예제 #1
0
        public void RenderBitmap_UsingSprite_ShouldFillColors()
        {
            // Arrange
            var colorMap = new Color[7, 7];
            var frame    = Color.White.ToBitmap(new[, ]
            {
                { true, true, false },
                { false, true, false },
                { false, true, true }
            });
            var sprite   = new GenericSprite(new Offset(4, 2), frame);
            var expected = Color.White.ToBitmap(new[, ]
            {
                { false, false, false, false, false, false, false },
                { false, false, false, false, false, false, false },
                { false, false, false, false, true, true, false },
                { false, false, false, false, false, true, false },
                { false, false, false, false, false, true, true },
                { false, false, false, false, false, false, false },
                { false, false, false, false, false, false, false }
            });

            // Act
            ColorExtentions.RenderBitmap(colorMap, sprite);

            // Arrange
            Assert.Equal(expected, colorMap);
        }
예제 #2
0
        public void HandleSetName(AdressedMessage adressedMessage)
        {
            if (game.started)
            {
                SendRequestDenied(adressedMessage);
                return;
            }

            SetNameMessage setNameMessage = (SetNameMessage)adressedMessage.message;

            lobby.players[adressedMessage.connectionID].name = setNameMessage.Name;
            int connectionID = adressedMessage.connectionID;
            NewPlayerMessage newPlayerMessage = new NewPlayerMessage {
                PlayerID    = connectionID,
                PlayerColor = ColorExtentions.ToUInt(lobby.players[adressedMessage.connectionID].color),
                PlayerName  = lobby.players[adressedMessage.connectionID].name
            };

            //send new player to lobby
            foreach (KeyValuePair <int, Player> player in lobby.players)
            {
                if (player.Key == connectionID)
                {
                    continue;
                }
                serverBehaviour.QeueMessage(new AdressedMessage(newPlayerMessage, player.Key));
            }
        }
 public static bool ChangeColor(ListElementController_InventoryGear_NotListView __instance, InventoryItemElement_NotListView theWidget)
 {
     try
     {
         ColorExtentions.ChangeBackColor(__instance.componentRef.Def, theWidget);
         TColorExtentions.ChangeTextIconColor(__instance.componentRef.Def, theWidget);
     }
     catch
     {
         return(true);
     }
     return(false);
 }
 public static bool ChangeColor(InventoryItemElement_NotListView __instance, MechComponentRef ___componentRef)
 {
     try
     {
         ColorExtentions.ChangeBackColor(___componentRef.Def, __instance);
         TColorExtentions.ChangeTextIconColor(___componentRef.Def, __instance);
     }
     catch
     {
         return(true);
     }
     return(false);
 }
 public static bool ChangeColor(InventoryDataObject_InventoryWeapon __instance, InventoryItemElement theWidget)
 {
     try
     {
         ColorExtentions.ChangeBackColor(__instance.componentRef.Def, theWidget);
         TColorExtentions.ChangeTextIconColor(__instance.componentRef.Def, theWidget);
     }
     catch
     {
         return(true);
     }
     return(false);
 }
 public static bool ChangeColor(InventoryItemElement theWidget, InventoryDataObject_ShopGear __instance)
 {
     try
     {
         ColorExtentions.ChangeBackColor(__instance.componentDef, theWidget);
         TColorExtentions.ChangeTextIconColor(__instance.componentDef, theWidget);
     }
     catch (Exception ex)
     {
         Control.LogError(ex);
     }
     return(false);
 }
        public static bool ChangeColor(ListElementController_SalvageWeapon_NotListView __instance,
                                       InventoryItemElement_NotListView theWidget)
        {
            try
            {
                if (__instance.componentDef == null)
                {
                    return(true);
                }
                ColorExtentions.ChangeBackColor(__instance.weaponDef ?? __instance.componentDef, theWidget);
                TColorExtentions.ChangeTextIconColor(__instance.weaponDef ?? __instance.componentDef, theWidget);

                return(false);
            }
            catch (Exception e)
            {
                Control.LogError(e);
                return(true);
            }
        }
        public static bool ChangeColor(InventoryDataObject_SalvageGear __instance, InventoryItemElement theWidget)
        {
            try
            {
                if (__instance.componentDef == null)
                {
                    return(true);
                }

                ColorExtentions.ChangeBackColor(__instance.componentDef, theWidget);
                TColorExtentions.ChangeTextIconColor(__instance.componentDef, theWidget);

                return(false);
            }
            catch (Exception e)
            {
                Control.LogError(e);
                return(true);
            }
        }
예제 #9
0
        public void HandleNewConnection(int connectionID)
        {
            //welcome to new player
            var color = new Color(
                UnityEngine.Random.Range(0.2f, 0.5f),
                UnityEngine.Random.Range(0.2f, 0.5f),
                UnityEngine.Random.Range(0.2f, 0.5f)
                );
            var color32 = (Color32)color;

            Debug.Log(color32);
            var welcomeMessage = new WelcomeMessage {
                PlayerID = connectionID,
                Color    = ((uint)color32.r << 24) | ((uint)color32.g << 16) | ((uint)color32.b << 8) | color32.a
            };

            serverBehaviour.QeueMessage(new AdressedMessage(welcomeMessage, connectionID));

            //send lobby to new player
            foreach (KeyValuePair <int, Player> player in lobby.players)
            {
                if (player.Key == connectionID)
                {
                    continue;
                }

                NewPlayerMessage newPlayerMessage = new NewPlayerMessage {
                    PlayerID    = player.Key,
                    PlayerColor = ColorExtentions.ToUInt(player.Value.color),
                    PlayerName  = player.Value.name
                };
                serverBehaviour.QeueMessage(new AdressedMessage(newPlayerMessage, connectionID));
            }

            lobby.players.Add(connectionID, new Player(color));
        }