public void ChangeGamestate(GameState state) { if (gameState == state) { return; } EventDispatcher.Dispatch(GameEvent.GE_GAMESTATE_CHANGE, gameState, state); gameState = state; switch (gameState) { case GameState.PreGame: playedTime = 0; score = 0; HUDManager.instance.ShowBeginGame(); HUDManager.instance.UpdateScore(); HUDManager.instance.UpdateHighScore(); break; case GameState.InGame: hardMode = GetHardMode(); board.StartGame(); break; case GameState.EndGame: board.EndGame(); HUDManager.instance.ShowEndGame(); break; default: break; } }
public void ReturnsHardMode() { // Arrange -> Act var hardMode = new HardMode(); // Assert Assert.IsAssignableFrom <HardMode>(hardMode); }
public void TestBracketsProcessing() { HardMode hd = new HardMode(); string result = hd.BracketsProcessing("1 + 2 * (3 + 2)"); string expected = "1 + 2 * 5"; Assert.Equal(expected, result); }
public void TestExpressionError() { HardMode hd = new HardMode(); string s = "1+x+4"; bool result = hd.ExpressionError(); bool expected = false; Assert.Equal(expected, result); }
/// <summary> /// Set hard mode /// </summary> /// <param name="count"></param> public void SetHardMode(HardMode hMode) { bool changed = (Hardmode != hMode); Hardmode = hMode; if (SaveData && changed) { string key = saveHardModeKey; PlayerPrefs.SetInt(key, (int)Hardmode); } if (changed) { ChangeHardMode?.Invoke(Hardmode); } Debug.Log("mode :" + hMode); }
bool GetExit(Key_Hub k, HardMode h) { if (!gameObject.activeSelf) { return(false); } bool flag = false; switch (h) { case HardMode.PS4: { flag = Exit_PS4(k); } break; case HardMode.PC: { flag = Exit_PC(k); } break; } return(flag); }
// private FBholder FB { get { return FBholder.Instance; } } #region regular private void Start() { hMode = MPlayer.Hardmode; volume = MSound.Volume; musikOn = MSound.MusicOn; soundOn = MSound.SoundOn; if (easyToggle) { easyToggle.onValueChanged.AddListener((value) => { if (value) { MPlayer.SetHardMode(HardMode.Easy); } else { MPlayer.SetHardMode(HardMode.Hard); } }); } RefreshWindow(); }