public void CharacterFactoryWorks() { var characterDao = StrictMock.For<ICharacterDao>(); characterDao.Setup(d => d.Name).Returns(Name); var character = new CharacterFactory().FromDao(characterDao.Object); Assert.Equal(Name, character.Name); }
public string JoinParty(string[] args) { string faction = args[0]; string characterType = args[1]; string name = args[2]; CharacterFactory factory = new CharacterFactory(); Character currentCharacter = factory.CreateCharacter(faction, characterType, name); allCharacters.Add(currentCharacter); return($"{currentCharacter.Name} joined the party!"); }
public void SpawnAllPools() { for (int i = 0; i < pools.Length; i++) { for (int j = 0; j < pools[i].StartCount; j++) { damageable = CharacterFactory.Create(pools[i].CharacterToPool.Prefab, pools[i]) as IDamageable; damageable.GameObject.transform.position = myTransform.position + ((i * j) * offset); damageable.GameObject.transform.rotation = myTransform.rotation; } } }
public string JoinParty(string[] args) { string faction = args[0]; string characterType = args[1]; string name = args[2]; CharacterFactory charactersFactory = new CharacterFactory(); Character character = charactersFactory.CreateCharacter(faction, characterType, name); party.Add(character); return($"{name} joined the party!"); }
public GameManager() { playerControlSets = new Dictionary <string, KeyCode> [2]; playerCharacterPicks = new string[2]; characterFactory = new CharacterFactory(); CharNameToId = new Dictionary <string, int>(); CharNameToId.Add("Coco", 0); CharNameToId.Add("Rock", 1); CharNameToId.Add("DK", 2); CharNameToId.Add("UnityChan", 3); }
public SurfaceWindow() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); this.ClientSize = Properties.Resources.background.Size; PinToBackground(); renderer = new Renderer(this); /* ** Create Scenes ** */ // Background var background = new c.Image(renderer); background.SetSource(Properties.Resources.background); renderer.AddScene(background); // FPS #if DEBUG renderer.AddScene(new c.FPSScene(renderer)); #endif // Leaf var lm = new LeafManager(renderer); lm.Size = new SharpDX.Size2(this.ClientSize.Width, this.ClientSize.Height); lm.Interval = TimeSpan.FromMilliseconds(0); /* * lm.Sources.AddRange( * new Bitmap[] * { * Properties.Resources.leaf_1, * Properties.Resources.leaf_2, * Properties.Resources.leaf_3, * Properties.Resources.leaf_4, * Properties.Resources.leaf_5 * }); * * renderer.AddScene(lm); * lm.Begin(); */ // Morph var f = new Font("맑은고딕", 128, FontStyle.Bold); var mm = new MorphingManager(renderer); mm.AddMorphing( CharacterFactory.ToBitmap("御坂", f.Clone() as Font), CharacterFactory.ToBitmap("美琴", f.Clone() as Font)); renderer.AddScene(mm); mm.Begin(); }
protected override void CreateCharacter(string[] inputParams) { string characterType = inputParams[1]; string id = inputParams[2]; int x = int.Parse(inputParams[3]); int y = int.Parse(inputParams[4]); string teamType = inputParams[5]; Team team = (Team)Enum.Parse(typeof(Team), teamType); Character character = CharacterFactory.Create(characterType, id, x, y, team); this.characterList.Add(character); }
public void Initialize() { gameEnded = false; _characterFactory = CharacterFactory.Instance; _characterManger = CharacterManager.Instance; _characterManger.Initialize(); LifesController lifesController = LifesController.Instance(); lifesController.SetInitialLifes(); }
