// Start is called before the first frame update void Start() { nbObject = 0; target = Vector3.zero; bm = BuilderManager.Instance; bm.OnStartGame += StartGame; }
// Update is called once per frame void Update() { if (isInMenu && Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (!isInMenu && bm == null) { bm = BuilderManager.Instance; } if (!isObjectiveDone && !isInMenu && bm != null && bm.IsGameStarted && Input.GetKeyDown(KeyCode.Escape)) { isPaused = !isPaused; if (isPaused) { Time.timeScale = 0.0f; OnPause(true); } else { Time.timeScale = 1.0f; OnPause(false); } } }
public void BuyConstruction() { WorldController wc = worldController.GetComponent <WorldController>(); TP_Status tpStatus = wc.PlayerObj.GetComponent <TP_Status>(); Construction construction = wc.PlayerObj.GetComponent <BuilderManager>().dropPrefabs[constructionIndex].GetComponent <Construction>(); if (wc.money >= construction.upgradeCost) { wc.SubtractMoney(construction.upgradeCost); BuilderManager bm = worldController.GetComponent <WorldController>().PlayerObj.GetComponent <BuilderManager>(); bm.pickupItem(constructionIndex); tpStatus.interactionState = InteractionState.Construct; SetInteractText(true); SetShopText(false); if (buySound != null) { audioSource.PlayOneShot(buySound, 1.0f); } } else { if (denySound != null) { audioSource.PlayOneShot(denySound, 0.4f); } } }
public static void BuilderManagerTests() => Describe(nameof(BuilderManager), () => { It("calls first builder", () => { IBuilderManager builderManager = new BuilderManager(); var builder = A.Fake <IBuilder>(); builderManager .Add(builder) .Build(); A.CallTo( () => builder.Build() ).MustHaveHappenedOnceExactly(); }); It("calls builders in order", () => { IBuilderManager builderManager = new BuilderManager(); var builderA = A.Fake <IBuilder>(); var builderB = A.Fake <IBuilder>(); builderManager .Add(builderA) .Add(builderB) .Build(); A.CallTo( () => builderA.Build() ).MustHaveHappenedOnceExactly() .Then( A.CallTo(() => builderB.Build() ).MustHaveHappenedOnceExactly()); }); });
// Start is called before the first frame update void Start() { bm = BuilderManager.Instance; if (bm != null) { isInMenu = false; } }
protected override void _addGameListen() { base._addGameListen(); BuilderManager mgr = GameObject.Find("GameManager").GetComponent <BuilderManager>(); LaserToggle.GetComponent <Toggle>().onValueChanged.AddListener(mgr.OnLaserSelected); MissileToggle.GetComponent <Toggle>().onValueChanged.AddListener(mgr.OnMissileSelected); StandardToggle.GetComponent <Toggle>().onValueChanged.AddListener(mgr.OnStandardSelected); }
// Update is called once per frame void Update() { _instance = this; if (curHeldObj != null) { // Update curHeldObj's position and stuff } }
public void DoesCallFirstBuilder() { IBuilderManager sut = new BuilderManager(); var builder = A.Fake <IBuilder>(); sut.AddBuilder(builder) .Build(); A.CallTo(() => builder.Build()).MustHaveHappenedOnceExactly(); }
public GetBytesDelegate <T> GetGetBytes <T>() { var type = typeof(T); if (!GetBytesMap.ContainsKey(type)) { var builder = BuilderManager.GetOrAddBuilder(type); GetBytesMap.TryAdd(type, builder.BuildGetBytes(LittleEndian)); } return((GetBytesDelegate <T>)GetBytesMap[type]); }
public ToObjectDelegate <T> GetToObject <T>() { var type = typeof(T); if (!ToObjectMap.ContainsKey(type)) { var builder = BuilderManager.GetOrAddBuilder(type); ToObjectMap.TryAdd(type, builder.BuildToObject(LittleEndian)); } return((ToObjectDelegate <T>)ToObjectMap[type]); }
// Start is called before the first frame update void Start() { sm = SaveManager.Instance; bm = BuilderManager.Instance; bm.OnEndLoading += OnEndLoading; bm.OnEndLoadingVehicle += EndLoading; isLoading = false; validate.onClick.AddListener(() => bm.ValidateVehicleLoad()); enabled = false; //whiteTransparent = new Color(255.0f, 255.0f, 255.0f, 130.0f); }
public BuildingModule(BuilderManager builderManager) { this.m_BuilderManager = builderManager; this.m_ResourceManager = new SelfResourceManager(this); this.m_ArmyCampManager = new ArmyCampManager(); this.m_ItemCampManager = new ItemCampManager(); this.m_ArmyFactoryManager = new ArmyFactoryManager(); this.m_ItemFactoryManager = new ItemFactoryManager(); this.m_CommunicationHelper = new BuildingObjectCommunicationHelper(); }
