static void Main(string[] args) { Transport ts1 = new Bactrian("Двугорбый верблюд", 10, 30); Transport ts2 = new AllTerainBoots("Ботинки-вездеходы", 6, 60); Transport ts3 = new CamelSpeedBoat("Верблюд-быстроход", 40, 10); Transport ts4 = new Centaur("Кентавр", 15, 8); Transport ts5 = new MyLand("MeLand", 10, 10, 5); Transport ts6 = new Broom("Метла", 20); Transport ts7 = new FlyCarpet("Ковер-самолет", 10); Transport ts8 = new Mortar("Ступа", 8); Transport ts9 = new MyAir("MeAir", 100, 50); List <Transport> ts = new List <Transport>(); ts.Add(ts1); ts.Add(ts2); ts.Add(ts3); ts.Add(ts4); ts.Add(ts5); ts.Add(ts6); ts.Add(ts7); ts.Add(ts8); ts.Add(ts9); AllTsRace race = new AllTsRace(1000, ts); Transport first = race.Champion(); string actual = first.Name; Console.WriteLine(actual); }
public void SpeedCamelAnswerTest() { var magicCarpet = new MagicCarpet(); var mortar = new Mortar(); var broom = new Broom(); var camel = new BactrianCamel(); var speedCamel = new SpeedCamel(); var centaur = new Centaur(); var allTerrainBoots = new AllTerrainBoots(); var vehicles = new List <Vehicle> { magicCarpet, mortar, broom, camel, speedCamel, centaur, allTerrainBoots }; var race = new Race <Vehicle>(1000, vehicles); var winner = race.RunRace(); Assert.AreEqual("SpeedCamel", winner.GetType().Name); }
public void TestAir() { //arrange //act string expected = "MeAir"; Transport ts6 = new Broom("Метла", 20); Transport ts7 = new FlyCarpet("Ковер-самолет", 10); Transport ts8 = new Mortar("Ступа", 8); Transport ts9 = new MyAir("MeAir", 100, 50); List <Transport> ts = new List <Transport>(); ts.Add(ts6); ts.Add(ts7); ts.Add(ts8); ts.Add(ts9); Race <Transport> race = new Race <Transport>(1000, ts); Transport first = race.Champion(); string actual = first.Name; Assert.AreEqual(expected, actual); //assert ожидали - получили }
private void Awake() { levelMortars = FindObjectsOfType <Mortar>(); Debug.Log(levelMortars.Length); main = this; ball = Instantiate(ballPrefab, starterMortar.transform.position + new Vector3(0, 4), Quaternion.identity); currentMortar = starterMortar; }
public void mortartest() { Mortar mortar = new Mortar(); var actual = mortar.calc(100); var expented = 11.75; Assert.AreEqual(expented, actual); }
void HandleTouchOverObjects() { touchs.Clear(); touchs.AddRange(Input.touches); if (Input.GetMouseButton(0)) { Touch m = new Touch(); m.position = Input.mousePosition; touchs.Add(m); } if (touchs.Count == 0) { if (current) { current.TouchOut(); } previous = current = null; } foreach (Touch t in touchs) { Ray r = Camera.main.ScreenPointToRay(t.position); RaycastHit rh; if (current) { TouchBubble.GetComponent <SpriteRenderer>().DOFade(1, 0.4f); Vector3 TargetPosition = new Vector3(r.origin.x, r.origin.y, 0); Vector3 Dir = (TargetPosition - current.transform.position); if (Dir.sqrMagnitude > 8.5) { TargetPosition = Dir.normalized * 4.25f + current.transform.position; } TouchBubble.DOMove(TargetPosition, 0.1f); current.TouchUpdate(Dir); } if (Physics.Raycast(r.origin, Vector3.forward, out rh, 20)) { Mortar m = rh.transform.parent.GetComponent <Mortar>(); if (m && m == LevelManager.currentMortar) { current = m; m.TouchIsOver(); if (current != previous && previous) { previous.TouchOut(); } previous = current; break; } } } if (!current) { TouchBubble.GetComponent <SpriteRenderer>().DOFade(0, 0.4f); } }
private void OnCollisionEnter2D(Collision2D other) { Mortar om = other.gameObject.GetComponent <Mortar>(); if (om) { LevelManager.main.ballInAir = false; LevelManager.currentMortar = om; } }
void AddMortarToProperGroup(Mortar _mrt) { Mortar mrt = _mrt; for (int i = 0; i < classifiedMortars.Length; i++) { if (classifiedMortars[i].priorityGroup == mrt.priorityGroup) { classifiedMortars[i].mortars.Add(mrt); break; } } }