public ApplicationServiceTests() { // Create mocks of the dependencies _characterRepository = new Mock <ICharacterRepository>(); _eventBus = new Mock <IEventBus>(); // Create the character factory - Provide a seed to the DiceRollService to get deterministic results for testing. var diceRollService = new DiceRollService(1); var hitDiceService = new HitDiceService(diceRollService); var characterFactory = new CharacterFactory(hitDiceService); _instance = new ApplicationService(_characterRepository.Object, _eventBus.Object, characterFactory); }
private void AfterEndSceneLoad(AsyncOperation asyncOperation) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; Debug.Log(NPCInteraction.activeCharacter == null); GameObject culprit = Instantiate(CharacterFactory.GetCharacterPrefab(NPCInteraction.activeCharacter.Name), GameObject.FindGameObjectWithTag("Finish").transform); culprit.transform.localPosition = Vector3.zero; EventManager.Accusation(correctAccusation); TransitionHandler.Instance.FadeOut(); }
private static ICharacter GetCharacter(Requirements requirements) { CharacterFactory factory = new CharacterFactory(); if (requirements.isEvil == true) { return(factory.VillainFactory().Create(requirements)); } else { return(factory.HeroFactory().Create(requirements)); } }
public void ClientScriptSetUp() { CharacterFactory.ClearPlayers(); CharacterFactory.AddPlayer(); _localPlayer = new ThreadLocal <Character>(() => { return(CharacterFactory.GetLocalPlayerCharacter()); }); // _localPlayer = CharacterFactory.GetLocalPlayerCharacter(); }
/// <summary> /// Construcción de los personajes mediante interacción por /// la terminal. /// /// La función termina cuando la entrada de usuario es vacía. /// </summary> protected virtual void BuildCharacters() { Character Nico = new Elf("Nico"); Character Mateo = new Dwarve("Mateo"); Character Diego = new Wizard("Diego"); Character Anto = new Troll("Anto"); List <Character> listaCaracteres = new List <Character>(); listaCaracteres.Add(Nico); listaCaracteres.Add(Mateo); listaCaracteres.Add(Diego); listaCaracteres.Add(Anto); Array cantidadItems = Enum.GetValues(typeof(ItemType)); Random items = new Random(); foreach (Character personaje in listaCaracteres) { int randomItem = items.Next(0, cantidadItems.Length); ItemType tipo = this.ReadItemType(); IItem item = ItemFactory.GetItem(tipo); personaje.AddItem(item); this.characters.Add(personaje); Console.WriteLine($"Built {personaje}"); } CharacterType type = this.ReadCharacterType(); while (type != default(CharacterType)) { string name = this.ReadCharacterName(); if (name == "") { name = $"The {type}"; } List <IItem> items = this.ReadCharacterItems(); Character character = CharacterFactory.GetCharacter(type, name); character.AddItems(items); this.characters.Add(character); Console.WriteLine($"Built {character}"); type = this.ReadCharacterType(); } }
public List <Character> Generate() { List <Character> charList = new List <Character>(); SetSpawnValues(); float spawnRadius = _spawnRadius * _spawnAmount; int angle = GetStartAngle(); CharacterFactory charFactory = new CharacterFactory(); CharacterInfo charInfo = new CharacterInfo(); // 캐릭터 생성 시 일정한 간격으로 배치하기 위하여 360도를 생성 수로 나눈 중심각을 계산하고 // 중심각에 따라 만들어지는 호 들의 끝 좌표 마다 캐릭터를 배치 for (int i = 0; i < _spawnAmount; ++i) { float x = spawnRadius * Mathf.Cos(Mathf.PI * angle / -180); float z = spawnRadius * Mathf.Sin(Mathf.PI * angle / -180); Vector3 spawnPos = _axis + Vector3.forward * z + Vector3.right * x; // 캐릭터 정보 설정 SetCharInfo(charInfo); // 설정된 정보에 따라 객체 생성 charInfo.charAI = charFactory.GetCharacterAI(charInfo.charType); charInfo.charAttack = charFactory.GetCharacterAttack(charInfo.attackIDs); // 하단 UI 생성 PutCharUI(charInfo); GameObject clone = Instantiate(_charPrefab, spawnPos, Quaternion.identity); clone.transform.parent = tr; string prefabStr = InfoManager.Instance.modelDic[charInfo.modelID].prefabName; Instantiate( ResourceManager.Instance.GetPrefab(ResourceManager.PrefabType.Models, prefabStr) , clone.transform); // 설정된 정보에 따라 캐릭터 스탯 전달 Character character = clone.GetComponent <Character>(); character.BuildCharSetting(charInfo); character.tr.Rotate(Vector3.one + Vector3.up * _defaultRotation); charList.Add(character); angle += 360 / _spawnAmount; } return(charList); }
