// Use this for initialization void Start() { _race = RaceController.Locate(); _myCar = _race.MyCar; UpdateRank(); }
private void CreateCar() { int pos = (int)PhotonNetwork.player.CustomProperties["spawn"]; int carNumber = (int)PhotonNetwork.player.CustomProperties["car"]; Transform spawn = spawnPoints[pos]; GameObject car = PhotonNetwork.Instantiate("Car" + carNumber, spawn.position, spawn.rotation, 0); race = car.GetComponent <RaceController>(); //이게 되나? 적용된 스크립트 프리팹 car.GetComponent <RaceController>().currentRanking = pos + 1; cameraControl.target = car.transform; car.GetComponent <CarGUI>().enabled = true; car.GetComponent <CarGUI>().lapGUI = lapText; car.GetComponent <CarGUI>().rankingGUI = rankingText; car.GetComponent <CarGUI>().speedGUI = speedText; car.GetComponent <CarGUI>().messagesGUI = countdownText; //car.GetComponent<WeaponManager>().weaponImageGUI = weaponImageGUI; //car.GetComponent<WeaponManager>().weaponTextGUI = weaponTextGUI; //car.GetComponent<CarGUI>().SendColor(Color.black); }
public void StartRace(bool raceIsInProgress) { raceController = GameObject.Find("RaceController").GetComponent <RaceController>(); CreateRacers(raceController); //Set up the race controller with settings from the menu raceController.settings = settings; CameraOverview overviewCam = FindObjectOfType <CameraOverview>(); if (overviewCam != null) { overviewCam.camera.enabled = false; overviewCam.GetComponent <AudioListener>().enabled = false; } if (!raceIsInProgress) { raceController.StartRace(); } //GameObject.Find ("CameraMap").GetComponent<MapCamera>().targetObject = GameObject.Find ("CameraPivot_BallPlayer_Sanic(Clone)"); GameObject.Find("CameraMap").camera.enabled = true; GameSettings.Apply(false); if (raceIsInProgress) { GameObject.FindObjectOfType <Client>().GoToSpectating(); GameObject.FindObjectOfType <MenuPause>().spectating = true; } Destroy(this.gameObject); }
public int GetUniqueID(RaceController theRaceController) { // whenever an id is requested, we increment the ID counter. this value never gets reset, so it should always // return a unique id (NOTE: these are unique to each race) currentID++; // now set up some default data for this new player // this player will be on its first lap raceLaps.Add(currentID, 1); // this player will be in last position racePositions.Add(currentID, racePositions.Count + 1); // store a reference to the race controller, to talk to later raceControllers.Add(currentID, theRaceController); // default finished state raceFinished[currentID] = false; // increment our racer counter so that we don't have to do any counting or lookup whenever we need it numberOfRacers++; // pass this id back out for the race controller to use return(currentID); }
void OnServerInitialized() { var paintbrush = Network.Instantiate(paintbrushPrefab, Vector3.zero, Quaternion.identity, 0) as GameObject; paintbrush.transform.SetParent(transform, false); race = paintbrush.GetComponent <RaceController>(); race.Laps = GamePresets.Laps; SpawnPlayer(); var brush = paintbrush.GetComponent <PaintBrush>(); var mapSize = Ruler.Measure(); if (GamePresets.Colorful) { for (int i = 0; i < initialSplashes; i++) { brush.Paint( Random.insideUnitSphere * mapSize.x / 2, initialSplashColors[Random.Range(0, initialSplashColors.Length)], Random.Range( (int)(initialSplashSize.x * PaintBrush.SCALE_FACTOR), (int)(initialSplashSize.y * PaintBrush.SCALE_FACTOR) ) ); } } }
public void CreatePost_SaveThroughRepository_WhenModelStateIsValid() { // Arrange var mockRepo = new Mock <IRaceRepository>(); mockRepo.Setup(repo => repo.Save(It.IsAny <Race>())) //.Returns(Task.CompletedTask) .Verifiable(); var controller = new RaceController(mockRepo.Object); Race r = new Race() { Name = "Human", Description = "Don't listen to scientists" }; // Act var result = controller.Create(r); // Assert var redirectToActionResult = Assert.IsType <RedirectToActionResult>(result); Assert.Null(redirectToActionResult.ControllerName); Assert.Equal("Index", redirectToActionResult.ActionName); mockRepo.Verify(); }
