public void ShouldHaveANickName() { var sut = new PlayCharacter(); // Assert.That(sut.Name, Is.Not.Empty); Assert.That(sut.NickName, Is.Null); }
void Start() { //获取控制盘相关对象 ctrImg = Ctr.GetComponent <Image>(); pointImg = CPoint.GetComponent <Image>(); arrowImg = Arrow.GetComponent <Image>(); //获取玩家的移动脚本 PlayerC = GameObject.FindObjectOfType <PlayCharacter>(); //GameObject CameraTarget = GameObject.FindGameObjectWithTag("CameraTarget"); cameraF = GameObject.FindObjectOfType <CFollow>(); //MainCamera = Camera.main.transform; //得到坐标转换因子 w = GameManager.Instance.wRatio; h = GameManager.Instance.hRatio; ScrnSize = GameManager.Instance.screenSize;//屏幕尺寸 //print("W:" + w + ", H: " + h + "HalsScreenSize: " + ScrnSize); //初始化 //Direction = Vector3.zero; pointMax = Ctr.sizeDelta.x * 0.5f - CPoint.sizeDelta.x * 0.5f;//控制点滑动的最远距离 //print(maxDis); // 记录透明度 a_Ctr = ctrImg.color.a; a_Bar = pointImg.color.a; a_Arrow = arrowImg.color.a; HideController();//隐藏摇杆 temp_scaleView = ctrlViewScale; Input.multiTouchEnabled = true;//开启多点触控 //playercontrol = Player.GetComponent<playercontrol>();//windows控制不冲突用 }
[SerializeField] ButtonNormal replay, backHome, exit; //按钮 //GameObject miniMap; // Use this for initialization void Start() { player = GameObject.FindObjectOfType <PlayCharacter>(); gamec = GameObject.FindObjectOfType <GameControl>(); //miniMap = GameManager.Instance.UICanvas.Find("miniMap").gameObject; Initialize(); }
IEnumerator _showTxt; //逐字显示对话内容的协程 //private ButtonTouch attackButton;//攻击按钮 //float spd = 5;//弹出速度 //bool txtEnd;//判断当前文字是否显示完毕 //Gradient GCColor;//渐变颜色控制 private void Initialize()//初始化 { player = GameObject.FindObjectOfType <PlayCharacter>(); if (null == chatRect) { GameObject _chatRect = Resources.Load <GameObject>("Prefabs/GameUI-ChatRect"); //读取 chatRect = Instantiate(_chatRect).GetComponent <Image>(); //实例化,赋值 chatRect.transform.SetParent(GameManager.Instance.UICanvas, false); //设置为画布的子物体 chatRect.GetComponent <ButtonNormal>().onClick.AddListener(clickChatRect); //添加横幅的点击事件 a_rect = chatRect.color.a; chatRect.color -= new Color(0, 0, 0, a_rect); //全透明化 } //获取对象 //Chat_Button = GameObject.Find("Canvas/Buttons/Button_Chat").GetComponent<ButtonNormal>(); Chat_Name = chatRect.transform.GetChild(0).GetComponent <Image>(); a_name = Chat_Name.color.a; Chat_Text = chatRect.transform.GetChild(1).GetComponent <Text>(); Chat_Head = chatRect.transform.GetChild(2).GetComponent <RectTransform>(); touch_Control = GameObject.FindObjectOfType <TouchControl>(); gCtrl = GameObject.FindObjectOfType <GameControl>(); attackButton = GameObject.FindObjectOfType <ButtonAttack>(); Chat_Button = attackButton.transform.parent.Find("ButtonChat").GetComponent <ButtonNormal>(); Chat_Button.onClick.AddListener(EnterChat);//添加点击事件 //attackButton = GameObject.FindObjectOfType<ButtonTouch>(); }
