public IEnumerator PipeGeneratorVelocityTest() { GameObject pipeGenerator = Resources.Load("Prefabs/PipePrefabs/PipeGenerator") as GameObject; PipeGenerator pipeGeneratorScript = pipeGenerator.GetComponent <PipeGenerator>(); if (pipeGeneratorScript != null) { pipeGeneratorScript.CreatePipe(); float firstPipePreXPosition = pipeGeneratorScript.pipe.GetComponent <Rigidbody2D>().transform.position.x; Debug.Log("firstPipePreXPosition = " + pipeGeneratorScript.pipe.GetComponent <Rigidbody2D>().transform.position.x); yield return(new WaitForSeconds(pipeGeneratorScript.spawnWait)); float firstPipePostXPosition = pipeGeneratorScript.pipe.GetComponent <Rigidbody2D>().transform.position.x; Debug.Log("firstPipePostXPosition = " + pipeGeneratorScript.pipe.GetComponent <Rigidbody2D>().transform.position.x); Assert.IsTrue(firstPipePreXPosition > firstPipePostXPosition); } else { Debug.LogError("pipeGeneratorScript == null"); } yield return(null); }
private void lose() { points = 0; transform.position = Vector2.zero; PipeGenerator.Reset(); rb.velocity = Vector2.zero; }
// Start is called before the first frame update void Start() { pipeGenerator = gameObject.AddComponent <PipeGenerator>(); pipeGenerator.origin = pipeGeneratorOrigin.transform; pipeGenerator.obstacle = pipeEntity; player = Instantiate(playerEntity, playerStart.transform); playerPhysics = player.GetComponent <Rigidbody>(); Physics.gravity = new Vector3(0, gravity, 0); pipeGenerator.SpawnPipe(); }
static void Main(string[] args) { //Singleton DatabaseConnect database = DatabaseConnect.returnInstance(); database.updateScore(); Console.ReadKey(); //Chain of Resp. DayCycle d1 = new Morning(); DayCycle d2 = new Day(); DayCycle d3 = new Evening(); DayCycle d4 = new Night(); d1.setNextChain(d2); d2.setNextChain(d3); d3.setNextChain(d4); int[] times = { 11 }; foreach (int time in times) { d1.showDayTime(time); } Console.ReadKey(); PipeGenerator pipeGenerator = new PipeGenerator(); pipeGenerator.generateDongion(); pipeGenerator.generateExit(); pipeGenerator.generatePrizes(); Pipe pipe = null; pipe = pipeGenerator.generatePipe(); Console.ReadKey(); GenerateGround generateGround = new GenerateGround(pipe); generateGround.GeneretaGround(); Console.ReadKey(); //Strategy Enemy enemy; enemy = new Enemy(new Easy()); enemy.setEnemy(); enemy = new Enemy(new Hard()); enemy.setEnemy(); Console.ReadKey(); Player player = new Player(100, 0, 0, new SmallState()); //Facade player.playerGotPowerUp(); player.playerReachedAchievement(); //State player.sizeRequest(); Console.ReadKey(); //Facade player.playerGotHit(); player.playerGotHit(); player.playerGotPowerUp(); player.playerGotPowerUp(); player.sizeRequest(); //Gun factory Console.ReadKey(); player.getPlayerAGun("Ak47"); player.playerShoots(); player.getPlayerAGun("Deagle"); player.playerShoots(); player.getPlayerAGun("Machine"); player.playerShoots(); //Enemies and BossAdapter enemy.setEnemyAttacker(new Turtle()); enemy.showEnemyAttacker(); enemy.setEnemyAttacker(new BossAdapter(new Boss())); enemy.showEnemyAttacker(); //Bridge CollectibleController ringController = new RingController(new Ring(5)); ringController.FirstMethod(5); ringController.SecondMethod(); CollectibleController crownController = new CrownController(new Crown(10)); crownController.FirstMethod(10); crownController.SecondMethod(); Console.ReadKey(); //Memento player.HighScoreState = 52; Caretaker c = new Caretaker(); c.HighScoreMemento = player.showHighScore(); player.HighScoreState = 25; player.saveHighScoreState(c.HighScoreMemento); //Proxy enemy.showEnemyDeath(); IDefenceMediator mediator = new DefenceMediator(); Building tower1 = new Tower(mediator); Building tower2 = new Tower(mediator); Building tower3 = new Tower(mediator); mediator.AddBuildng(tower1); mediator.AddBuildng(tower2); mediator.AddBuildng(tower3); tower1.SendSignal("Player spoted!"); }
void Start() { pipeG = GameObject.FindGameObjectWithTag ("pipecreator").GetComponent<PipeGenerator> (); }
public void UpdatePipeGenReference() { pipeG = GameObject.FindGameObjectWithTag ("pipecreator").GetComponent<PipeGenerator> (); }