public static void Main(string[] args) { Console.WriteLine("Creating the Matrix..."); Console.WriteLine(); TheMatrix theMatrix = new TheMatrix(); theMatrix.TakeBluePill(); theMatrix.EncounterAgentSmith(5); theMatrix.FireBullets(100); theMatrix.MakePhoneCall(); theMatrix.PrintState(); Console.WriteLine(); Console.WriteLine("Cloning the Matrix..."); Console.WriteLine(); TheMatrix newMatrix = theMatrix.Clone() as TheMatrix; if (newMatrix != null) { newMatrix.PrintState(); } Console.ReadLine(); }
private void Update() { if (Input.GetKeyDown(keyCode)) { TheMatrix.SendGameMessage(messageToSend); print(messageToSend + " trigged!"); } }
private void Update() { if (Input.GetKeyDown(KeyCode)) { TestSystem.StartTeat(); TheMatrix.SendGameMessage(message); print(message + "send!"); } }
public void SetTestScene() { if (EditorApplication.isPlaying) { LogError("请先退出播放模式!"); return; } if (!CheckProperties()) { return; } //保存场景 EditorSceneManager.SaveOpenScenes(); //加载system场景并配置The Matrix Scene systemScene = EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_system), OpenSceneMode.Single); TheMatrix matrix = systemScene.GetRootGameObjects()[0].GetComponent <TheMatrix>(); matrix._logo = _logo.name; matrix._startMenu = _startMenu.name; matrix._lobby = _lobby.name; matrix._inGame = _inGame.name; matrix.test = true; EditorSceneManager.SaveScene(systemScene); //加载Loading场景并配置SceneSystem EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_loading), OpenSceneMode.AdditiveWithoutLoading); GameSystem.PresentSetting.SceneSystemSetting sceneSystemSetting = Resources.Load <GameSystem.PresentSetting.SceneSystemSetting>("System/" + typeof(GameSystem.PresentSetting.SceneSystemSetting).ToString().Substring(26)); sceneSystemSetting.loadingScene = _loading.name; //加载其它场景 EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_logo), OpenSceneMode.AdditiveWithoutLoading); EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_startMenu), OpenSceneMode.AdditiveWithoutLoading); EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_lobby), OpenSceneMode.AdditiveWithoutLoading); EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(_inGame), OpenSceneMode.AdditiveWithoutLoading); Log("测试环境准备完毕!"); if (quickStart) { EditorApplication.isPlaying = true; } }
public void Destroy() { if (isDestroyed) { Log("Disposed."); return; } isDestroyed = true; Log("Destroy"); TheMatrix.StopAllCoroutines(typeof(Server)); udpReceiveThread?.Abort(); udpClient.Close(); listenThread?.Abort(); connections?.ForEach(conn => { conn.Destroy(); }); connections?.Clear(); listener?.Stop(); }
public void SendGameMessage() { TheMatrix.SendGameMessage(messageToSend); print(messageToSend + " sended!"); }
public void Load() { TheMatrix.Load(target); }
public void Save() { TheMatrix.Save(target); }
public void Send() { TheMatrix.SendGameMessage(toSend); }
//Input public void SendGameMessage() { TheMatrix.SendGameMessage(message); }
public void BindObject(TheMatrix matrix) { this.matrix = matrix; }
public void SendGameMessage() { TheMatrix.SendGameMessage(message); print(message + "send!"); }