// ==================================================================== // 패턴을 진행합시다. 패턴은 보스가 가진 패턴 컨트롤러에 의해 관리됨. // ==================================================================== protected void PatternSetting(BOSS boss) { if (!m_PatternContorller) { m_PatternContorller = gameObject.AddComponent <PatternController>(); } // 공격 패턴 시작. m_PatternContorller.SetPattern(this, boss); }
protected void PatternStart() { if (!m_PatternContorller) { m_PatternContorller = gameObject.AddComponent <PatternController>(); } m_PatternContorller.PlayPattern(); }
public async Task AddPatternShouldAddPattern() { var pattern = new Pattern(); _projectBLMock.Setup(x => x.AddPatternAsync(It.IsAny <Pattern>())).Returns(Task.FromResult <Pattern>(pattern)); var patternController = new PatternController(_projectBLMock.Object); var result = await patternController.AddPatternAsync(new Pattern()); Assert.IsAssignableFrom <CreatedAtActionResult>(result); _projectBLMock.Verify(x => x.AddPatternAsync((It.IsAny <Pattern>()))); }
public void GetPattern() { // Arrange var controller = new PatternController(_patternService); var id = 1; // Act var result = controller.GetPatternById(id); // Assert Assert.IsNotNull(result); // Assert.AreEqual("", result.Name); // Assert.AreEqual(3, result.Data); }
public async Task UpdatePatternShouldUpdatePattern() { var pattern = new Pattern { Id = 1 }; _projectBLMock.Setup(x => x.UpdatePatternAsync(It.IsAny <Pattern>())).Returns(Task.FromResult(pattern)); var patternController = new PatternController(_projectBLMock.Object); var result = await patternController.UpdatePatternAsync(pattern.Id, pattern); Assert.IsAssignableFrom <NoContentResult>(result); _projectBLMock.Verify(x => x.UpdatePatternAsync(pattern)); }
public async Task GetPatternsAsyncShouldReturnPatterns() { //arrange Pattern pattern = new Pattern(); _projectBLMock.Setup(i => i.GetPatternsAsync()); PatternController patternController = new PatternController(_projectBLMock.Object); //act var result = await patternController.GetPatternsAsync(); //assert Assert.IsType <OkObjectResult>(result); }
/// <summary> /// create a new pattern /// создать новый паттерн /// </summary> public void CreatePattern() { int newPatternNum = 1; if (Patterns.Count >= newPatternNum) { newPatternNum = Patterns.Count + 1; } PatternsCreateUi ui = new PatternsCreateUi(newPatternNum); ui.ShowDialog(); if (ui.IsAccepted == false) { return; } if (Patterns.Find(s => s.Name == ui.NamePattern) != null) { SendNewLogMessage(OsLocalization.Miner.Message1, LogMessageType.Error); return; } // forbidden symbols: # * ? % ^; // запрещённые символы: # * ? % ^ ; if (ui.NamePattern.IndexOf('#') > -1 || ui.NamePattern.IndexOf('*') > -1 || ui.NamePattern.IndexOf('?') > -1 || ui.NamePattern.IndexOf('%') > -1 || ui.NamePattern.IndexOf('^') > -1 || ui.NamePattern.IndexOf(';') > -1 ) { SendNewLogMessage(OsLocalization.Miner.Message2, LogMessageType.Error); return; } PatternController newPattern = new PatternController(); newPattern.NeadToSaveEvent += pattern_NeadToSaveEvent; newPattern.LogMessageEvent += SendNewLogMessage; newPattern.Name = ui.NamePattern; Patterns.Add(newPattern); newPattern.ShowDialog(); _activPatternNum = Patterns.Count - 1; PaintSet(); }
public async Task GetPatternByIdShouldGetPattern() { var patternId = 1; var pattern = new Pattern { Id = patternId }; _projectBLMock.Setup(x => x.GetPatternByIDAsync(It.IsAny <int>())).Returns(Task.FromResult(pattern)); var patternController = new PatternController(_projectBLMock.Object); var result = await patternController.GetPatternByIDAsync(patternId); Assert.Equal(patternId, ((Pattern)((OkObjectResult)result).Value).Id); _projectBLMock.Verify(x => x.GetPatternByIDAsync(patternId)); }
