/// <summary> /// Activates the DrawCanvas event /// </summary> /// <param name="g">Graphics2D attached to the inactive buffer</param> public void OnDrawCanvas(Graphics g) { int msec = Uwu.Core.Runtime.Milliseconds; float dt = (msec - LastUpdateMsec) / 1000f; DrawCanvas?.Invoke(this, g, dt); LastUpdateMsec = msec; }
// Test for activing the continue Button and move to next scene public IEnumerator testClickButtonToNextScene() { // panel = GameObject.Find ("Panel"); // buttonContinue = panel.transform.Find ("ButtonContinue").gameObject; // buttonContinue.SetActive (true); // buttonContinue.GetComponent<Button> ().onClick.Invoke(); DrawCanvas drawCanvas = GameObject.Find("Cover").GetComponent <DrawCanvas> (); drawCanvas.Invoke("NextScene", 0); yield return(null); Scene currentScene = SceneManager.GetActiveScene(); Assert.AreEqual("14-cutscene", currentScene.name); yield return(null); }
// Test for drawing on the canvas and update percentage public IEnumerator testDrawOnTheCanvas() { DrawCanvas drawCanvas = GameObject.Find("Cover").GetComponent <DrawCanvas> (); Assert.AreNotEqual("Scan Complete!", drawCanvas.textPercent.text); for (float i = -2.3f; i < 1.4f; i += 0.4f) { for (float j = 1.6f; j > -2f; j -= 0.4f) { drawCanvas.BrushPlace(new Vector2(i, j)); yield return(new WaitForSecondsRealtime(0.05f)); drawCanvas.Invoke("UpdatePercent", 0); } } Assert.AreEqual("Scan Complete!", drawCanvas.textPercent.text); // When game is completed, textPercentage shows "Scan Complete!" yield return(null); }