예제 #1
0
    private void Update()
    {
        if (vCamera.Follow == null)
        {
            vCamera.Follow = PlayerChoices.FindGaiosComponent <MonoBehaviour>().transform;
        }

        vCamera.m_Lens.OrthographicSize = PlayerChoices.Instance.hasFullVision ? wideZoom : closeZoom;
    }
예제 #2
0
 // Update is called once per frame
 void Update()
 {
     if (trackGaios && trackerToDisplay == null)
     {
         trackerToDisplay = PlayerChoices.FindGaiosComponent <HealthTracker>();
     }
     if (trackerToDisplay != null)
     {
         text.text = string.Format("{0}/{1}", trackerToDisplay.currentHealth, trackerToDisplay.maxHealth);
     }
 }
예제 #3
0
 // Update is called once per frame
 void Update()
 {
     if (trackGaios && trackerToDisplay == null)
     {
         trackerToDisplay = PlayerChoices.FindGaiosComponent <HealthTracker>();
     }
     if (trackerToDisplay != null)
     {
         float percentage = trackerToDisplay.currentHealth / trackerToDisplay.maxHealth;
         myRect.anchorMax = new Vector2(percentage, myRect.anchorMax.y);
     }
 }
예제 #4
0
        public void PlayerOneWins()
        {
            // Arrange
            PlayerChoices newPlayerChoices = new PlayerChoices("rock", "scissors");

            var output = "Player One Wins!";

            // Act
            string result = newPlayerChoices.ComparePlayerChoices();

            // Assert
            Assert.AreEqual(result, output);
        }
예제 #5
0
    void Update()
    {
        isActionFinished = false;

        switch (currentState)
        {
        case BattleStates.START:
            playerChoice     = PlayerChoices.NONE;
            playerTarget     = null;
            enemyTurn        = 1;
            isActionFinished = true;
            player.GetComponent <Animator> ().SetBool("Defence", false);
            break;

        case BattleStates.PLAYERTURN:
            playerSelecting();
            break;

        case BattleStates.PLAYERANIMATION:
            playerMenu.SetActive(false);
            playerAnimation();
            break;

        case BattleStates.ENEMYTURN:
            CharacterAttack(enemies [enemyTurn - 1], player);
            if (isActionFinished && enemies.Count != enemyTurn)
            {
                isActionFinished = false;
                enemyTurn++;
            }
            break;

        case BattleStates.WIN:
            break;

        case BattleStates.LOSE:
            break;
        }
        if (isActionFinished)
        {
            nextBattleState();
        }
    }
예제 #6
0
 void Awake()
 {
     instance = this;
 }
예제 #7
0
 private void runClick()
 {
     playerChoice = PlayerChoices.RUN;
 }
예제 #8
0
 private void defenceClick()
 {
     playerChoice = PlayerChoices.DEFENCE;
 }
예제 #9
0
 private void attackClick()
 {
     playerMenu.SetActive(false);
     playerChoice = PlayerChoices.ATTACK;
 }
예제 #10
0
        public ActionResult Result()
        {
            PlayerChoices newPlayerChoices = new PlayerChoices(Request.Form["inputOne"], Request.Form["inputTwo"]);

            return(View(newPlayerChoices));
        }