// Start is called before the first frame update void Start() { if (Instance == null) { Instance = this; } else { Debug.Log("There is two BuilderManager in the scene"); } WorldGrid.Init(); transform.position = Vector3.zero; }
// Use this for initialization void Start() { initRot = transform.rotation; //templateObject.GetComponent<SpriteRenderer>().sprite = GetComponent<SpriteRenderer>().sprite; //templateObject.transform.localScale = transform.localScale; //templateObject.transform.localRotation = transform.localRotation; inPlaceBuffer = 0.4f; isObjectInPlace = false; player = GameObject.FindGameObjectWithTag("Player"); builderScript = GameObject.Find("BuilderManager").GetComponent <BuilderManager>(); GhostMode(true); }
/// <summary> /// Обработчик начала работы /// </summary> private void StartWork(Client player, object[] args) { WorkInfoManager.CreateInfoIfNeed(player, WorkType.Builder); if (!CanWork(player, MIN_LEVEL, false) || HasActiveWork(player)) { return; } WorkInfoManager.SetActivity(player, WorkType.Builder, true); player.setSyncedData(WorkData.IS_BUILDER, true); BuilderManager.ShowNextPoint(player); _workEquipmentManager.SetEquipment(player); API.sendNotificationToPlayer(player, "Вы начали работу ~b~строителем"); API.triggerClientEvent(player, ServerEvent.HIDE_BUILDER_MENU); }
public void DoesCallInOrder() { IBuilderManager sut = new BuilderManager(); var builderA = A.Fake <IBuilder>(); var builderB = A.Fake <IBuilder>(); sut .AddBuilder(builderA) .AddBuilder(builderB) .Build(); A.CallTo(() => builderA.Build()).MustHaveHappenedOnceExactly() .Then(A.CallTo(() => builderB.Build()).MustHaveHappenedOnceExactly()); }
public ClassBuilderBase GetClassBuilder(EntityLocation entitylocation) { if (!string.IsNullOrEmpty(entitylocation.Id) && _classBuilderDictionary.ContainsKey(entitylocation.Id)) { return(_classBuilderDictionary[entitylocation.Id]); } var type = BuilderManager.Get(entitylocation.Overridekey, DefaultBuilderConstants.ClassBuilder); var classBuilder = BuilderManager.InitializeBuilder <ClassBuilderBase>(type, new object[] { _entity, entitylocation }); var id = entitylocation.Id ?? "LocationId" + _classBuilderDictionary.Count + 1; _classBuilderDictionary.Add(id, classBuilder); return(classBuilder); }
private void Start() { builderManager = GetComponent <BuilderManager>(); var desktopMap = inputAsset.FindActionMap("Desktop"); aim = desktopMap.FindAction("Aim"); put = desktopMap.FindAction("Put"); aim.performed += Aim; put.performed += Put; inputAsset.Enable(); }
public void CheckCycle(Type convertType) { if (!BuilderManager.ContainsBuilder(convertType)) { if (Record.Contains(convertType)) { throw new Exception("不允许循环引用"); } else { Record.Add(convertType); BuilderManager.AddBuilder(convertType, this); } } }
public void Destory() { this.m_BuilderModule = null; this.m_BuildingModule = null; this.m_PlayerModule = null; this.m_ArmyModule = null; this.m_ItemModule = null; this.m_ShopModule = null; this.m_RemovableModule = null; this.m_TaskModule = null; this.m_PropsModule = null; this.m_DefenseModule = null; this.m_AchievementBuildingModule = null; this.m_CurrentFriend = null; }
public void Initialize(UserData userData, List <BuildingData> buildingData, List <ArmyData> armyData, List <ItemData> itemData, List <ObjectUpgrade <ArmyType> > armyUpgrade, List <ObjectUpgrade <ItemType> > itemUpgrade, List <RemovableObjectData> removableObjects, List <TaskInformation> tasks, Dictionary <MercenaryIdentity, MercenaryData> mercenaries, Dictionary <int, PropsData> props, List <DefenseObjectData> defenseObjects, int removableObjectStartNo, int propsStartNo, List <AchievementBuildingData> achievementBuildings, int achievementBuildingStartNo) { this.m_BuilderModule = new BuilderManager(); this.m_PlayerModule = new PlayerLogicObject(); this.m_BuildingModule = new BuildingModule(this.m_BuilderModule); this.m_ArmyModule = new ArmyModule(); this.m_ItemModule = new ItemModule(); this.m_MercenaryModule = new MercenaryModule(); this.m_ShopModule = new ShopModule(); this.m_RemovableModule = new