public void GetFlights_GetRecords_True() { CsvDataManager csvDataManager = new CsvDataManager(); var flights = csvDataManager.GetFlights(); Assert.IsTrue((flights.ToList().Count > 0)); }
public void GetFlightsBySelection_GetRecords_Pass() { CsvDataManager csvDataManager = new CsvDataManager(); var flights = csvDataManager.GetFlightsBySelection("SEA", "PHX"); Assert.IsTrue((flights.ToList().Count == 4)); }
public void GetAirport_GetRecords_Pass() { CsvDataManager csvDataManager = new CsvDataManager(); var airports = csvDataManager.GetAirports("SEA"); Assert.AreEqual("Seattle WA (SEA-Seattle/Tacoma Intl.)".Trim(), airports.Name.Trim()); }
public void GetAirports_GetRecords_True() { CsvDataManager csvDataManager = new CsvDataManager(); var airports = csvDataManager.GetAirports(); Assert.IsTrue((airports.ToList().Count > 0)); }
void Awake() { if (Instance != null) { // 如果从大厅回退到登录,代码还是会走到这里,只能手动删除一下,这个错误也改为一个警告。 // 因为这是无法避免的。 Debug.LogWarning("ClientManager is Singleton! Cannot be created again!"); DestroyImmediate(Instance.gameObject); } Instance = this; _lobbyManager.gameObject.SetActive(false); DontDestroyOnLoad(gameObject); // 初始化全局量 Utils.InitLogFileName(); // 初始化数据表 CsvDataManager = gameObject.AddComponent <CsvDataManager>(); StartCoroutine(DownloadDataFiles()); // 限制帧速率 Application.targetFrameRate = 30; }
void Awake() { if (Instance != null) { Debug.LogError("GameRoomManager is Singleton! Cannot be created again!"); } Instance = this; //读取数据 // 为了测试战场内的功能,我需要单独运行Room场景,直接进入房间服务器,这时候CsvDataManger还没有被初始化,所以需要单独被初始化 // 但是因为这个初始化只能是异步的(从StreamingAssets目录里读取文件,只能使用WWW异步读取), // 所以这里做出分支,如果ClientManager.Instance不存在,就说是是独立运行的分支. if (ClientManager.Instance != null) { // CsvDataManager这个实例在游戏一开始已经被ClientManager初始化过 CsvDataManager = ClientManager.Instance.CsvDataManager; CommandManager.LoadCommands(); roomData = ClientManager.Instance.EnterRoom; _address = roomData.Address; _port = roomData.Port; } else { // CsvDataManager尚未被初始化过 CsvDataManager = gameObject.AddComponent <CsvDataManager>(); StartCoroutine(DownloadDataFiles()); } }
private const float _HEART_BEAT_INTERVAL = 60f; // 心跳时间间隔,服务器检测用的间隔比客户端实际间隔要多一些, LobbyServer的间隔要再多一些,因为客户端与大厅之间的消息少 #region 初始化 void Awake() { if (Instance != null) { Debug.LogError("LobbyManager is Singleton! Cannot be created again!"); } Instance = this; Players = new Dictionary <SocketAsyncEventArgs, PlayerInfo>(); Rooms = new Dictionary <long, RoomInfo>(); RoomServers = new Dictionary <SocketAsyncEventArgs, RoomServerInfo>(); // 读取数据表 CsvDataManager = gameObject.AddComponent <CsvDataManager>(); CsvDataManager.LoadDataAll(); var csv = CsvDataManager.Instance.GetTable("server_config_lobby"); if (csv != null) { // 房间服务器监听地址, 按理说监听地址, 不能由外部指定, 但是对于云服务器, 是没有本地地址的, 只能外部指定 _server.Address = csv.GetValue(1, "LobbyServerAddress"); _server.Port = csv.GetValueInt(1, "LobbyServerPort"); } // 限制帧速率 Application.targetFrameRate = 30; }
void Awake() { if (Instance) { Debug.LogError("CsvDataManager is singlon, cannot be initialized more than once!"); } Instance = this; }
private void Init() { csvData = GetComponent <CsvDataManager>(); csvData.Init(); variable = GetComponent <GlobalVariableManager>(); variable.Init(); condition = GetComponent <ConditionManager>(); condition.Init(); }
void Awake() { if (Instance != null) { Debug.LogError("ClientManager is Singleton! Cannot be created again!"); } Instance = this; LobbyManager.gameObject.SetActive(false); // 读取数据表 CsvDataManager = gameObject.AddComponent <CsvDataManager>(); CsvDataManager.LoadDataAll(); // 限制帧速率 Application.targetFrameRate = 30; }