public string JoinParty(string[] args) { var faction = args[0]; var characterType = args[1]; var name = args[2]; var characterFactory = new CharacterFactory(); Faction factionValidation = FactionValidation(faction); var character = characterFactory.ProduceCharacter(factionValidation, characterType, name); Party.Add(character); return(string.Format(Constants.SuccessfulJoinedPartyMessage, name)); }
public IActionResult Preview() { var seed = Environment.TickCount; var random = new Random(seed); var factory = new CharacterFactory(random); var c = new CharacterViewModel { Characters = new[] { factory.Default(), factory.Default(), factory.Default(), factory.Default() }, Seed = seed }; return(View("Preview", c)); }
static void Main(string[] args) { /* **PAVELDEJIMAS * * * -Sukurkite klasę Humanoid, * -iš Human perkelkite properčius FirstName, LastName, FullName, NameChanges * -Human paveldi iš Humanoid * - !isitikinkite, kad Human vis dar turi FullName */ var human = new Human(1, "Vardenis", "Pavardenis", EHumanoidGender.MALE); Console.WriteLine($"{human.FullName} is {human.RaceDiscriminator}"); /* * Skurkite statinę klasę RaceClassificators su const fieldais (string): * HUMAN, SKRULL, KREE, CHITAURI, LIZARD, ARTIFICIAL, OLDONE, WATCHER */ var kree1 = new Kree(1, "Elleanor", "Park", EHumanoidGender.FEMALE); Console.WriteLine($"{kree1.FullName} is {kree1.RaceDiscriminator}"); /* ** UŽDUOTIS 1 ** ** - Sukurkite klasę Zmogus : Vardas, Pavarde, metodas Info (atspausdina informaciją apie žmogų vienoje eilutėje). ** - Sukurkite klasę Pilietis, kuri paveldi iš klasės Zmogus , ir savyje turi AsmensKodas, Pilietybe ** - Sukurkite klasę Gyventojas, kuri turi GyvenamojiVieta ** Kiekvienos klasės konstruktorius inicializuoja duomenis. ** UŽDUOTIS 2 ** ** Pilietis klasėje perrašykite metodą Info. ** - Jo viduje iškvieskite tėvinės klasės metodą ir papildomai atspausdinkite Pilietis klasės informaciją. ** Gyventojas klasėje perrašykite metodą Info . ** - Jo viduje iškvieskite tėvinės klasės metodą ir papildomai atspausdinkite Gyventojas klasės informaciją. ** Main metode sukurkite Zmogus , Pilietis, Gyventojas objektus ir kiekvienam iškvieskite į ekraną metodo Info grąžinamus duomenis */ CharacterFactory factory = new CharacterFactory(); var allCharacters = factory.BuildAll(); foreach (var person in allCharacters) { Console.WriteLine($"{person.FullName} is a {person.RaceDiscriminator} {person.Gender} {person.GetType()}"); } Console.WriteLine(); Console.WriteLine("-End of program. Press any key-"); Console.ReadKey(); }
public void ReinstateDynamicObjects(XElement serializedData) { WireUpCallElementFactoryCallbacks(); BlockFactory.ReinstateSerializedBlocks(GetSerializedFactoryData(serializedData, BlockFactory.Serialized_Data_Identifier)); CollectableFactory.ReinstateSerializedCollectables(GetSerializedFactoryData(serializedData, CollectableFactory.Serialized_Data_Identifier)); FlagFactory.ReinstateSerializedFlags(GetSerializedFactoryData(serializedData, FlagFactory.Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedSignposts(GetSerializedFactoryData(serializedData, SignpostFactory.Signpost_Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedRouteMarkers(GetSerializedFactoryData(serializedData, SignpostFactory.Route_Marker_Serialized_Data_Identifier)); _registerGameObject(new Background()); Player = CharacterFactory.ReinstatePlayer(); }
