Exemplo n.º 1
0
        protected void RunTestsInPlayer(TestRunnerFilter filter)
        {
            var settings     = PlaymodeTestsControllerSettings.CreateRunnerSettings(filter);
            var testExecutor = new PlayerLauncher(settings, null, null);

            testExecutor.Run();
            GUIUtility.ExitGUI();
        }
        public override IEnumerator Execute(TestJobData testJobData)
        {
            var executionSettings = testJobData.executionSettings;
            var settings          = PlaymodeTestsControllerSettings.CreateRunnerSettings(executionSettings.filters.Select(filter => filter.ToRuntimeTestRunnerFilter(executionSettings.runSynchronously)).ToArray());
            var launcher          = new PlayerLauncher(settings, executionSettings.targetPlatform, executionSettings.overloadTestRunSettings, executionSettings.playerHeartbeatTimeout, executionSettings.playerSavePath);

            launcher.Run();
            yield return(null);
        }
Exemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        playerLauncher  = GameObject.FindObjectOfType <PlayerLauncher>();
        scoreController = GameObject.FindObjectOfType <ScoreController>();

        endScreenPanel.transform.localScale = new Vector3(1, 1, 1);
        endScreenPanel.SetActive(false);
        pauseMenu.SetActive(false);
    }
Exemplo n.º 4
0
 private void Awake()
 {
     turnManager          = GameObject.FindObjectOfType <TurnManager>();
     anim                 = GetComponent <Animator>();
     currentRoute         = GameObject.Find("StartRoute").GetComponent <BoardRoute>();
     playerLauncher       = GetComponent <PlayerLauncher>();
     playerEffectsHandler = GetComponent <PlayerEffectsHandler>();
     currentNode          = currentRoute.childNodeList[currentNodeIndex];
 }
Exemplo n.º 5
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    private void initIfNeeded()
    {
        if (_initialized)
        {
            return;
        }
        _objectMap      = GameObject.FindWithTag("StateMachine").GetComponent <GameObjectMap>();
        _playerLauncher = _objectMap.Get("PlayerLauncher").GetComponent <PlayerLauncher>();
        _spawner        = _objectMap.Get("EnemySpawner").GetComponent <EnemySpawner>();
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        playerLauncher  = GameObject.FindObjectOfType <PlayerLauncher>();
        soundController = GameObject.FindObjectOfType <SoundController>();

        soundController.PlayBossTwoEntryClip();

        // disable cannon, enable 'X' over cannon object
        RestrictCannon();
        SpawnTargets();
    }
Exemplo n.º 7
0
        void Start()
        {
            _cameraAnimator = MainCameraGO.GetComponent <Animator>();
            _playerLauncher = PaddleGO.GetComponent <PlayerLauncher>();

            UIManager.Instance.InitUI(Lives);

            if (Instance == null)
            {
                Instance = this;
            }
        }
Exemplo n.º 8
0
    // Use this for initialization
    void Start()
    {
        playerLauncher  = GameObject.FindObjectOfType <PlayerLauncher>();
        soundController = GameObject.FindObjectOfType <SoundController>();

        soundController.PlayBossOneEntryClip();

        // disable cannon, enable 'X' over cannon object
        RestrictCannon();

        UpdateProgressBar();

        targetTouchCount = Mathf.FloorToInt(Random.Range(targetTouchCountMin, targetTouchCountMax + 0.99f));
    }