void Awake() { //获取变量 //items = GetComponentsInChildren<ItemGrid>(); //获取信息框 info_Name = info.GetChild(1).GetComponentInChildren <Text>(); info_Detail = info.GetChild(2).GetComponentInChildren <Text>(); info_Image = info.GetChild(0).GetComponent <Image>(); info_Image.color = new Color(1, 1, 1, 0); info_Btn = info.GetComponentInChildren <ButtonNormal>(); info_Btn.gameObject.SetActive(false);//隐藏按钮 //print("Length of Items: "+items.Length); player = GameObject.FindWithTag("Player").GetComponent <PlayCharacter>(); cnsmbs = BagManager.Instance.LoadConsumByXml(); if (null == cnsmbs || cnsmbs.Count < 1)//如果没有 { info_Detail.text = "没有任何物品"; info_Image.color = new Color(1, 1, 1, 0); delete_Btn.gameObject.SetActive(false); sort_Btn.gameObject.SetActive(false); return; } else { GetItems(); } //初始未选 //InselectAll(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); amount = 0; nowischangemode = false; //turnto2d= Quaternion.LookRotation(cameratarget.transform.forward);//转换成四元数 cc = player.GetComponent <PlayCharacter>(); }
public void ShouldHaveTwoBows() { var sut = new PlayCharacter(); Assert.That(sut.Weapons, Has.Exactly(2).EndsWith("Bow")); //TODO: Unit Testing for Collections //Assert.That(sut.Weapons, Has.Exactly(1).Items.Empty); }
public void ChangeCharacterJob(PlayCharacter nextPlaycharacter) { if ((int)nextPlaycharacter < 3) { curPlayCharacter = playerCharacters[(int)nextPlaycharacter]; InputManager.Ins.playGameObject = curPlayCharacter; InputManager.Ins.curPlayCharacter = InputManager.Ins.playGameObject.GetComponent <PlayableCharacter>(); } }
private void OnTriggerEnter(Collider other)//其他对象和该触发器碰撞时 { PlayCharacter playCharacter = other.GetComponent <PlayCharacter>(); if (playCharacter != null) { playCharacter.Hurt(damage); } Destroy(this.gameObject); }
public void SouldIncreaseHealthAfterSleeping() { var sut = new PlayCharacter { Health = 100 }; sut.Sleep(); Assert.That(sut.Health, Is.GreaterThan(100)); }
public void ReferenceEqualityTest() { var p1 = new PlayCharacter(); var p2 = new PlayCharacter(); // Assert.That(p1, Is.SameAs(p2)); //var somePlayer = p1; //Assert.That(p1, Is.SameAs(somePlayer)); Assert.That(p1, Is.Not.SameAs(p2)); }
// Update is called once per frame void Update() { timeCount += Time.deltaTime; if (alive) { //如果不在地板(在空中)就掉落 if (!onFloor) { transform.Translate(0, gravity, speed * Time.deltaTime); } else { transform.Translate(0, 0, speed * Time.deltaTime); } Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; if (Physics.SphereCast(ray, 0.75f, out hit)) { GameObject hitObject = hit.transform.gameObject; if (hitObject.GetComponent <PlayCharacter>())//检查目标对象是否是玩家(玩家在面前) { foundPlayer = true; player = hitObject.GetComponent <PlayCharacter>(); if (fireball == null) { fireball = Instantiate(fireballPrefab) as GameObject; fireball.transform.position = transform.TransformPoint(Vector3.forward * 1.5f); fireball.transform.rotation = transform.rotation; } } if (foundPlayer) { //发现玩家后,每次都会逼近玩家 transform.forward = player.transform.position - transform.position; } else if ((int)timeCount % 4 == 0) { float angle = UnityEngine.Random.Range(-30, 30); transform.Rotate(0, angle, 0); timeCount += 1; } if (hit.distance < obstacleRange) { float angle = UnityEngine.Random.Range(-110, 110); transform.Rotate(0, angle, 0); } } } }
public void ShouldIncreaseHealthInExpectedRangeAfterSleeping() { var sut = new PlayCharacter { Health = 100 }; sut.Sleep(); Assert.That(sut.Health, Is.InRange(101, 200)); /* ALSO AVAILABLE * Is.GreaterThanOrEqualTo() * Is.LessThan() * Is.LessThanOrEqualTo() */ }
void Start() { playC = GameObject.FindObjectOfType <PlayCharacter>(); playerSkill = playC.GetComponent <PlayerSkills>(); setSkillwithIndex(skillIndex); //print("Player: " + playerSkill.name); //onSkill = new UnityEvent(); if (!enable) { ResetCD(); } else { EnableSkill(); } }
