Esempio n. 1
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        public void ParticleDirectionalClassCountDirectional()
        {
            DirectionParticle dir = ParticleFactory
                                    .Get(ParticleType.Direction) as DirectionParticle;

            Assert.AreEqual(dir.CurrentGameObjects().Count, 3);
        }
Esempio n. 2
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        public void ParticleCollisionClassCountCollision()
        {
            CollisionParticle col = ParticleFactory
                                    .Get(ParticleType.Collision) as CollisionParticle;

            Assert.AreEqual(col.CurrentGameObjects().Count, 1);
        }
Esempio n. 3
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    /*
     * CollideWithAsteroid
     *
     * User has collided with asteroid. Show explosion, remove ship from
     * view, lock camera, and play game losing sound.
     */
    public void CollideWithAsteroid()
    {
        // Create explosion particles.
        ParticleFactory.Get(ParticleType.Collision).Run(spaceship);

        // Lock camera.
        GameObject.FindGameObjectWithTag("MainCamera")
        .GetComponent <CameraIntegration>()
        .Lock();

        // Lock astoid creation states. Do NOT let them disappear from
        // user view.
        GameObject.FindGameObjectWithTag("Player")
        .GetComponent <LevelGeneration>()
        .StopCoroutines();

        // Play game over sounds.
        var s = BeatBox.Instance;

        s.PlayGameLost();
        s.PlayCollision();

        // Hide spacehip by disabling all children renders.
        Renderer[] childs = this.gameObject
                            .GetComponentsInChildren <Renderer>();
        foreach (Renderer item in childs)
        {
            item.enabled = false;
        }
    }
Esempio n. 4
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        public void EnsureDirectionLoadCalled()
        {
            var l = new Log();
            var t = ParticleType.Direction;
            var p = ParticleFactory.Get(t, l);

            Assert.AreEqual(l.Get("BaseParticle#Load"), 1);
        }
Esempio n. 5
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        public void EnsureDirectionCurrentGameObjectsCalled()
        {
            var l = new Log();
            var t = ParticleType.Direction;
            var p = ParticleFactory.Get(t, l);

            p.CurrentGameObjects();
            Assert.AreEqual(l.Get("BaseParticle#CurrentGameObjects"), 1);
        }
Esempio n. 6
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    /*
     * Start
     *
     * Grab ship rigidbody, create the desired particle type (specified
     * in Unity editor) and begin displaying particles to ship.
     */
    void Start()
    {
        // Grab spaceship from attached game object.
        spaceship = GetComponent <Rigidbody>();

        // Create ship thruster particles.
        thrusters = ParticleFactory.Get(ParticleType.Direction);
        //adding to the ship score and health (cosette)
        myHealth = GetComponent <UpdateHealth>();
        myScore  = GetComponent <UpdateScore>();
    }
Esempio n. 7
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        public void EnsureDirectionRanCalled()
        {
            var l  = new Log();
            var t  = ParticleType.Direction;
            var p  = ParticleFactory.Get(t, l);
            var go = new GameObject("test");
            var rb = go.AddComponent <Rigidbody>();

            p.Run(go.GetComponent <Rigidbody>());
            Assert.AreEqual(l.Get("DirectionParticle#Run"), 1);
        }
Esempio n. 8
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        public void EnsureDirectionCurrentGameObjectsDynamicCalled()
        {
            var l = new Log();
            var t = ParticleType.Direction;
            DirectionParticle p = ParticleFactory.Get(t, l)
                                  as DirectionParticle;

            p.CurrentGameObjects();
            var val = l.Get("DirectionParticle#CurrentGameObjects");

            Assert.AreEqual(val, 1);
        }
Esempio n. 9
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    /*
     * OnTriggerEnter
     *
     * When user an asteroid hits the user call
     * ShipIntegration#CollideWithAsteroid that will handle playing
     * sound/particle effects/other.
     */
    void OnTriggerEnter()
    {
        GameObject.FindGameObjectWithTag("Player")
        .GetComponent <ShipIntegration>()
        .AsteroidHit();
        // Create explosion particles while travelling through
        // asteroid.
        ParticleFactory.Get(ParticleType.Collision).Run(spaceship);

        // Play game over sounds.
        BeatBox.Instance.PlayCollision();
    }
Esempio n. 10
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        public void EnsureCollisionAllCalled()
        {
            var l  = new Log();
            var t  = ParticleType.Collision;
            var p  = ParticleFactory.Get(t, l);
            var go = new GameObject("test");
            var rb = go.AddComponent <Rigidbody>();

            Assert.AreEqual(l.Get("BaseParticle#Load"), 1);
            p.Run(go.GetComponent <Rigidbody>());
            Assert.AreEqual(l.Get("CollisionParticle#Run"), 1);
            p.CurrentGameObjects();
            Assert.AreEqual(l.Get("BaseParticle#CurrentGameObjects"), 1);
        }
Esempio n. 11
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        public void EnsureDirectionnAllDynamicCalled()
        {
            var l = new Log();
            var t = ParticleType.Direction;
            DirectionParticle p = ParticleFactory.Get(t, l)
                                  as DirectionParticle;
            var go = new GameObject("test");
            var rb = go.AddComponent <Rigidbody>();

            Assert.AreEqual(l.Get("BaseParticle#Load"), 1);
            p.Run(go.GetComponent <Rigidbody>());
            Assert.AreEqual(l.Get("DirectionParticle#Run"), 1);
            p.CurrentGameObjects();
            var val = l.Get("DirectionParticle#CurrentGameObjects");

            Assert.AreEqual(val, 1);
        }
Esempio n. 12
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        public void ParticleBaseClassCountDirectional()
        {
            Particle dir = ParticleFactory.Get(ParticleType.Direction);

            Assert.AreEqual(dir.CurrentGameObjects().Count, 1);
        }