public Questor() { _lastPulse = DateTime.MinValue; _random = new Random(); _salvage = new Salvage(); _defense = new Defense(); _combat = new Combat(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _missionController = new MissionController(); _drones = new Drones(); _panic = new Panic(); _storyline = new Storyline(); Settings.Instance.SettingsLoaded += SettingsLoaded; // State fixed on ExecuteMission State = QuestorState.Idle; _directEve = new DirectEve(); Cache.Instance.DirectEve = _directEve; _directEve.OnFrame += OnFrame; }
public GameController(IWriter writer) { this.writer = writer; this.wareHouse = new WareHouse(); this.army = new Army(); this.missionController = new MissionController(this.army, this.wareHouse); this.soldiersFactory = new SoldierFactory(); this.missionFactory = new MissionFactory(); }
public GameController() { this.army = new Army(); this.wareHouse = new WareHouse(); this.missionfactory = new MissionFactory(); this.soldierFactory = new SoldierFactory(); this.missionController = new MissionController(this.army, this.wareHouse); this.output = new StringBuilder(); }
public void Enter() { List <GameObject> characters = MissionController.FindCharacters(); MissionController.Characters = characters; MissionController.SecondTurn = new List <GameObject>(MissionController.Characters); MissionController.SetObjectives(); MissionController.currentCharacter = MissionController.Characters[MissionController.Index]; }
void Start() { levelLoader = GetComponent <LevelLoader>(); actualSate = 0; leftButton.onClick.AddListener(Back); rightButton.onClick.AddListener(Next); missionController = GameObject.Find("MissionController").GetComponent <MissionController>(); }
public GameController() { this.army = new Army(); this.wearHouse = new WareHouse(); this.missionController = new MissionController(this.army, this.wearHouse); this.soldierFactory = new SoldierFactory(); this.ammunitionFactory = new AmmunitionFactory(); this.missionFactory = new MissionFactory(); }
public void MissionControllerDisplaysSuccessMessage() { var missionController = new MissionController(this.army, this.warehouse); var mission = new Easy(0); var result = missionController.PerformMission(mission); Assert.IsTrue(result.StartsWith("Mission completed - Suppression of civil rebellion")); }
public void TestMissionsInQueue() { IArmy army = new Army(); IWareHouse wareHouse = new Warehouse(); var missionController = new MissionController(army, wareHouse); IMission mission = new Easy(20); Assert.AreEqual(missionController.PerformMission(mission).Trim(), "Mission on hold - Suppression of civil rebellion"); }
public GameController(IWriter writer, IArmy army, IWareHouse wareHouse, MissionController missionController, ISoldierFactory soldierFactory, IMissionFactory missionFactory) { this.writer = writer; this.army = army; this.wareHouse = wareHouse; this.missionController = missionController; this.soldierFactory = soldierFactory; this.missionFactory = missionFactory; }
public void PerformMissionIsSucceess() { IMission mission = new Easy(0); IArmy army = new Army(); IWareHouse wareHouse = new WareHouse(); MissionController controller = new MissionController(army, wareHouse); string result = controller.PerformMission(mission); Assert.IsTrue(result.StartsWith("Mission completed")); }
//Called when the player presses space within a cube public void StartMission(GameObject missionCube) { if (!takenMission) { MissionController mcs = missionCube.GetComponent <MissionController>(); minimapController.TakeMission(missionCube); takenMission = true; timerController.AddTime(mcs.time); } }
public void CtorShouldInitialiazeCorrectProperties() { // Act this.missionController = new MissionController(this.army, this.wareHouse); // Assert Assert.AreEqual(0, this.missionController.FailedMissionCounter, "Incorrect FailedMissionCounter!"); Assert.AreEqual(0, this.missionController.SuccessMissionCounter, "Incorrect SuccessMissionCounter!"); Assert.AreEqual(0, this.missionController.Missions.Count, "Incorrect Missions count!"); }
public void FailedMissionShouldReturnMissionOnHoldMessage() { this.mission = new Easy(1); this.missionController = new MissionController(new Army(), this.wareHouse); string result = this.missionController .PerformMission(this.mission); Assert.True(result.StartsWith("Mission on hold")); }