private void jumpToRestartLocation() { GameObject localPlayerGameObject = SceneRefs.ZoneLocalPlayerManager.LocalPlayerGameObject; Vector3 raceRestartPosition = tubeRaceDefinition.RaceRestartPosition; RaceController component = localPlayerGameObject.GetComponent <RaceController>(); if (component != null) { component.setControlsEnabled(enabled: true); } LocomotionTracker component2 = localPlayerGameObject.GetComponent <LocomotionTracker>(); if (!component2.IsCurrentControllerOfType <RunController>()) { component2.SetCurrentController <RunController>(); } localPlayerGameObject.transform.position = raceRestartPosition; RaceGameController component3 = localPlayerGameObject.GetComponent <RaceGameController>(); if (component3 != null) { component3.RemoveLocalPlayerRaceData(); Object.Destroy(component3); } Service.Get <EventDispatcher>().DispatchEvent(new CinematographyEvents.CameraSnapLockEvent(snapPosition: false, snapAim: true)); CoroutineRunner.Start(LocomotionUtils.nudgePlayer(component2), component2.gameObject, "MoveAfterJump"); }
void SetupPlayer(NetworkPlayer player, string name, bool isAnon) { if (!Network.isServer) { return; } //Check if this player's version has been accepted if (connectionTimeout.ContainsKey(player)) { //This only happens when an older version joins a newer version. Therefore, Kick cannot be used. Slightly obsolete code. Network.CloseConnection(player, true); SendServerMsg("Player joined with wrong version and was kicked."); connectionTimeout.Remove(player); } //Set stuff on the newly connected player networkView.RPC("ChangeLevel", player, Application.loadedLevel); SendPublicMsg(name + " has joined the game."); //Add other players to new player's player list and do stuff with the new players foreach (ServerPlayer sp in client.GetPlayerList()) { networkView.RPC("AddPlayerToList", player, sp.player, sp.name, (int)sp.type); networkView.RPC("SetReady", player, sp.player, sp.ready); networkView.RPC("SetCharacter", player, sp.player, sp.character); networkView.RPC("SetSpectating", player, sp.player, sp.spectating); } //Grab new player's type PlayerType pType = PlayerType.Anon; if (!isAnon) { pType = PlayerTypeHandler.GetPlayerType(name); } //Add new player to everyone's player list networkView.RPC("AddPlayerToList", RPCMode.All, player, name, (int)pType); if (!client.IsInLobby) //Means the game is in progress. //networkView.RPC("SetSpectating",RPCMode.All,player,true); { SendPrivateMsg("You'll be able to race once the next round starts.", player); RaceController rc = GameObject.FindObjectOfType <RaceController>(); networkView.RPC("JoinRaceInProgress", player, rc.settings.ToString()); } else //Means we're in the lobby. { networkView.RPC("SetInitLobbyOnLevelLoad", player); //Sets the new player's character, forcing all players to spawn him into the lobby networkView.RPC("SetCharacter", RPCMode.All, player, 0); } Debug.Log("Player " + name + " has been successfully set up on clients."); }
void UpdateRacersRaceState() { for (int b = 1; b <= numberOfRacers; b++) { tempRC = (RaceController)raceControllers [b]; tempRC.UpdateRaceState(raceRunning); } }
private void Awake() { SelfTransform = GetComponent <Transform>(); GlobRaceController = FindObjectOfType <RaceController>(); RotationSpeed = BaseRotationSpeed.Value; SelfPlayerObject = GetComponentInChildren <PlayerObject>(); SelfPlayerTransform = GetComponentInChildren <PlayerMove>().GetComponent <Transform>(); }
protected void RecordRaceTimesButton_Click(object sender, EventArgs e) { MessageUserControl.TryRun(() => { RaceController sysmgr = new RaceController(); RaceRosterPanel.Visible = true; RaceTimesListView.DataBind(); }); }
void OnTriggerEnter(Collider other) { RaceController RaceController = transform.parent.GetComponent <RaceController>(); if (RaceController != null) { RaceController.CompletaCheckpoint(index, other); } }
private void OnEnable() { raceController = FindObjectOfType <RaceController>(); if (ModeController.Mode != SimulatorMode.Playback && ModeController.Mode != SimulatorMode.RemoteControl) { Debug.Log("Initializing car socket"); StartListening(); } }
void Awake() { // Taking a different approach on this one if (instance != this) { Destroy(instance); instance = this; } }
// Use this for initialization void Start() { _bucket = RaceController.Locate().MyCar .GetComponentsInChildren <PaintTank>().First( bucket => bucket.color == observedColor ); _fill = transform.GetChild(0).GetComponent <Image>(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this); } }
