상속: MonoBehaviour
예제 #1
0
    public static brick[] CreateBricks()
    {
        brick[] bricks = new brick[40];

        for (int i = 0; i < bricks.Length; i++)
        {
            bricks[i].x         = (byte)((i % 10) * 4);
            bricks[i].y         = (byte)(2 + (i / 10));
            bricks[i].destroyed = false;
            if (i >= 14 && i <= 15)
            {
                bricks[i].numberOfHits = 2;
                bricks[i].color        = ConsoleColor.Yellow;
                bricks[i].score        = 50;
            }
            else if (i % 2 == 0 && (i / 10) % 2 == 0 || i % 2 == 1 && (i / 10) % 2 == 1)
            {
                bricks[i].numberOfHits = 1;
                bricks[i].color        = ConsoleColor.Blue;
                bricks[i].score        = 20;
            }
            else
            {
                bricks[i].numberOfHits = 1;
                bricks[i].color        = ConsoleColor.Red;
                bricks[i].score        = 10;
            }
        }

        return(bricks);
    }
예제 #2
0
    void createBricks()
    {
        // Create an array inside an array
        arrayOfBricks = new brick[columns, rows];

        // creat a cursor that will move after every instatiate
        Vector3 cursor = new Vector3();


        for (int i = 0; i < columns; i++)
        {
            for (int j = 0; j < rows; j++)
            {
                //STAMP, Instatiate brick, set the parent to the brick generator, establish where cursor is
                brick currentBrick = new brick();
                currentBrick.gameObject = GameObject.Instantiate(brickPrefab);
                currentBrick.gameObject.transform.SetParent(transform);
                currentBrick.gameObject.transform.localPosition = cursor;
                // Assign all that mess to the array inside the array, I think
                arrayOfBricks[i, j] = currentBrick;
                // move the cursor along y axis
                cursor.y -= padding;

                //makes a grid with huge padding which sucks
                //Instantiate(brickPrefab, new Vector3(x, y, 0), Quaternion.identity); */
            }
            // keeps cursor still along y axis, does x axis instead
            cursor.y  = 0;
            cursor.x += padding;
        }
    }
예제 #3
0
 public BrickData(int maxHealthToSet, int idToSet, brick assocBlockToSet, GameManager gmToSet)
 {
     maxHealth = maxHealthToSet;
     currHealth = maxHealth;
     id = idToSet;
     assocBlock = assocBlockToSet;
     assocBlock.gameObject.name = id.ToString();
     assocBlock.currManager = gmToSet;
 }
예제 #4
0
 /// <summary>
 /// Add new brick to database.
 /// </summary>
 /// <param name="brick">new brick instance.</param>
 public void AddNewBrick(brick brick)
 {
     this.brickRepo.Addnew(brick);
 }
예제 #5
0
        public void SetUp()
        {
            this.testDrills = new List <drill>()
            {
                new drill()
                {
                    drill_id = 1, drill_fuel = 3, drill_score = 11, drill_speed = 20, drill_storage = 10, drill_x = 3, drill_y = 3
                },
                new drill()
                {
                    drill_id = 2, drill_fuel = 4, drill_score = 12, drill_speed = 21, drill_storage = 11, drill_x = 4, drill_y = 5
                },
                new drill()
                {
                    drill_id = 3, drill_fuel = 5, drill_score = 13, drill_speed = 22, drill_storage = 12, drill_x = 6, drill_y = 6
                },
                new drill()
                {
                    drill_id = 4, drill_fuel = 6, drill_score = 14, drill_speed = 23, drill_storage = 13, drill_x = 14, drill_y = 13
                },
                new drill()
                {
                    drill_id = 5, drill_fuel = 7, drill_score = 15, drill_speed = 25, drill_storage = 17, drill_x = 15, drill_y = 12
                },
            };

            this.testBricks = new List <brick>()
            {
                new brick()
                {
                    brick_id = 1, brick_type = "gold", brick_x = 10, brick_y = 10
                },
                new brick()
                {
                    brick_id = 2, brick_type = "silver", brick_x = 15, brick_y = 22
                },
                new brick()
                {
                    brick_id = 3, brick_type = "bronze", brick_x = 24, brick_y = 11
                },
                new brick()
                {
                    brick_id = 4, brick_type = "gold", brick_x = 16, brick_y = 24
                },
                new brick()
                {
                    brick_id = 5, brick_type = "silver", brick_x = 11, brick_y = 34
                },
            };

            this.testConnections = new List <conn>()
            {
                new conn()
                {
                    conn_id = 1, conn_drill_id = 1, conn_brick_id = 1
                },
                new conn()
                {
                    conn_id = 2, conn_drill_id = 2, conn_brick_id = 2
                },
                new conn()
                {
                    conn_id = 3, conn_drill_id = 3, conn_brick_id = 3
                },
                new conn()
                {
                    conn_id = 4, conn_drill_id = 4, conn_brick_id = 4
                },
                new conn()
                {
                    conn_id = 5, conn_drill_id = 5, conn_brick_id = 5
                },
            };

            this.testDrill = new drill()
            {
                drill_id = 2, drill_fuel = 3, drill_score = 10, drill_speed = 20, drill_storage = 10, drill_x = 3, drill_y = 3
            };
            this.testBrick = new brick()
            {
                brick_id = 2, brick_type = "gold", brick_x = 5, brick_y = 6
            };
            this.testConn = new conn()
            {
                conn_id = 1, conn_brick_id = 2, conn_drill_id = 2
            };

            this.drillRepo = new Mock <IDrillRepository>(MockBehavior.Loose);
            this.drillRepo.Setup(c => c.GetAll()).Returns(this.testDrills.AsQueryable());

            this.brickRepo = new Mock <IBrickRepository>(MockBehavior.Loose);
            this.brickRepo.Setup(c => c.GetAll()).Returns(this.testBricks.AsQueryable());

            this.connRepo = new Mock <IConnRepository>(MockBehavior.Loose);
            this.connRepo.Setup(c => c.GetAll()).Returns(this.testConnections.AsQueryable());

            this.gameModel = new GameModel(500, 500);

            this.dbLogic = new DbLogic(this.gameModel, this.drillRepo.Object, this.brickRepo.Object, this.connRepo.Object);
        }
예제 #6
0
 void colorBlocks()
 {
     brick    paintedBrick = new brick();
     Material paintedMat   = paintedBrick.GetComponentInChildren <Renderer>().material;
 }