void Start() { upgradeSliders = GetComponent <UpgradeSliderController> (); playerShooting = GameObject.Find("Player").GetComponent <PlayerShooting> (); playerMovement = GameObject.Find("Player").GetComponent <PlayerMovement> (); missions = GetComponent <MissionController> (); upgradeSliders.SetupSlider(attackSpeedUpgrade * upgradeAmount, "atk"); upgradeSliders.SetupSlider(damageUpgrade * upgradeAmount, "dmg"); upgradeSliders.SetupSlider(movementSpeedUpgrade * upgradeAmount, "move"); }
void OnTriggerExit(Collider other) { HeliController temp = other.gameObject.GetComponentInChildren <HeliController>(); if (temp != null) { canAcceptMission = false; MissionController.HideMissionAcceptPanel(); } }
public void CreatingControllerWithEmptyArmy() { //Arrange this.sut = new MissionController(null, new WareHouse()); //Act //Assert Assert.Throws <NullReferenceException>(() => this.sut.PerformMission(new Easy(10))); }
public void CreatingControllerWithNullParametersBlowsUpWhenUsed() { //Arrange this.sut = new MissionController(null, null); //Act //Assert Assert.Throws <NullReferenceException>(() => this.sut.PerformMission(new Easy(100))); }
private void Awake() { instance = this; //-------Mission Example-------- //------------------Mission 1----------------- //AddMission("Ondas","Voce tera que fazer mais de 1000 pontos pegando uma onda!",new List<float>(){1000}); //-----------------Mission 2----------------- //AddMission("Dirigir","Dirija 500m com o seu carro",new List<float>(){500}); }
public GameController(IWareHouse wareHouse, IArmy army, MissionController missionController, ISoldierFactory soldiersFactory, IAmmunitionFactory ammunitionFactory, IMissionFactory missionFactory) { this.wareHouse = wareHouse; this.army = army; this.missionController = missionController; this.soldiersFactory = soldiersFactory; this.ammunitionFactory = ammunitionFactory; this.missionFactory = missionFactory; this.result = new StringBuilder(); }
void OnTriggerEnter(Collider other) { HeliController temp = other.gameObject.GetComponentInChildren <HeliController>(); if (temp != null) { canAcceptMission = true; string bestTimeString = GetBestTimeString(); MissionController.ShowMissionAcceptPanel(missionTitle, bestTimeString, missionDescription, idealHelicopter.ToString()); } }
void Start() { Tapsell.initialize("hitinfajfertkdptqjtkqrrfoqrqpignnaaqgitqcdpbcqgskbjdsladrsbddgecniiotk"); persian = Persian; english = English; if (restart) { PlayerPrefs.DeleteAll(); } else { missionController = GetComponent <MissionController>(); DontDestroyOnLoad(gameObject); if (PlayerPrefs.GetInt("FirstTime") == 0) { stateData = new StateData(); currencyData = new CurrencyData(); characterData = new CharacterData(); characterData.charcaterIds = new List <int>(); characterData.GurdianIds = new List <int>(); characterData.levels = new List <Level>(); characterData.charcaterIds.Add(1); characterData.GurdianIds.Add(1); characterData.charcaterId = 1; characterData.GurdianId = 1; characterData.levels.Add(new Level(1)); SetCharacterLevel(1); stateData.hadBoughtFirstOffer = false; stateData.lvl = 0; stateData.EXP = 0; stateData.GoldGet = DateTime.Now; missionController.MakeMission(); saveCharacter(); saveCurrency(); saveState(); PlayerPrefs.SetInt("Meat", 0); PageName = "Entro"; PlayerPrefs.SetString("Language", "Persian"); } else { PlayerPrefs.SetInt("Meat", 1); LoadCharacter(); LoadCurrency(); LoadState(); SetCharacterLevel(characterData.charcaterId); missionController.LoadMission(); PageName = "MainMenu"; } } }
void Awake() { if (!instance) { instance = this; } else { Destroy(this); } }
public GameController(IArmy army, IWareHouse wareHouse, ISoldierFactory soldierFactory, IMissionFactory missionFactory, MissionController missionController, IWriter writer) { this.Army = army; this.WareHouse = wareHouse; this.missionControllerField = missionController; this.soldierFactory = soldierFactory; this.missionFactory = missionFactory; this.writer = writer; this.sb = new StringBuilder(); }
public GameController(ISoldierController soldierController, SoldierFactory soldiersFactory, AmmunitionFactory ammunitionFactory, IOutputGiver outputGiver, Army army, IWareHouse wareHouse, MissionController missionControllerField, MissionFactory missionFactory) { this.soldierController = soldierController; this.soldiersFactory = soldiersFactory; this.ammunitionFactory = ammunitionFactory; this.missionFactory = missionFactory; this.outputGiver = outputGiver; Army = army; WareHouse = wareHouse; MissionControllerField = missionControllerField; }