public void OnTriggerExit(Collider col) { if (col != null && col.CompareTag(Tag) && col.gameObject != null && !LocomotionHelper.IsCurrentControllerOfType <RaceController>(col.gameObject) && Action == ActionType.StartingLine) { RaceController component = col.gameObject.GetComponent <RaceController>(); if (component != null) { component.setControlsEnabled(enabled: true); } } }
public void RaceControllerGetBets_NameEmpty_ThrowError() { var _raceHelperTest = new Mock <IRaceHelper>().Object; var _logHelperTest = new Mock <ILogger>().Object; RaceController raceController = new RaceController(_raceHelperTest, _logHelperTest); StandardResponse response = raceController.GetBets(); var resultResponse = (ErrorRespose)response.Response; Assert.AreEqual(resultResponse.ErrorReason, "Name is Empty"); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Player")) { particles.Play(); audio.Play(); Avatar avatar = collision.gameObject.GetComponent <Avatar>(); if (avatar) { RaceController.PlayerHasWon(avatar.team); } } }
void RemovePlayerFromRace(NetworkPlayer player) { ServerPlayer sp = FindServerPlayer(player); RaceController rc = GameObject.FindObjectOfType <RaceController>(); if (rc != null) { rc.RemoveRacer(sp.racer); } if (sp.racer != null) { Destroy(sp.racer.gameObject); } }
public override void OnPhotonPlayerDisconnected(PhotonPlayer otherPlayer) { RaceController toRemove = null; foreach (RaceController rc in raceControllers) { if (rc.photonView.owner == null) { toRemove = rc; } } raceControllers.Remove(toRemove); }
protected void Calendar1_SelectionChanged(object sender, EventArgs e) { DateTime date = Calendar1.SelectedDate; MessageUserControl.TryRun(() => { RaceController sysmgr = new RaceController(); List <RaceList> datainfo = sysmgr.List_RacesForSelectedDate(date); //RaceListView.DataSourceID = null; //RaceGridView.DataSource = datainfo; SchedulePanel.Visible = true; RaceListView.DataBind(); }); }
IEnumerator NextLevel() { GameObject raceobj = GameObject.Find("RaceController(Clone)"); if (raceobj) { RaceController race = raceobj.GetComponent <RaceController>(); StartCoroutine(race.FadeOutMusic()); } yield return(_instance.mainCam.FadeOut()); if (showcaseBuild) { Debug.Log("showcase time baby"); int currLevel = SceneManager.GetActiveScene().buildIndex; if (currLevel == 6) { StartCoroutine(LoadSceneAsync(nextLevelCycle)); // if we're on the victory level, load the next scene in the cycle } else { if (currLevel == 5) { nextLevelCycle = 3; // if we're on the brick level, set nextLevelCycle to 3 to go back to dirt land } else { nextLevelCycle = currLevel + 1; } Debug.Log("loading:" + nextLevelCycle); if (currLevel < 3) { StartCoroutine(LoadSceneAsync(nextLevelCycle)); // if we're not at the dirt level yet } // (tutorial/main menu) just load the next scene in the sequence else { StartCoroutine(LoadSceneAsync(6)); // else,jump to the victory stage } } } else { int next = SceneManager.GetActiveScene().buildIndex + 1; next = next % SceneManager.sceneCountInBuildSettings; StartCoroutine(LoadSceneAsync(next)); } }
public void RaceControllerGetCustomers() { var _raceDBTest = new Mock <IRaceDBConnector>(); var _logHelperTest = new Mock <ILogger>().Object; AutoMapperConfig.Initialize(); _raceDBTest.Setup(race => race.GetCustomer()).Returns(new List <SP_GetCustomerDetails_Result>()); var _raceHelperTest = new RaceHelper(_raceDBTest.Object, _logHelperTest); RaceController raceController = new RaceController(_raceHelperTest, _logHelperTest); StandardResponse response = raceController.GetCustomers("Ashwini"); var helperResponse = (List <Customer>)response.Response; Assert.AreEqual(helperResponse.Count, 0); }
public void RaceControllerGetBets() { var _raceDBTest = new Mock <IRaceDBConnector>(); var _logHelperTest = new Mock <ILogger>().Object; AutoMapperConfig.Initialize(); _raceDBTest.Setup(race => race.GetBets()).Returns(10); var _raceHelperTest = new RaceHelper(_raceDBTest.Object, _logHelperTest); RaceController raceController = new RaceController(_raceHelperTest, _logHelperTest); StandardResponse response = raceController.GetBets("Ashwini"); var helperResponse = (TotalBets)response.Response; Assert.AreEqual(helperResponse.TotalAmount, 10); }