ButtonNormal HeadIcon; //头像图标 // Use this for initialization void Start() { tchScrn = GameObject.Find("Canvas/TouchControl").GetComponent <TouchControl>(); bkgImg = GetComponent <Image>(); //clckPanel = GetComponent<ClickPanel>(); //添加事件 onClickOrEsc.AddListener(DisplayWindow_Option); Time.timeScale = 1; //gameState = GameState.gaming; //获取玩家 player = GameObject.FindObjectOfType <PlayCharacter>(); HeadIcon = GameObject.Find("Canvas/Head").GetComponent <ButtonNormal>(); //重新读取界面信息 GameManager.Instance.loadCanvas(); //获取画布 cvs = GameManager.Instance.UICanvas; }
// Use this for initialization void Start() { for (int i = 0; i < transform.childCount; i++) { GameObject child = transform.GetChild(i).gameObject; child.SetActive(true); //Debug.Log(child.name); } //获取组件 if (null == player) { player = GameObject.FindObjectOfType <PlayCharacter>(); } // if (null == txt_Energy) txt_Energy = transform.Find("Info/Text_Energy").GetComponent<Text>(); // if (null == txt_Life) txt_Life = transform.Find("Info/Text_Life").GetComponent<Text>(); // if (null == bar_Energy) bar_Energy = transform.Find("Info/Bar_Energy").GetComponent<ValueBar>(); // if (null == bar_Life) bar_Life = transform.Find("Info/Bar_Life").GetComponent<ValueBar>(); // if (null == txt_AttackPower) txt_AttackPower = transform.Find("Info/Text_AttackPower").GetComponent<Text>(); // bar_Life.gameObject.SetActive(true); // bar_Energy.gameObject.SetActive(true); //初始化 bar_Life.SetValue(0); bar_Life.Hide(0.1f, true); bar_Energy.SetValue(0); bar_Energy.Hide(0.1f, true); //赋值 bar_Life.SetValue(player.life / player.maxLife); bar_Life.Display(1, true); txt_Life.text = ((int)player.life).ToString() + "/" + ((int)(player.maxLife)).ToString(); bar_Energy.SetValue(player.energy / player.maxEnergy); bar_Energy.Display(1, true); txt_Energy.text = ((int)player.energy).ToString() + "/" + ((int)(player.maxEnergy)).ToString(); AttackPower.text = player.attackPower.ToString(); }
void Start() { character = GetComponent <PlayCharacter>(); }
public void ShouldBeNewbie() { var sut = new PlayCharacter(); Assert.That(sut.IsNoob, Is.True); }
public void BeforeEachTest() { Console.WriteLine("Before {0}", TestContext.CurrentContext.Test.Name); _sut = new PlayCharacter(); }
// Use this for initialization void Start() { PlayerC = GetComponent <PlayCharacter>(); animator = PlayerC.animator; scaleofskill3 = skilll3show.transform.localScale; }
public void ShouldNotHaveAStaffOfWonder() { var sut = new PlayCharacter(); Assert.That(sut.Weapons, Has.None.EqualTo("Staff of Wonder")); }
public void ShouldBeOrderedAlphabetically() { var sut = new PlayCharacter(); Assert.That(sut.Weapons.OrderBy(x => x), Is.Ordered); }
public void SetPlayer(Transform player) //设置玩家 { playC = player.GetComponent <PlayCharacter>(); }
public void ShouldHaveDefaultRandomGeneratedName() { var sut = new PlayCharacter(); Assert.That(sut.Name, Is.Not.Empty); }
public void ShouldWeaponsBeUnique() { var sut = new PlayCharacter(); Assert.That(sut.Weapons, Is.Unique); }
public void ShouldHaveALongBow() { var sut = new PlayCharacter(); Assert.That(sut.Weapons, Contains.Item("Long Bow")); }
public string objName; //拿起的物品名称 // Use this for initialization void Start() { playCh = GetComponent <PlayCharacter>(); playAnmtr = playCh.animator; }