/// <summary> /// Spusti sekvencne vsetky fazy - az po skonceni ich volanych metod sa spusti dalsia faza. /// </summary> public void RunTests() { bool result; // Initialization RegisteredEvents.Initialize(); // Creating Model Model.Instance.Buildings.Add(new BaseCenter(PlaceType.NearBase)); Model.Instance.Units.Add(new Worker(PlaceType.NearBase)); Log.i(null, "----------------------------------"); Log.i(null, ">> Starting a new Test Round. <<"); Log.i(null, "----------------------------------"); var battleStage = new NextStageStarter(() => { Log.i(this, "Starting Battle Stage"); var battle = new BattleTest(); result = Battle(battle, () => { }); Log.i(battle, "End of Battle Stage: " + SuccessString(result)); }); var buildingStage = new NextStageStarter(() => { Log.i(this, "Starting Building Stage"); var building = new BuildingTest(); result = Building(building, battleStage); Log.i(building, "End of Building Stage: " + SuccessString(result)); }); var economyStage = new NextStageStarter(() => { Log.i(this, "Starting Economy Stage"); var economy = new EconomyTest(); result = Economy(economy, buildingStage); Log.i(economy, "End of Economy Stage: " + SuccessString(result)); }); economyStage(); Log.i(null, ""); Log.i(null, ">> End of a Planning Phase. <<"); Log.i(null, ""); var gameTimer = new GameTimer(); gameTimer.RunGame(() => { if (gameTimer.Cycle >= 500) { return(true); } return(false); }); Log.i(null, ""); Log.i(null, ">> End of Game. <<"); Log.i(null, ""); }
protected void LoadAll() { BattleBuff.Parse(GetFileContent("BattleBuff")); BattleTest.Parse(GetFileContent("BattleTest")); Effect.Parse(GetFileContent("Effect")); GameScene.Parse(GetFileContent("GameScene")); SkillConfig.Parse(GetFileContent("SkillConfig")); SkillEffect.Parse(GetFileContent("SkillEffect")); }
protected void ClearAll() { BattleBuff.Clear(); BattleTest.Clear(); Effect.Clear(); GameScene.Clear(); SkillConfig.Clear(); SkillEffect.Clear(); }
UnitConfigData GdsToBattleUnitConfig(BattleTest gdsInfo, bool isRandomMove) { UnitConfigData unitBattleConfig = new UnitConfigData(); unitBattleConfig.borthPos.x = gdsInfo.borthPos.x; unitBattleConfig.borthPos.y = gdsInfo.borthPos.y; unitBattleConfig.camp = (CampType)gdsInfo.camp; unitBattleConfig.life = gdsInfo.life; unitBattleConfig.speed = gdsInfo.speed; unitBattleConfig.attack = gdsInfo.attack; unitBattleConfig.attackRange = gdsInfo.attackRange; unitBattleConfig.skillList = gdsInfo.skillList.ToArray(); unitBattleConfig.isRandomMove = isRandomMove; return(unitBattleConfig); }
public void RunPlayerTest() { Log.d(">> Starting a Planning Phase. <<"); var end = new Action(() => { Log.d(">> End of a Planning Phase. <<"); }); if (_playerBotData == null) { _playerBotData = ScriptableObject.CreateInstance <MyBotData>(); } var battleStage = new Action(() => { Log.d(this, "Starting Battle Stage"); if (_playerBattleTest == null) { _playerBattleTest = ScriptableObject.CreateInstance <BattleTest>(); } _playerBattleTest.MyBotData = _playerBotData; _playerBattleTest.BattleStage(end); }); var buildingStage = new Action(() => { Log.d(this, "Starting Building Stage"); if (_playerBuildingTest == null) { _playerBuildingTest = ScriptableObject.CreateInstance <BuildingTest>(); } _playerBuildingTest.MyBotData = _playerBotData; _playerBuildingTest.BuildingStage(battleStage); }); var economyStage = new Action(() => { if (_playerEconomyTest == null) { _playerEconomyTest = ScriptableObject.CreateInstance <EconomyTest>(); } _playerEconomyTest.MyBotData = _playerBotData; _playerEconomyTest.EconomyStage(buildingStage); }); economyStage(); }
void OnGameBegin(object obj) { GameMain.Instance.UIMgr.OpenView(UIViewId.MoveJostick, null, delegate() { GameMain.Instance.UIMgr.CleseView(UIViewId.Loading); }); List <int> selfSkillList = null; byte selfCamp = 0; int[] battleSceneUnits = obj as int[]; List <UnitConfigData> fighters = new List <UnitConfigData>(battleSceneUnits.Length); for (int i = 0; i < battleSceneUnits.Length; ++i) { BattleTest gdsInfo = BattleTest.GetInstance(battleSceneUnits[i]); UnitConfigData unitBattleConfig = GdsToBattleUnitConfig(gdsInfo, false); unitBattleConfig.id = battleSceneUnits[i]; if (unitBattleConfig.id == GameMain.Instance.ProxyMgr.Player.PlayerId) { selfSkillList = gdsInfo.skillList; selfCamp = (byte)unitBattleConfig.camp; } fighters.Add(unitBattleConfig); } //添加测试的单位 List <BattleTest> allBattleTest = BattleTest.GetAllList(); for (int i = 0; i < allBattleTest.Count; ++i) { BattleTest gdsInfo = allBattleTest[i]; if (gdsInfo.camp == selfCamp) { continue; } UnitConfigData unitBattleConfig = GdsToBattleUnitConfig(gdsInfo, true); unitBattleConfig.id = gdsInfo.id; fighters.Add(unitBattleConfig); } BattleTimeLine.Instance.StartBattle(fighters); GameMain.Instance.UIMgr.OpenView(UIViewId.Skill, selfSkillList); }
bool Battle(BattleTest battle, NextStageStarter startNextStage) { battle.BattleStage(startNextStage); return(true); }