public string JoinParty(string[] args) { var factionName = args[0]; var characterType = args[1]; var name = args.Skip(2).ToArray()[0]; var faction = Validator.ValidateFaction(factionName); var character = CharacterFactory.CraetCharacter(characterType, name, faction); this.party.Add(character); return($"{name} joined the party!"); }
public void PlayerMovesFromZeroPosition() { _localPlayer.Value.Position = new Point(0, 0); var keyCode = 68; PlayerInput.ProcessPlayerKeyboardInput(keyCode, true); HeartBeat.PhysicsLoop(); HeartBeat.PhysicsLoop(); CharacterFactory.GetLocalPlayerCharacter().Destination.X.Should().Be(2); }
// Start is called before the first frame update void Start() { // Factory CardFactory cardFactory = new CardFactory(); CharacterFactory characterFactory = new CharacterFactory(cardFactory); // Cache PlayerCache playerCache = new PlayerCache(); CacheCollection cacheCollection = new CacheCollection(playerCache); playerCache.ActiveCharacter = characterFactory.GetCharacter(CharacterType.Warrior); cardList.Setup(playerCache.ActiveCharacter.Type); }
public void KeepingAPressedContinuesMovingPlayerLeft() { _localPlayer.Value.Position = new Point(5, 0); var keyCode = 65; PlayerInput.ProcessPlayerKeyboardInput(keyCode, true); HeartBeat.PhysicsLoop(); HeartBeat.PhysicsLoop(); CharacterFactory.GetLocalPlayerCharacter().Destination.X.Should().Be(3); }
public void PlayerFacesMouseCursorBottomRight() { var expectedX = TestScreenWidth / TestTileWidth; var expectedY = 0; _localPlayer.Value.Position = new Point(10, 10); _localPlayer.Value.LookTarget.X = -1; _localPlayer.Value.LookTarget.Y = -1; PlayerInput.ProcessPlayerMouseMovement(TestScreenWidth, TestScreenHeight); CharacterFactory.GetLocalPlayerCharacter().LookTarget.X.Should().Be(expectedX); CharacterFactory.GetLocalPlayerCharacter().LookTarget.Y.Should().Be(expectedY); }
public string JoinParty(string[] args) { var faction = args[0]; var characterType = args[1]; var name = args[2]; var characterFactory = new CharacterFactory(); var character = characterFactory.CreateCharacter(faction, characterType, name); characterParty.Add(character); return($"{name} joined the party!"); }
public override void SetupView() { if (SaveButton != null) { SaveButton.onClick.AddListener(OnSaveClick); } if (CharacterLeftPoint != null) { CharacterLeftPoint.text = CharacterLeftPointValue.ToString(); } if (CharacterName != null) { CharacterName.onEndEdit.AddListener(EditName); } if (ClassListDropdown != null) { _characterClasses = CharacterFactory.PlayerClassList(); ClassListDropdown.options = _characterClasses.Select(p => new Dropdown.OptionData(name = p.Value)) .ToList(); ; ClassListDropdown.onValueChanged.AddListener(OnClassSelect); OnClassSelect(ClassListDropdown.value); } if (StrengthSlider != null) { StrengthSlider.onValueChanged.AddListener(StrengthChanged); } if (AgilitySlider != null) { AgilitySlider.onValueChanged.AddListener(AgilityChanged); } if (InteligenceSlider != null) { InteligenceSlider.onValueChanged.AddListener(InteligenceChanged); } if (AgilityValue != null) { AgilityValue.text = Statistic.Agility.ToString(); } if (StrengthValue != null) { StrengthValue.text = Statistic.Strength.ToString(); } if (InteligenceValue != null) { InteligenceValue.text = Statistic.Inteligence.ToString(); } }
