public void ShouldAddToBalance() { BalanceSystem balanceSystem = new BalanceSystem(); balanceSystem.Balance(3); Assert.AreEqual(3, balanceSystem.balance); }
public static void SetupObjects() { SaveGame.m_Objects.Clear(); SaveGame.m_Objects.Add(MainLevel.Instance); SaveGame.m_Objects.Add(Scenario.Get()); SaveGame.m_Objects.Add(AIManager.Get()); SaveGame.m_Objects.Add(TriggersManager.Get()); SaveGame.m_Objects.Add(ItemsManager.Get()); SaveGame.m_Objects.Add(SensorManager.Get()); SaveGame.m_Objects.Add(ConstructionGhostManager.Get()); SaveGame.m_Objects.Add(StaticObjectsManager.Get()); SaveGame.m_Objects.Add(Player.Get()); SaveGame.m_Objects.Add(PlayerConditionModule.Get()); SaveGame.m_Objects.Add(PlayerInjuryModule.Get()); SaveGame.m_Objects.Add(PlayerDiseasesModule.Get()); SaveGame.m_Objects.Add(StatsManager.Get()); SaveGame.m_Objects.Add(HintsManager.Get()); SaveGame.m_Objects.Add(ObjectivesManager.Get()); SaveGame.m_Objects.Add(HUDObjectives.Get()); SaveGame.m_Objects.Add(MenuNotepad.Get()); SaveGame.m_Objects.Add(MapTab.Get()); SaveGame.m_Objects.Add(Music.Get()); SaveGame.m_Objects.Add(RainManager.Get()); SaveGame.m_Objects.Add(BalanceSystem.Get()); }
protected override void Start() { this.m_StartPosition = base.transform.position; this.m_StartForward = base.transform.forward; base.Start(); this.InitWeapons(); this.InitHair(); Debug.Log("HumanAI - " + ((!this.m_Group) ? "No group" : this.m_Group.GetType().ToString())); BalanceSystem.Get().LogCooldowns(); }
public void ShouldSetCardInsertedToTrueAfterCallingTakeCard() { Display display = new Display(); Keypad keypad = new Keypad(); BalanceSystem balanceSystem = new BalanceSystem(); CardSlot cardSlot = new CardSlot(display, keypad); cardSlot.TakePayment(balanceSystem); Assert.AreEqual(true, cardSlot.cardInserted); }
public void ShouldSetBalanceTo0WhenDispensed() { ChangeDispenser changeDispenser = new ChangeDispenser(); BalanceSystem balanceSystem = new BalanceSystem(); balanceSystem.balance = 10; changeDispenser.DispenseChange(balanceSystem); Assert.AreEqual(0, balanceSystem.balance); }
public void ShouldAssignTheBalance() { BalanceSystem balanceSystem = new BalanceSystem(); Display display = new Display(); balanceSystem.Balance(2.80M); display.DisplayBalance(balanceSystem); Assert.AreEqual(2.80M, balanceSystem.balance); }
protected virtual void OnActivate() { if (this.IsWave()) { BalanceSystem.Get().OnHumanAIWaveActivated(); } else if (this.m_FromBalance) { BalanceSystem.Get().OnHumanAIGroupActivated(); } this.SetupState(); }
protected virtual void OnDeactivate() { if (this.IsWave()) { BalanceSystem.Get().OnHumanAIWaveDeactivated(this.m_Members.Count == 0); } else if (this.m_FromBalance) { BalanceSystem.Get().OnHumanAIGroupDeactivated(this.m_Members.Count == 0); } this.SetState(HumanAIGroup.State.None); }
private bool CanSpawn() { if (AIManager.Get() == null) { return(false); } if (this.m_ID == AI.AIID.Jaguar && !BalanceSystem.Get().CanSpawnJaguar()) { return(false); } int num = (!MainLevel.Instance.IsNight()) ? this.m_DayCount : this.m_NightCount; return(this.m_AICount < num && (!this.m_SpawnersGroup || this.m_SpawnersGroup.CanSpawnAI())); }
