public void SetUp() { stubPlayer = MockRepository.GenerateStub<IPlayer>(); stubGameInput = MockRepository.GenerateStub<IGameInput>(); stubCrosshair = MockRepository.GenerateStub<ICrosshair>(); stubRespawner = MockRepository.GenerateStub<IPlayerRespawner>(); kpc = new KeyboardPlayerController(stubPlayer, stubGameInput, stubCrosshair, stubRespawner); }
public KeyboardPlayerController(IPlayer player, IGameInput gameInput, ICrosshair crosshair, IPlayerRespawner playerRespawner) { this.Player = player; this.GameInput = gameInput; this.Crosshair = crosshair; this.PlayerRespawner = playerRespawner; LastShootTime = float.MinValue; LastJumpTime = float.MinValue; }
// Use this for initialization void Start() { Gaze = GameObject.FindObjectOfType <GazeFollowComponent> (); BasePresenceLayerComponent[] layers = GameObject.FindObjectsOfType <BasePresenceLayerComponent> (); List <BasePresenceLayerComponent> resLayers = new List <BasePresenceLayerComponent> (); LayersParameters.FaceConfig.cascadePath = (Application.dataPath + LayersParameters.FaceConfig.cascadePath).Replace("/", "\\"); for (int i = 0; i < layers.Length; ++i) { if (layers[i].enabled) { if (layers [i] != BaseLayer || AutoBaseLayer) { resLayers.Add(layers[i]); } layers [i].SetManager(this); } } Layers = resLayers.ToArray(); _job = new ImageDetectorJob(this); _job.Start(); if (Pointer == null) { Pointer = GameObject.FindObjectOfType <CrosshairPointer> (); } //ObjectSerializer.DeSerializeObject<PresenceLayerParameters> (Application.dataPath + "\\Data\\LayerParams.xml",ref LayersParameters ); if (Debugger != null) { Debugger.AddDebugElement(new DebugDetails(this)); } }
public CrosshairView(ICrosshair crosshair, ISpriteBatch spriteBatch, ITexture texture) { _crosshair = crosshair; _spriteBatch = spriteBatch; _texture = texture; }