public KeyboardMovement(ICharacter character, IInput input, KeyboardMovementMode mode) { _character = character; Enabled = true; Mode = mode; _up = new AGSConcurrentHashSet<Key> (); _down = new AGSConcurrentHashSet<Key> (); _left = new AGSConcurrentHashSet<Key> (); _right = new AGSConcurrentHashSet<Key> (); _keysDown = new AGSConcurrentHashSet<Key> (); input.KeyDown.SubscribeToAsync(onKeyDown); input.KeyUp.SubscribeToAsync(onKeyUp); }
public void ObjectBoolProperties_Test(string propertyName, bool isObj, bool?isParent, bool?isGrandParent, bool result) { Mock <IGameState> state = _mocks.GameState(); AGSBindingList <IRoom> rooms = new AGSBindingList <IRoom> (10); state.Setup(s => s.Rooms).Returns(rooms); Action <IObject, bool> setBool = (propertyName == "Visible") ? _setVisible : _setEnabled; Predicate <IObject> getBool = propertyName == "Visible" ? _getVisible : _getEnabled; AGSConcurrentHashSet <IObject> ui = new AGSConcurrentHashSet <IObject>(); foreach (IObject obj in GetImplementors(_mocks, state)) { state.Setup(s => s.UI).Returns(ui); ui.Add(obj); setBool(obj, isObj); if (!isParent.HasValue) { bool actual = getBool(obj); Assert.AreEqual(result, actual); continue; } foreach (IObject parent in GetImplementors(_mocks, state)) { state.Setup(s => s.UI).Returns(ui); ui.Add(parent); obj.TreeNode.SetParent(parent.TreeNode); setBool(parent, isParent.Value); if (!isGrandParent.HasValue) { bool actual = getBool(obj); Assert.AreEqual(result, actual); continue; } foreach (IObject grandparent in GetImplementors(_mocks, state)) { state.Setup(s => s.UI).Returns(ui); ui.Add(grandparent); parent.TreeNode.SetParent(grandparent.TreeNode); setBool(grandparent, isGrandParent.Value); bool actual = getBool(obj); Assert.AreEqual(result, actual); } } } }
public Mock <IRoom> Room(bool newInstance = false) { if (_room == null || newInstance) { AGSBindingList <IArea> areas = new AGSBindingList <IArea>(5); AGSConcurrentHashSet <IObject> roomObjects = new AGSConcurrentHashSet <IObject> (); _room = new Mock <IRoom> (); _room.Setup(m => m.Background).Returns(Object().Object); _room.Setup(m => m.Objects).Returns(roomObjects); _room.Setup(m => m.ShowPlayer).Returns(true); _room.Setup(m => m.Events).Returns(RoomEvents().Object); _room.Setup(m => m.Areas).Returns(areas); } return(_room); }
public void Init() { _mocks = Mocks.Init(); _resolver = Mocks.GetResolver(); _resolver.Build(); _areas = new AGSBindingList <IArea>(1); _roomObjects = new AGSConcurrentHashSet <IObject>(); _uiObjects = new AGSConcurrentHashSet <IObject>(); var room = _mocks.Room(); room.Setup(m => m.Objects).Returns(_roomObjects); room.Setup(m => m.Areas).Returns(_areas); room.Setup(m => m.Background).Returns(() => null); _mocks.GameState().Setup(s => s.UI).Returns(_uiObjects); }
public void Init() { _mocks = Mocks.Init(); _transitions = new Mock<IAGSRoomTransitions>(); Mock<IEngineConfigFile> configFile = new Mock<IEngineConfigFile>(); _resolver = new Resolver(configFile.Object); _areas = new List<IArea>(); _roomObjects = new AGSConcurrentHashSet<IObject>(); _uiObjects = new AGSConcurrentHashSet<IObject>(); var room = _mocks.Room(); room.Setup(m => m.Objects).Returns(_roomObjects); room.Setup(m => m.Areas).Returns(_areas); room.Setup(m => m.Background).Returns(() => null); _mocks.GameState().Setup(s => s.UI).Returns(_uiObjects); }
public void Init() { _mocks = Mocks.Init(); _transitions = new Mock <IAGSRoomTransitions>(); _resolver = Mocks.GetResolver(); _resolver.Build(); _areas = new AGSBindingList <IArea>(1); _roomObjects = new AGSConcurrentHashSet <IObject>(); _uiObjects = new AGSConcurrentHashSet <IObject>(); _events = _resolver.Container.Resolve <IGameEvents>(); //new AGSGameEvents(null, new AGSEvent(), null, null, null, null, _resolver); var room = _mocks.Room(); room.Setup(m => m.Objects).Returns(_roomObjects); room.Setup(m => m.Areas).Returns(_areas); room.Setup(m => m.Background).Returns(() => null); _mocks.GameState().Setup(s => s.UI).Returns(_uiObjects); }
public AGSSkinComponent() { Skin = AGSGameSettings.CurrentSkin; SkinTags = new AGSConcurrentHashSet<string>(); }
public AGSAreaRestriction() { RestrictionList = new AGSConcurrentHashSet<string>(); }