RemovableObjectModule(this.m_BuilderModule); this.m_MercenaryModule.InitializeMercenaries(mercenaries); this.m_ItemModule.InitializeItem(itemData, itemUpgrade); this.m_ArmyModule.InitializeArmy(armyData, armyUpgrade); this.m_PlayerModule.IntializePlayer(userData); this.m_BuildingModule.IntializeBuilding(buildingData); this.m_RemovableModule.InitialWithData(removableObjects, removableObjectStartNo); this.m_BuildingModule.ItemUpgradeFinished += ItemUpgradeFinished; this.m_BuildingModule.ArmyUpgradeFinished += ArmyUpgradeFinished; this.m_IsNewPlayer = (removableObjects.Count == ClientSystemConstants.INITIAL_REMOVABLE_OBJECT_NUMBER) && (removableObjects[0].Position == null); this.m_TaskModule = new TaskManager(); foreach (TaskInformation info in tasks) { TaskProgressFactory.PopulateTaskInformation(info); } this.m_TaskModule.InitialTask(tasks); this.m_PropsModule = new PropsModule(); this.m_PropsModule.InitializeProps(props, propsStartNo); this.m_DefenseModule = new DefenseObjectModule(); this.m_DefenseModule.InitialDefenseObject(defenseObjects); this.m_AchievementBuildingModule = new AchievementBuildingModule(); this.m_AchievementBuildingModule.InitialAchievementBuilding(achievementBuildings, achievementBuildingStartNo); }
// Start is called before the first frame update void Start() { bm = BuilderManager.Instance; for (int i = 0; i < buttons.Count; ++i) { int index = i; buttons[i].onClick.AddListener(() => Onclick(index)); } im = InputManager.Instance; buttonOk.onClick.AddListener(OnQuitInput); textButton = new List <Text>(); for (int i = 0; i < buttons.Count; i++) { textButton.Add(buttons[i].GetComponentInChildren <Text>()); } for (int i = 0; i < im.dicKey.Count; i++) { textButton[i].text = im.dicKey[(NameInput)i].ToString(); } }
void Start() { rb = GetComponent <Rigidbody>(); if (rb == null) { rb = gameObject.AddComponent <Rigidbody>(); } rb.isKinematic = true; joints = new List <FixedJoint>(); bm = BuilderManager.Instance; FixedJoint[] jointsArray = GetComponents <FixedJoint>(); CreateAllJoints(); if (bm != null) { bm.OnStartGame += StartGame; } else { StartGame(); } }
void Awake() { Instance = this; InBuildMode = false; InDeleteObjectMode = false; PointerIsOnAvailablePlot = false; SelectedRoom = null; //Guard.CheckIsNull(Room1Prefab, "Room1Prefab"); Guard.CheckIsNull(BuildPlotPrefab, "BuildPlotPrefab"); Guard.CheckIsNull(RoomsContainer, "RoomsContainer"); Guard.CheckIsNull(BuildHallwayTriggerPrefab, "BuildHallwayTriggerPrefab"); Guard.CheckIsNull(DeleteRoomTriggerPrefab, "DeleteRoomTriggerPrefab"); BuildingPlots.Clear(); BuildingPlotLocations.Clear(); ////////////////// // Room prefabs ////////////////// RegisterRooms(); LoadRoomPrefabs(); ////////////////// // Room object prefabs ////////////////// RegisterPlaceableRoomObjects(); LoadPlaceableRoomObjects(); _buildingPlotBuilder = new BuildingPlotBuilder(); _buildingTileBuilder = new BuildingTileBuilder(); _roomBuilder = new RoomBuilder(); _roomObjectBuilder = new RoomObjectBuilder(); }
// Start is called before the first frame update void Start() { isGameStarted = false; rb = GetComponent <Rigidbody>(); if (rb == null) { rb = gameObject.AddComponent <Rigidbody>(); } rb.isKinematic = true; CreateJoint(); bm = BuilderManager.Instance; im = InputManager.Instance; if (bm != null) { bm.OnStartGame += StartGame; } else { StartGame(); } }
//public TurretBluePrint misilLauncher; void Start() { builderManager = BuilderManager.instance; }
/// <summary> /// This is like the Init but done by the MonoBehaviour /// </summary> private void Awake() { if (m_Instance == null) m_Instance = this; else { Debug.LogError("Someone is trying to create various BuilderManager [" + name + "]"); this.enabled = false; } }
private void Awake() { Instance = this; buildingTypeList = Resources.Load <BuildingTypeListSO>(typeof(BuildingTypeListSO).Name); }
/// <summary> /// This is like the Release but done by the MonoBehaviour /// </summary> private void OnDestroy() { if (m_Instance == this) m_Instance = null; }
// Use this for initialization void Start() { builderScript = GameObject.Find("BuilderManager").GetComponent <BuilderManager>(); blockToDel = null; }
public BuildingTileBuilder() { _builderManager = BuilderManager.Instance; }
public BuildingPlotBuilder() { _builderManager = BuilderManager.Instance; }
public void Initialize(PlacingToGrid _Place, BuilderManager Builder) { this._PlacingObject = _Place; this.Builder = Builder; }