public void MissionControllerShouldDisplaySuccessMessage() { var army = new Army(); var wareHouse = new WareHouse(); var missionController = new MissionController(army, wareHouse); var mission = new Easy(0); string result = missionController.PerformMission(mission); Assert.IsTrue(result.StartsWith("Mission completed - Suppression of civil rebellion")); }
void Update() { currentMission = gameManager.missionState; if (currentMission == MissionController.FinalMission) { GetComponent<Light> ().enabled = true; } else { GetComponent<Light> ().enabled = false; } }
public void CancelButton() { //Debug.Log("Cancel the mission"); GameObject.Find("DialogBox").GetComponent <TweenPosition>().PlayReverse(); GameObject.Find("DialogBox").transform.Find("AcceptButton").gameObject.SetActive(false); GameObject.Find("DialogBox").transform.Find("CancelButton").gameObject.SetActive(false); MissionController.CancelTheMission(NPCName, NPCDialogList[0]); IsFinish = true; FirstTimeToRead = true; CallReset(); Player.GetComponent <BasicMove>().SetControllable(true); }
public void MissionCtrollerDisplaysSuccessMessage() { var army = new Army(); var wareHourse = new WareHouse(); var missionController = new MissionController(army, wareHourse); var mission = new Easy(0); string result = result = missionController.PerformMission(mission); Assert.IsTrue(result.StartsWith("Mission completed")); }
// Use this for initialization void Start() { playerTarget = GameObject.FindGameObjectWithTag("ShipTargeter").transform; GameObject[] enemiesArray = GameObject.FindGameObjectsWithTag("EnemyShip"); missionController = GameObject.FindGameObjectWithTag("MissionController").GetComponent<MissionController>(); enemies = new List<GameObject>(); foreach (GameObject enemy in enemiesArray) { enemies.Add(enemy); enemy.GetComponent<AI_Controller>().target = playerTarget; } }
public void MissionControllerDisplaysSuccessMessage() { var army = new Army(); var wareHouse = new WareHouse(); var missionController = new MissionController(army, wareHouse); var mission = new Easy(0); var res = missionController.PerformMission(mission); Assert.IsTrue(res.StartsWith("Mission completed - Suppression of civil")); }
public GameController(IWareHouse wareHouse, IAmmunitionFactory ammunitionFactory, ISoldierFactory soldierFactory, IArmy army, IMissionFactory missionFactory, IWriter writer) { this.wareHouse = wareHouse; this.ammunitionFactory = ammunitionFactory; this.soldierFactory = soldierFactory; this.army = army; this.missionFactory = missionFactory; this.writer = writer; this.missionControllerField = new MissionController(army, this.wareHouse); }
public void MissionControllerDisplaysSuccessMessage() { var army = new Army(); var warehouse = new WareHouse(new AmmunitionFactory()); var missionController = new MissionController(army, warehouse); var mission = new Easy(0); string result = missionController.PerformMission(mission); Assert.IsTrue(result.Contains("Mission completed - Suppression of civil rebellion")); }
public GameController() { this.army = new Dictionary <string, List <ISoldier> >(); this.wearHouse = new Dictionary <string, List <IAmmunition> >(); this.armyClass = new Army(); this.wareHouse = new WareHouse(); this.missionControllerField = new MissionController(armyClass, wareHouse); this.ammoFactory = new AmmunitionFactory(); this.soldiersFactory = new SoldierFactory(); this.soldierController = new SoldierController(); this.missionFactory = new MissionFactory(); }
public static void Main() { IArmy army = new Army(); IWareHouse wareHouse = new WareHouse(); MissionController controller = new MissionController(army, wareHouse); IGameController interpreter = new GameController(controller, army, wareHouse); IReader reader = new ConsoleReader(); IWriter writer = new ConsoleWriter(); var engine = new Engine(interpreter, reader, writer); engine.Run(); }
public GenericCombatStoryline() { _neededAmmo = new List<Ammo>(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _traveler = new Traveler(); _combat = new Combat(); _drones = new Drones(); _salvage = new Salvage(); _missionController = new MissionController(); Settings.Instance.SettingsLoaded += ApplySettings; }
