) { return(GameViewController.GetBaseColor(z)); }
public void Init() { gameViewController = FindObjectOfType <GameViewController>(); }
// forward mouse up events as "end gesture" public override void MouseUp(NSEvent theEvent) { GameViewController.GestureDidEnd(); base.MouseUp(theEvent); }