/// <summary> /// создать новый паттерн /// </summary> public void CreatePattern() { int newPatternNum = 1; if (Patterns.Count >= newPatternNum) { newPatternNum = Patterns.Count + 1; } PatternsCreateUi ui = new PatternsCreateUi(newPatternNum); ui.ShowDialog(); if (ui.IsAccepted == false) { return; } if (Patterns.Find(s => s.Name == ui.NamePattern) != null) { SendNewLogMessage("Сет с таким именем уже создан", LogMessageType.Error); return; } // запрещённые символы: # * ? % ^ ; if (ui.NamePattern.IndexOf('#') > -1 || ui.NamePattern.IndexOf('*') > -1 || ui.NamePattern.IndexOf('?') > -1 || ui.NamePattern.IndexOf('%') > -1 || ui.NamePattern.IndexOf('^') > -1 || ui.NamePattern.IndexOf(';') > -1 ) { SendNewLogMessage("Символы # * ? % ^ ; запрещены в названиях", LogMessageType.Error); return; } PatternController newPattern = new PatternController(); newPattern.NeadToSaveEvent += pattern_NeadToSaveEvent; newPattern.LogMessageEvent += SendNewLogMessage; newPattern.Name = ui.NamePattern; Patterns.Add(newPattern); newPattern.ShowDialog(); _activPatternNum = Patterns.Count - 1; PaintSet(); }
public async Task GetPatternByIdAsync_ShouldReturnNotFound_WhenPatternIsNull() { //arrange var patternID = 1; Pattern pattern = null; _projectBLMock.Setup(i => i.GetPatternByIDAsync(patternID)).ReturnsAsync(pattern); PatternController patternController = new PatternController(_projectBLMock.Object); //act var result = await patternController.GetPatternByIDAsync(patternID); //assert Assert.IsType <NotFoundResult>(result); }
public async Task AddPatternAsync_ShouldReturnStatusCode400_WhenPatternIsInvalid() { //arrange Pattern pattern = null; _projectBLMock.Setup(i => i.AddPatternAsync(pattern)).Throws(new Exception()); PatternController patternController = new PatternController(_projectBLMock.Object); //act var result = await patternController.AddPatternAsync(pattern); //assert Assert.IsType <StatusCodeResult>(result); Assert.Equal(400, ((StatusCodeResult)result).StatusCode); }
/// <summary> /// загрузить сет из строки /// </summary> /// <param name="saveStr"></param> public void Load(string saveStr) { string[] patterns = saveStr.Split('*'); Name = patterns[0]; for (int i = 1; i < patterns.Length; i++) { PatternController pattern = new PatternController(); pattern.Load(patterns[i]); Patterns.Add(pattern); pattern.NeadToSaveEvent += pattern_NeadToSaveEvent; pattern.LogMessageEvent += SendNewLogMessage; } }
private void InitNextPattern(GameObject[] patterns) { int nextPatternIndex = (int)Mathf.Round(Random.Range(0, patterns.Length)); PatternController nextPatternControlerScript = patterns[nextPatternIndex].GetComponent <PatternController>(); Vector3 newPatternPoint = new Vector3(0, 0, currentPatternControllerScript.currentPatternWidthRef.GetComponent <MeshRenderer>().bounds.size.z / 2 + nextPatternControlerScript.currentPatternWidthRef.GetComponent <MeshRenderer>().bounds.size.z / 2 + currentPatternControllerScript.currentPatternWidthRef.position.z); GameObject newGeneratePattern = Instantiate(patterns[nextPatternIndex], newPatternPoint, Quaternion.identity) as GameObject; newGeneratePattern.transform.parent = stageController.transform; newGeneratePattern.name = patterns[nextPatternIndex].gameObject.name; Transform currentPattern = transform.parent; if (!currentPattern.Equals(stageController.transform.GetChild(0))) { Destroy(stageController.transform.GetChild(0).gameObject); } }
private void Awake() { currentPatternControllerScript = currentPattern.GetComponent <PatternController>(); }
private void Awake() { DontDestroyOnLoad(gameObject); patternController = GetComponent <PatternController>(); notePooler = GetComponent <NotePooler>(); }
// Start is called before the first frame update void Start() { patternControl = GetComponent <PatternController>(); }
private void Awake() { Instance = this; }
// Start is called before the first frame update void Start() { text = GetComponent <TextMeshProUGUI>(); _patternController = FindObjectOfType <PatternController>(); intro = true; }