//private static readonly int ACCUMULATE = 0; public MissionStatus(int owner) { Battle.MissionDefinition[] list; controller = GameObject.FindWithTag("GameController").GetComponent<MissionController>(); this.owner = owner; buildings = new Dictionary<Storage.BuildingTypes, uint[]>(); units = new Dictionary<Storage.UnitTypes, uint[]>(); //resources = new Dictionary<WorldResources.Type, uint[]>(); GameInformation info = GameObject.Find("GameInformationObject").GetComponent<GameInformation>(); list = info.GetBattle().GetMissions().ToArray(); foreach (Battle.MissionDefinition mission in list) { switch (mission.target) { case Storage.EntityType.UNIT: if (!units.ContainsKey(mission.targetType.unit)) { units.Add(mission.targetType.unit, new uint[2]); } switch (mission.purpose) { case Battle.MissionType.DESTROY: units[mission.targetType.unit][0] = mission.amount; break; case Battle.MissionType.NEW: units[mission.targetType.unit][1] = mission.amount; break; } break; case Storage.EntityType.BUILDING: if (!buildings.ContainsKey(mission.targetType.building)) { buildings.Add(mission.targetType.building, new uint[2]); } switch (mission.purpose) { case Battle.MissionType.DESTROY: buildings[mission.targetType.building][0] = mission.amount; break; case Battle.MissionType.NEW: buildings[mission.targetType.building][1] = mission.amount; break; } break; } } }
// Use this for initialization void Start() { mController = GameObject.Find("MissionController").GetComponent<MissionController>(); }
public Questor(frmMain form1) { m_Parent = form1; _lastPulse = DateTime.MinValue; _random = new Random(); //_debugmodule = new DebugModule(); //_scoop = new Scoop(); _salvage = new Salvage(); _defense = new Defense(); _localwatch = new LocalWatch(); _scanInteraction = new ScanInteraction(); _combat = new Combat(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _courier = new CourierMission(); _switch = new SwitchShip(); _missionController = new MissionController(); _drones = new Drones(); _panic = new Panic(); _storyline = new Storyline(); Settings.Instance.SettingsLoaded += SettingsLoaded; // State fixed on ExecuteMission State = QuestorState.Idle; _directEve = new DirectEve(); Cache.Instance.DirectEve = _directEve; Cache.Instance.StopTimeSpecified = Program.stopTimeSpecified; Cache.Instance.MaxRuntime = Program.maxRuntime; Cache.Instance.StopTime = Program._stopTime; _questorStarted = DateTime.Now; _directEve.OnFrame += OnFrame; }
void Awake() { if (instance == null) { instance = this; missionController = new MissionController(missionType); } else if (instance != this) Destroy (this.gameObject); }
void Update() { if (gameManager.gameState != GameState.NullState) { missionState = gameManager.missionState; } switch (missionState) { case MissionController.Default: SetDawn (); SetSun (350); break; case MissionController.TutorialMission: SetDay (0.6f); //early morning SetSun (45); break; case MissionController.CatMission: SetDay (0.6f); //mid-day SetSun (90); break; case MissionController.BoxesMission: SetDusk (0.6f); //mid afternoon SetSun (160); break; case MissionController.HorsesMission: SetDusk (0.5f); //mid afternoon SetSun (160); break; case MissionController.FinalMission: SetNight (); SetSun (270); break; default: SetDay (1); break; } // Perform standard updates: UpdateFog (); }
public void SetMission(MissionController.Mission mission) { m_name.text = mission.name; m_mission = mission; }
/// Initializes working variables and performs starting calculations. void Initialize() { gameManager = GameObject.Find ("Follow Camera").GetComponent<GmaeManage> (); missionState = gameManager.missionState; mapCentre = GameObject.Find ("Centre of Map").transform; sun = GetComponent<Light> (); }
// Use this for initialization void Start() { missionController = GameObject.FindGameObjectWithTag("MissionController").GetComponent<MissionController>(); }
void Start() { missionController = GameObject.FindObjectOfType<MissionController>(); switch (ai_type) { case AI_Types.FlyBy: ai_state = AI_States.Hunting; break; case AI_Types.Assassin: ai_state = AI_States.Waiting; break; case AI_Types.Vulture: ai_state = AI_States.Waiting; break; default: break; } attacking = false; }