protected virtual IEnumerator LaunchMortar(int numMortars) { while (numMortars > 0) { Mortar mortarObject = (Instantiate(mortar) as GameObject).GetComponent <Mortar>(); mortarObject.Init(mortarSettings, transform.position); numMortars--; yield return(new WaitForSeconds(delayBetweenMortars)); } _firing = false; }
public override void Action() { if (timer > interval) { Player player = initiator.GetComponent <Player> (); if (player != null) { Mortar.Create(prefab, barrel.transform, speed, dispertion, acceleration, ascendingTime, 1000f, deathDelay, damage, minDamage, damageDecrease, true, player.isHuman, player, damageRadius); timer = 0f; audio.Play(); } } }
public void AddTransport(TransportType x) { ITransport newTransport; switch (x) { case TransportType.Centaur: newTransport = new Centaur(); break; case TransportType.TwoCamel: newTransport = new TwoCamel(); break; case TransportType.FastCamel: newTransport = new FastCamel(); break; case TransportType.Boots: newTransport = new Boots(); break; case TransportType.Broom: newTransport = new Broom(); break; case TransportType.MagicCarpet: newTransport = new MagicCarpet(); break; case TransportType.Mortar: newTransport = new Mortar(); break; default: throw new ArgumentOutOfRangeException(nameof(x), x, null); } try { _newRace.Add(newTransport); } catch (WrongParty e) { Console.WriteLine(e.Message); throw new CanNotBeAdd("Add problem"); } }
// Prendre le mortier public bool TakeMortar() { Mortar mortar = Mortar.GetComponent <Mortar>(); if (mortar.IsIngredientCrushed) { Debug.Log("LeftHand: Mortar taken"); Mortar.transform.parent = transform; m_mortar = Mortar.transform; return(true); } Debug.LogWarning("LeftHand: Could not take mortar (mortar empty or ingredient not crushed)"); return(false); }
private void AddBullets(Vector2 position) { // Create the animation object Animation bulletsAnimation = new Animation(); // Initialize the animation with the correct animation information bulletsAnimation.Initialize(bulletTexture, Vector2.Zero, 160, 160, 8, 40, Color.White, 1f, true); //bulletAnimation.Initialize(explosionTexture, Vector2.Zero, 134, 134, 12, 45, Color.White, 1f, true); Mortar bullet = new Mortar(); bullet.Initialize(bulletsAnimation, position, GraphicsDevice.Viewport); bullets.Add(bullet); }
public static GameObject Create(GameObject prefab, Transform barrel, float speed, float dispertion, float acceleration, float ascendingTime, float maxDescendingSpeed, float deathDelay, float initialDamage, float minDamage, float damageDecrease, bool friendlyFire, bool hitMarker, Player shooter, float radius) { GameObject pro = BalisticShot.Create(prefab, barrel, speed, dispertion, acceleration, ascendingTime, maxDescendingSpeed, deathDelay); Mortar mortar = pro.GetComponent <Mortar> (); mortar.initialDamage = initialDamage; mortar.minDamage = minDamage; mortar.damageDecrease = damageDecrease; mortar.friendlyFire = friendlyFire; mortar.hitMarker = hitMarker; mortar.shooter = shooter; mortar.radius = radius; return(pro); }
private static void Callff() { Console.WriteLine("What should we call in?"); Console.WriteLine("1. Mortars"); Console.WriteLine("2. Apache"); int callff = Convert.ToInt32(Console.ReadLine()); if (callff == 1) { Mortar newMortar = new Mortar(); Console.WriteLine("Mortars are being loaded"); newMortar.Load(); Console.ReadLine(); Console.WriteLine("Firing..."); newMortar.Fire(); Console.WriteLine("Shots missed...\n"); newMortar.ReLoad(); Console.WriteLine("Target hit, press enter to fire for effect\n"); Console.ReadLine(); newMortar.Fireforeffect(); Console.ReadLine(); ReturntoBase(); } else if (callff == 2) { Apache newApache = new Apache(); Console.WriteLine("Apache inbound\n"); Console.ReadLine(); newApache.Load(); Console.WriteLine("Rounds incoming\n"); newApache.Fire(); Console.WriteLine("Target almost destroyed, need to do another pass\n"); Console.WriteLine("Press enter to have the apache re-engage and destroy the target"); Console.ReadLine(); newApache.ReLoad(); newApache.Fireforeffect(); Console.ReadLine(); ReturntoBase(); } else { Console.WriteLine("Mission Complete"); } }