//监听器 private void setBtnTile(int x, int y) { //判断是不是重复点击 if (isDoubleClick) { return; } //先判断是不是第二次点击,在next为空的时候再一次点击该按钮,如果是则删掉该位置的单位 if (this.nextCharacter[0] == -1 && location[x, y] != 0) { resetImage(x, y); _cost += CharacterFactory.CreateCharacter(location[x, y])._cost; location[x, y] = 0; level[x, y] = 0; //记录当前时间 nowTime = DateTime.Now; isDoubleClick = true; } if (this.nextCharacter[0] != -1) { //调整cost int cost = CharacterFactory.CreateCharacter(nextCharacter[0])._cost; if (cost > _cost) { UnityEditor.EditorUtility.DisplayDialog("无法加入", "cost不足", "确认"); return; } _cost -= cost; //在对应位置放入单位和等级 location[x, y] = nextCharacter[0]; level[x, y] = nextCharacter[1]; //记录图标 setImage(location[x, y], x, y); //清除状态 nextCharacter[0] = -1; nextCharacter[1] = -1; resetAllColor(); //记录当前时间 nowTime = DateTime.Now; isDoubleClick = true; } }
static void Main(string[] args) { var chars = "AB".ToCharArray(); var characterFactory = new CharacterFactory(); var pointSize = 10; foreach (var @char in chars) { var character = characterFactory.GetCharacter(@char); character.Display(pointSize); pointSize++; } }
//need to store the character's current stats, in case we kick them from party //max 3 others - need a check for the dialog public void addCharacter(long characterIndex) { if (partyList.Count < 3) { if (gameDataSet.gameCharacterDataDictionary.ContainsKey(characterIndex)) { var charData = gameDataSet.gameCharacterDataDictionary[characterIndex]; GameCharacter newCharacter = CharacterFactory.getGameCharacterFromGameCharacterData(charData, gameDataSet); newCharacter.mergeInventory(playerGameCharacter.inventory); partyList.Add(newCharacter); Debug.Log("Added character" + newCharacter.name); } } }
public IActionResult Print(int?seed) { if (!seed.HasValue) { seed = Environment.TickCount; } var random = new Random(seed.Value); var factory = new CharacterFactory(random); var characters = new[] { factory.Default(), factory.Default(), factory.Default(), factory.Default() }; var stream = PdfCreator.ErzeugeNullerBogen(characters); return(File(stream, "application/pdf", $"Charakterbogen_Nullen_{seed}.pdf")); }
public static GameEntity CreateCharacterView(Contexts context, Vector2 pos) { var characterFactory = new CharacterFactory(context.game); var assetsSystem = new AssetsSystem(context); var entity = characterFactory.Create(pos); Assert.IsTrue(entity.hasAsset); Assert.IsFalse(entity.hasViewController); assetsSystem.Execute(); return(entity); }
private object MakeProjectile(dynamic parameters) { var sessionId = Request.Form.SessionId; if (!CharacterFactory.PlayerExists(sessionId)) { return("Invalid session id."); } var sessionCharacter = CharacterFactory.GetPlayerCharacter(sessionId); var projectileId = CharacterFactory.CreateProjectile(sessionCharacter, 3); return(projectileId.ToString()); }
public void createCharacterFactoryTest() { CharacterFactory characterFactory = new CharacterFactory(); Assert.IsNotNull(characterFactory); }
public CharacterStore(CharacterFactory f) { theFactory = f; }
public static void Main( string[] args ) { // Build a document with text char[] document = {'A','B','Z','Z','A','A'}; CharacterFactory f = new CharacterFactory(); // extrinsic state int pointSize = 12; // For each character use a flyweight object foreach( char c in document ) { Character character = f.GetCharacter( c ); character.Draw( pointSize ); } }
public Character GetCharacter(CharacterFactory.charactertype type) { Character character = theFactory.CreateCharacter(type); return character; }
// Entry point into console application. static void Main() { // Build a document with text string document = "ADAZZBBZBR"; char[] chars = document.ToCharArray(); factory = new CharacterFactory(); // Extrinsic state int point_size = 10; // For each character use a flyweight object foreach (char c in chars) { character = factory.GetCharacter(c); if (character != null) character.Display(++point_size); } // Wait for user Console.ReadKey(); }