private IEnumerator UsingFacilityWait(float waitTime) { if (currentTarget is GameMachine) { GameMachine machine = (GameMachine)currentTarget; machine.IncreaseCurrentNumberOfPlayers(); this.GetComponent <Animator>().SetTrigger("Sit"); } currentTarget.OnUse(); customerTransform.LookAt(currentTarget.transform); customerTransform.position = currentTarget.GetUsePosition().position; yield return(new WaitForSeconds(waitTime / speedFactor)); if (currentTarget is GameMachine) { GameMachine machine = (GameMachine)currentTarget; machine.DecreaseCurrentNumberOfPlayers(); this.GetComponent <Animator>().SetTrigger("Get Up"); } currentTarget.InUse = false; currentState = CustomerStates.Idle; }
public void Register(GameMachine.Core.Behavior behavior, params string[] names) { for (int i = 0; i < names.Length; i++) { string name = Char.ToLowerInvariant (names [i] [0]) + names [i].Substring (1); behaviorGameMessages [name] = behavior; } }
public SpawnState(GameMachine game, IState previousState, SpawnAbilitySelectionUIContainer spawnUIContainer) : base(game, previousState) { gmMachine = game; this.spawnUIContainer = spawnUIContainer; // MOVE => Pinto Las Tiles // ATTACK => Selecciono las tiles a atacar y marco a los enemigos como van a quedar de vida ? // SPAWN => Pinto las tiles y marco a las unidades combinables }
public void GameMachineRepository_GetGamemachineById_with_GameData() { using (var transaction = new TransactionScope()) { GameMachine gm = CreateMockGameMachine(); sut.AddGamemachine(gm); var result = sut.GetGamemachineById(Convert.ToString(gm.Id)); result.ShouldNotBeNull(); } }
public void GameMachineRepository_DeleteGamemachine_with_GameId() { using (var transaction = new TransactionScope()) { GameMachine gm = CreateMockGameMachine(); sut.AddGamemachine(gm); var result = sut.DeleteGamemachine(Convert.ToString(gm.Id)); result.ShouldBeTrue(); } }
public void GameMachineRepository_GetAllGamemachines_with_GameData() { using (var transaction = new TransactionScope()) { GameMachine gm = CreateMockGameMachine(); sut.AddGamemachine(gm); var result = sut.GetAllGameMachines(); result.Count().ShouldBeGreaterThan(0); } }
// Add Game machine public string AddGamemachine(GameMachine gamemachine) { if (_gamerepo.AddGamemachine(gamemachine)) { return("Game machine details added successfully"); } else { return("Invalid Game machine details."); } }
public override void Begin(GameMachine context) { this.context = context; playerController.gameObject.SetActive(false); enemyController.gameObject.SetActive(false); turnsUI.gameObject.SetActive(false); experiencePointsUI.gameObject.SetActive(false); placementManager.gameObject.SetActive(true); levelProgress?.gameObject.SetActive(false); PlacementPhaseStarted?.Invoke(); }
//Update Game Machine public string UpdateGamemachine(GameMachine gamemachine) { if (_gamerepo.UpdateGamemachine(gamemachine)) { return("Game machine details updated successfully"); } else { return("Invalid Game machine details."); } }
//Game machine by Id public GameMachine GetGamemachineById(string id) { int gid = 0; GameMachine result = null; if (int.TryParse(id, out gid)) { var gamemachineId = Convert.ToInt32(id); result = contextObj.gamemachine.Find(gamemachineId); } return(result); }
public override void Begin(GameMachine context) { Logcat.I($"Starting results state. Has player won? {gameplayState.HasPlayerWon}"); if (gameplayState.HasPlayerWon) { resultsPanel.RaiseWin(); } else { resultsPanel.RaiseLose(); } }
public void GameMachineRepository_UpdateGamemachine_with_GameData() { using (var transaction = new TransactionScope()) { GameMachine gm = CreateMockGameMachine(); GameMachine ugm = CreateMockGameMachine(); sut.AddGamemachine(gm); ugm.Id = gm.Id; var result = sut.UpdateGamemachine(ugm); result.ShouldBeTrue(); } }
public void TestForFlush() { string hand = "2H 3H 5H 2H 7H"; GameMachine gm = new GameMachine("player1", "player2"); List <Card> cards = GetCard(hand); bool expected = true; bool actual = gm.CheckForFlush(cards); Assert.Equal(expected, actual); }
public void TestForStraight() { string hand = "TH 9S 8D 7S 6C"; GameMachine gm = new GameMachine("player1", "player2"); List <Card> cards = GetCard(hand); bool expected = true; bool actual = gm.CheckForStraight(cards); Assert.Equal(expected, actual); }
private void Awake() { if (GameMachine.Instance == null && GameMachine.Instance != this) { instance = this; initalState = CreateState(startState); ForceState(initalState); } else { Destroy(gameObject); } }