public void BroomAnswerTest() { var magicCarpet = new MagicCarpet(); var mortar = new Mortar(); var broom = new Broom(); var vehicles = new List <AirVehicle> { magicCarpet, mortar, broom }; var race = new Race <AirVehicle>(1000, vehicles); var winner = race.RunRace(); Assert.AreEqual("Broom", winner.GetType().Name); }
public void AirEarthRacetest() { Centaur cen = new Centaur(); Two_humped_Camel twoHumpedCamel = new Two_humped_Camel(); Magiccarpet carpet = new Magiccarpet(); Mortar mortar = new Mortar(); Broom broom = new Broom(); Bootsalltrains boot = new Bootsalltrains(); CamelSpeedBoat camelspped = new CamelSpeedBoat(); AirEarthRace race = new AirEarthRace(new List <EarthTransport> { cen, camelspped, twoHumpedCamel, boot }, new List <AirTransport> { carpet, broom, mortar }); var actual = race.calc(100); var expented = "CamelSppedBoat"; Assert.AreEqual(expented, actual); }
private void scriptMyselfFightToolStripMenuItem_Click(object sender, EventArgs e) { string totalText = "Hoplites: " + Hoplite.ToString() + "\n"; totalText += "Steam giants: " + SteamGiant.ToString() + "\n"; totalText += "Spearmen: " + Spearman.ToString() + "\n"; totalText += "Slingers: " + Slinger.ToString() + "\n"; totalText += "Swordsmen: " + Swordsman.ToString() + "\n"; totalText += "Archers: " + Archer.ToString() + "\n"; totalText += "Sulphur carabineers: " + SulphurCarabineer.ToString() + "\n"; totalText += "Rams: " + Ram.ToString() + "\n"; totalText += "Catapults: " + Catapult.ToString() + "\n"; totalText += "Mortars: " + Mortar.ToString() + "\n"; totalText += "Gyrocopters: " + Gyrocopter.ToString() + "\n"; totalText += "Balloon bombardiers: " + BalloonBombardier.ToString() + "\n"; totalText += "Cooks: " + Cook.ToString() + "\n"; totalText += "Doctors: " + Doctor.ToString() + "\n"; totalText += "Transporter ships: " + TransporterShips.ToString() + "\n"; totalText += "\nWhen finished, go to the city and press \"Raid\""; MessageBox.Show(totalText, "Auto fight"); }
public override void _Ready() { GD.Randomize(); // Get references to all the nodes we need to manipulate _mortar = GetNode <Mortar>("MortarPestle/Mortar"); _potionCircle = GetNode <PotionCircle>("MortarPestle/Crush/PotionCircle"); _potionReagentsBox = GetNode <VBoxContainer>("MortarPestle/PickReagents/PotionReagentsBox"); _helpDialog = GetNode <AcceptDialog>("HelpDialog"); _proceedToCrush = GetNode <Button>("MortarPestle/PickReagents/ProceedToCrush"); _tween = GetNode <Tween>("MortarPestle/PickReagents/Tween"); _inventory = GetNode <Inventory>("MortarPestle/PickReagents/Inventory"); _inventory.SetSize(4, 4); _inventory.DrawPosition = new Vector2(324f, 16f); _inventory.CanDeselect = false; _itemTooltip = GetNode <ItemTooltip>("MortarPestle/PickReagents/ItemTooltip"); _debugOverlay = GetNode <DebugOverlay>("DebugOverlay"); // Load assets needed _itemBtnBg = GD.Load <Texture>("res://textures/item_slot.png"); _singleItemSlot = GD.Load <Texture>("res://textures/single_item_slot.png"); _smallFont = GD.Load <DynamicFont>("res://font/small_font.tres"); // Signal connections GetNode <TouchScreenButton>("HelpButton").Connect("released", this, nameof(DisplayHelpPopup)); _proceedToCrush.Connect("pressed", this, nameof(ProceedToCrushPressed)); _tween.Connect("tween_all_completed", this, nameof(TweenAllCompleted)); _inventory.Connect("ItemSlotSelected", this, nameof(InventorySlotSelected)); GetNode <Button>("MortarPestle/PickReagents/AddToPotion").Connect("pressed", this, nameof(ItemButtonReleased)); // Adding items to simulate an inventory _itemList.AddRange(new Item.ItemStack[] { new Item.ItemStack(Items.BRIMSTONE, 1), new Item.ItemStack(Items.FLY_AGARIC, 3), new Item.ItemStack(Items.ELDERBERRIES, 5), new Item.ItemStack(Items.ORPIMENT, 1), new Item.ItemStack(Items.HOLLY_BERRIES, 3) }); _inventory.UpdateSlots(_itemList); // Tracking stuff for debug _debugOverlay.TrackProperty(nameof(_mortarPestleStage), this, "MortarPestleStage"); _debugOverlay.TrackProperty(nameof(_mortar.CurrentParticleColour), _mortar, "Splash Colour"); }
public void TestLandAndAir() { //arrange //act string expected = "MeAir"; Transport ts1 = new Bactrian("Двугорбый верблюд", 10, 30); Transport ts2 = new AllTerainBoots("Ботинки-вездеходы", 6, 60); Transport ts3 = new CamelSpeedBoat("Верблюд-быстроход", 40, 10); Transport ts4 = new Centaur("Кентавр", 15, 8); Transport ts5 = new MyLand("MeLand", 10, 10, 5); Transport ts6 = new Broom("Метла", 20); Transport ts7 = new FlyCarpet("Ковер-самолет", 10); Transport ts8 = new Mortar("Ступа", 8); Transport ts9 = new MyAir("MeAir", 100, 50); List <Transport> ts = new List <Transport>(); ts.Add(ts1); ts.Add(ts2); ts.Add(ts3); ts.Add(ts4); ts.Add(ts5); ts.Add(ts6); ts.Add(ts7); ts.Add(ts8); ts.Add(ts9); Race <Transport> race = new Race <Transport>(1000, ts); Transport first = race.Champion(); string actual = first.Name; Assert.AreEqual(expected, actual); //assert ожидали - получили }
private void Start() { previous = current; }
public void Mortar_Test(Double distance, Double time) { var mortar = new Mortar(); Assert.That(mortar.Ride(distance), Is.EqualTo(time)); }
protected override void arrangement() { base.arrangement(); mortar = new Mortar(mars); }
public void TestMethod2() { BaseUnitType gUnit = new Infantry(); var inf1 = new Infantry(); var inf2 = new Infantry(); var inf3 = new Infantry(); var eng1 = new Engineer(); var eng2 = new Engineer(); var eng3 = new Engineer(); var scout1 = new Scout(); var scout2 = new Scout(); var scout3 = new Scout(); var mar1 = new Marine(); var mar2 = new Marine(); var mar3 = new Marine(); var light1 = new Light(); var light2 = new Light(); var light3 = new Light(); var heavy1 = new Heavy(); var heavy2 = new Heavy(); var heavy3 = new Heavy(); var mort1 = new Mortar(); var mort2 = new Mortar(); var mort3 = new Mortar(); var art1 = new Artillery(); var art2 = new Artillery(); var art3 = new Artillery(); var air1 = new Airborn(); var air2 = new Airborn(); var air3 = new Airborn(); var snip1 = new Sniper(); var snip2 = new Sniper(); var snip3 = new Sniper(); inf1.Dispose(); eng2.Dispose(); scout1.Dispose(); mar3.Dispose(); light2.Dispose(); heavy1.Dispose(); mort3.Dispose(); art2.Dispose(); air3.Dispose(); snip1.Dispose(); inf1.DisplayString(); inf2.DisplayString(); inf3.DisplayString(); eng1.DisplayString(); eng2.DisplayString(); eng3.DisplayString(); scout1.DisplayString(); scout2.DisplayString(); scout3.DisplayString(); mar1.DisplayString(); mar2.DisplayString(); mar3.DisplayString(); light1.DisplayString(); light2.DisplayString(); light3.DisplayString(); heavy1.DisplayString(); heavy2.DisplayString(); heavy3.DisplayString(); mort1.DisplayString(); mort2.DisplayString(); mort3.DisplayString(); art1.DisplayString(); art2.DisplayString(); art3.DisplayString(); air1.DisplayString(); air2.DisplayString(); air3.DisplayString(); snip1.DisplayString(); snip2.DisplayString(); snip3.DisplayString(); }