public void Update() { if (this.ShouldSpawnWave() || (GreenHellGame.DEBUG && Input.GetKeyDown(KeyCode.Z))) { this.SpawnWave(UnityEngine.Random.Range(1, BalanceSystem.Get().GetCurrentHumanAISpawnCount() + 1), false); } if (this.m_ActiveWaves.Count == 0) { this.m_TimeFromLastWave += Time.deltaTime; } else { this.m_TimeFromLastWave = 0f; } }
private void Update() { if (this.m_ActiveChallenge != null) { if (!MainLevel.Instance) { this.m_ActiveChallenge = null; return; } if (!this.m_HumanAICooldownSet && BalanceSystem.Get()) { BalanceSystem.Get().m_HumanAIStaticCooldown = 0f; BalanceSystem.Get().m_HumanAIWaveCooldown = 0f; this.m_HumanAICooldownSet = true; } this.m_ActiveChallenge.Update(); } }
public void Activate() { base.gameObject.SetActive(true); foreach (GameObject gameObject in this.m_AllObjects) { gameObject.SetActive(true); } if (!this.m_ChallengeGroup && this.m_FromBalance) { int currentHumanAISpawnCount = BalanceSystem.Get().GetCurrentHumanAISpawnCount(); while (this.m_Members.Count > currentHumanAISpawnCount) { HumanAI humanAI = this.m_Members[UnityEngine.Random.Range(0, this.m_Members.Count)]; this.RemovedAI(humanAI); UnityEngine.Object.Destroy(humanAI.gameObject); } } this.m_Active = true; this.OnActivate(); }
protected override void Start() { this.m_Params = AIManager.Get().m_AIParamsMap[(int)this.m_ID]; if (this.m_Params.m_BigAnimal) { this.m_SoundModule = base.gameObject.AddComponent <BigAnimalSoundModule>(); } AIManager.Get().RegisterAI(this); base.Start(); this.m_StartExecuted = true; this.OnEnable(); if (this.m_ID == AI.AIID.Jaguar) { BalanceSystem.Get().OnJaguarActivated(); } AudioSource[] components = base.GetComponents <AudioSource>(); foreach (AudioSource audioSource in components) { audioSource.rolloffMode = AudioRolloffMode.Linear; } }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { // A unique case where the Singleton exists but not in this scene if (instance.gameObject.scene.name == null) { instance = this; } else { Destroy(this); } } anim = GetComponentInParent <Animator>(); }
public void OnLevelLoaded() { this.m_ActiveChallenge = null; this.m_Parent = GameObject.FindGameObjectWithTag("Challenges"); if (!this.m_Parent) { return; } if (this.m_ChallengeToActivate == string.Empty) { UnityEngine.Object.Destroy(this.m_Parent); return; } for (int i = 0; i < this.m_Parent.transform.childCount; i++) { this.m_Parent.transform.GetChild(i).gameObject.SetActive(false); } foreach (Challenge challenge in this.m_Challenges) { if (challenge.m_Name == this.m_ChallengeToActivate) { Transform exists = this.m_Parent.transform.Find(challenge.m_ParentName); if (!exists) { return; } challenge.Activate(this.m_Parent.transform.Find(challenge.m_ParentName).gameObject); this.m_ActiveChallenge = challenge; if (BalanceSystem.Get()) { BalanceSystem.Get().m_HumanAIStaticCooldown = 0f; BalanceSystem.Get().m_HumanAIWaveCooldown = 0f; this.m_HumanAICooldownSet = true; } break; } } this.m_ChallengeToActivate = string.Empty; }
public void SetBalanceSystem(BalanceSystem system) { this.m_BalanceSystem = system; }
private bool ShouldSpawnWave() { return(HumanAIGroupManager.Get() && GreenHellGame.Instance.m_GameDifficulty == GameDifficulty.Hard && !this.m_BlockSpawnWaves && BalanceSystem.Get().CanSpawnHumanAIWave()); }
private bool CanSpawnGroupFromBalanceSystem() { return(BalanceSystem.Get() && BalanceSystem.Get().CanSpawnHumanAIGroup()); }