public void OnTriggerEnter(Collider col) { if (!(col != null) || !col.CompareTag(Tag) || !(col.gameObject != null) || (IsMemberOnly && !Service.Get <CPDataEntityCollection>().IsLocalPlayerMember())) { return; } if (Action == ActionType.StartingLine) { RaceController component = col.gameObject.GetComponent <RaceController>(); if ((object)component != null) { component.SetInitialTrackDir(base.transform.forward); hasPopupOpened = false; } } else if (Action == ActionType.FinishLine) { if (LocomotionHelper.IsCurrentControllerOfType <RaceController>(col.gameObject)) { RaceGameController raceGameController = col.gameObject.GetComponent <RaceGameController>(); if (raceGameController == null) { raceGameController = col.gameObject.AddComponent <RaceGameController>(); } raceGameController.FinishRace(); } } else if (Action == ActionType.EndOfTrack && LocomotionHelper.IsCurrentControllerOfType <RaceController>(col.gameObject)) { RaceController component = col.gameObject.GetComponent <RaceController>(); if (component != null) { component.setControlsEnabled(enabled: true); } LocomotionHelper.SetCurrentController <RunController>(col.gameObject); RaceGameController raceGameController = col.gameObject.GetComponent <RaceGameController>(); if (raceGameController != null) { raceGameController.RemoveLocalPlayerRaceData(); Object.Destroy(raceGameController); } if (!hasPopupOpened) { Service.Get <QuestService>().SendEvent("FinishredRace"); } } }
public void CompletedLap(int anID) { // if should already have an entry in race laps, let's just increment it raceLaps[anID] = (int)raceLaps[anID] + 1; // here, we check to see if this player has finished the race or not (by checking its entry in // raceLaps against our totalLaps var) and if it has finished, we set its entry in raceFinished hashtable // to true. note that we always have to declare the object's type when we get it from the hashtable, since // hashtables store objects of any type and the system doesn't know what they are unless we tell it! if ((int)raceLaps[anID] == totalLaps) { raceFinished[anID] = true; // tell the race controller for this ID that it is finished racing tempRC = (RaceController)raceControllers [anID]; tempRC.RaceFinished(); } }
public void Setup() { horseData = new List <Horse> { new Horse { HorseId = 1, Name = "Horse 1", Skill = 10 }, new Horse { HorseId = 2, Name = "Horse 2", Skill = 9 }, new Horse { HorseId = 3, Name = "Horse 3", Skill = 8 }, new Horse { HorseId = 4, Name = "Horse 4", Skill = 7 }, new Horse { HorseId = 5, Name = "Horse 5", Skill = 6 }, new Horse { HorseId = 6, Name = "Horse 6", Skill = 5 }, new Horse { HorseId = 7, Name = "Horse 7", Skill = 4 }, new Horse { HorseId = 8, Name = "Horse 8", Skill = 3 }, new Horse { HorseId = 9, Name = "Horse 9", Skill = 2 }, new Horse { HorseId = 10, Name = "Horse 10", Skill = 1 } }; horses = new Mock <DbSet <Horse> >().SetupData(horseData); context = new Mock <HorseRacingContext>() { CallBase = true }; context.Setup(x => x.Horses).Returns(horses.Object); context.Setup(x => x.SetModified(It.IsAny <object>())); controller = new RaceController(context.Object); }
public void AddRaceController() { if (myGO == null) { myGO = gameObject; } // add a race controller script to our object raceControl = myGO.AddComponent <RaceController>(); // grab our racer ID from the race control script, so we don't have to look it up whenever // we communicate with the global race controller racerID = raceControl.GetID(); // set up a repeating invoke to update our race position, rather than calling it // every single tick or update InvokeRepeating("UpdateRacePosition", 0, 0.5f); }
public void TestIndexMethodReturnsObjects() { // Arrange var mockRepo = new Mock <IRaceRepository>(); mockRepo.Setup(repo => repo.Get()) .Returns(DataTestService.GetTestRace()); var controller = new RaceController(mockRepo.Object); // Act var result = controller.Index(); // Assert var viewResult = Assert.IsType <ViewResult>(result); var model = Assert.IsAssignableFrom <IEnumerable <Race> >( viewResult.ViewData.Model); Assert.Equal(2, model.Count()); }