public void TestForFourOfAKind() { string hand = "5C 5S 5H 5D 7H"; GameMachine gm = new GameMachine("player1", "player2"); List <Card> cards = GetCard(hand); bool expected = true; bool actual = gm.CheckForFourOfAKind(cards); Assert.Equal(expected, actual); }
public void TestForFullHouse() { string hand = "3C 3H 3S 2S 2H"; GameMachine gm = new GameMachine("player1", "player2"); List <Card> cards = GetCard(hand); bool expected = true; bool actual = gm.CheckForFullHouse(cards); Assert.Equal(expected, actual); }
public override async Task OnEnter(GameState previous = null) { Debug.Log("Entered Inital"); gm = GameMachine.Instance; await gm.Loading.Deactive(); splash = GameObject.FindObjectOfType <SplashUI>(); if (splash == null) { throw new System.Exception("Splash UI not found in current scene"); } await splash.Show(); GameMachine.Instance.NewState(new MenuState()); }
IEnumerator run() { while (codePointer.MoveNext()) { object retval = codePointer.Current; var requestGoSub = retval as GameMachineGoSub; if (requestGoSub != null) { var sub = new GameMachine() { codePointer = requestGoSub.CodePointer, dynamicDispatch = this.dynamicDispatch, }; var subCodePointer = sub.run(); while (subCodePointer.MoveNext()) { yield return(subCodePointer.Current); } continue; } var requestGoTo = retval as GameMachineGoTo; if (requestGoTo != null) { codePointer = requestGoTo.Code.Invoke(); continue; } if (retval != null) { var queryCodePointer = (IEnumerator)dynamicDispatch(retval); if (queryCodePointer == null) { continue; } while (queryCodePointer.MoveNext()) { yield return(queryCodePointer.Current); } continue; } else { yield return(null); } } }
// Add Game machine public bool AddGamemachine(GameMachine gamemachine) { bool result = false; if (gamemachine != null) { using (var scope = new TransactionScope()) { contextObj.gamemachine.Add(gamemachine); contextObj.SaveChanges(); scope.Complete(); result = true; logger.Info("Added GameMachine. " + gamemachine.MachineName); } } return(result); }
//Update Game Machine public bool UpdateGamemachine(GameMachine gamemachine) { bool result = false; if (gamemachine != null) { int gamemachineId = Convert.ToInt32(gamemachine.Id); using (var scope = new TransactionScope()) { GameMachine _gamemachine = contextObj.gamemachine.Where(b => b.Id == gamemachineId).FirstOrDefault(); _gamemachine.MachineName = gamemachine.MachineName; _gamemachine.Description = gamemachine.Description; _gamemachine.Vendor = gamemachine.Vendor; _gamemachine.MachineType = gamemachine.MachineType; contextObj.SaveChanges(); scope.Complete(); result = true; logger.Info("Updated GameMachine. " + gamemachine.MachineName); } } return(result); }
public TakeCardAbilityButtonExecution(IOcuppy actualOccupier, GameMachine gameCreator, AbilityButtonCreationUI abilityButtonCreationUI) { this.game = gameCreator; this.actualOccupier = actualOccupier; this.abilityButtonCreationUI = abilityButtonCreationUI; }
private void Awake() { gameMachine = FindObjectOfType <GameMachine>(); }
public TurnState(int duration, GameMachine game) : base(game, duration) { this.gmMachine = game; stateName = "TURN STATE"; }
public InitialAdministrationStateBase(int duration, GameMachine game, int managmentPoints) : base(duration, game, managmentPoints) { }
public SelectCardTargetState(GameMachine game, IState previousState, MoveAbilitySelectionUIContainer moveUIContainer, IOcuppy mover) : base(game, previousState) { gmMachine = game; this.moveUIContainer = moveUIContainer; this.mover = mover; }
public override void TransitionIn(GameMachine machine) { if (machine.AudioSource == null)return; machine.AudioSource.PlayRandomIntroClip(); }
public override void Act(GameMachine machine) { if (machine.AudioSource == null) return; var shouldPlaySound = Random.value > 0.993; if (!shouldPlaySound)return; machine.AudioSource.PlayRandomInGameQuip(); }
public virtual void TransitionOut(GameMachine machine) { }
public virtual void Act(GameMachine machine) { }
public AdministrationState(int duration, GameMachine game, int managmentPoints) : base(game, duration) { this.managmentPoints = managmentPoints; this.gmMachine = game; stateName = "ADMINISTRATION STATE"; }
public TakeCardState(GameMachine game, IState previousState) : base(game, previousState) { gmMachine = game; }
public InitialAdministrationStateB(int duration, GameMachine gmMachine, int mngPoints) : base(duration, gmMachine, mngPoints) { stateName = "INITIAL ADMINISTRATION STATE B"; nextState = new InitialAdministrationStateC(20, gmMachine, 2); }