Пример #1
0
        public void Constructor_ShouldLoadTheSceneFromFile()
        {
            // Arrange
            _sceneLoader.Load(SceneFilePath).Returns(TestSceneFactory.Create());

            // Act
            _ = new SceneEditorViewModel(SceneFilePath, _eventBus, _sceneLoader, _sceneModelFactory);

            // Assert
            _sceneLoader.Received(1).Load(SceneFilePath);
        }
Пример #2
0
        public void ChangeCoreUi <T>(Action <T> onLoaded = null, OverlayUiOperator?overlayUiOperator = null) where T : ICoreUiCanvas
        {
            if (!CheckInited() || !CheckChanging())
            {
                return;
            }

            this.overlayUiOperator = overlayUiOperator;

            isChanging = true;
            isExited   = false;
            isPrepared = false;
            sceneLoader.Load <T>(onLoaded);
            previousCoreUiCanvas = currentCoreUiCanvas;
            currentCoreUiCanvas  = null;

            if (overlayUiOperator.HasValue)
            {
                overlayUiOperator.Value.AddShownAction(exitPreviousUiAction);
            }
            else
            {
                ExitPreviousUi();
            }
        }
        protected virtual Scene OnLoad(string id, ISceneLoadParameters parameters)
        {
            ISceneLoader loader = this.GetLoaderByScene(id);

            Scene scene = loader.Load(id, parameters, Context);

            return(scene);
        }
Пример #4
0
        public SceneEditorViewModel(string sceneFilePath, IEventBus eventBus, ISceneLoader sceneLoader, ISceneModelFactory sceneModelFactory)
        {
            _sceneFilePath = sceneFilePath;
            _eventBus      = eventBus;
            _sceneLoader   = sceneLoader;

            _scene = _sceneLoader.Load(_sceneFilePath);

            _sceneModel = sceneModelFactory.Create(_scene);
        }
Пример #5
0
    private void OnGoalReached()
    {
        if (!AreAllStarCollected())
        {
            return;
        }

        ballBehaviour_.FloorTouched -= OnFloorTouched;
        soundEffectBehaviour_.PlayClear();
        sceneLoader_.Load();
    }
Пример #6
0
        public void LoadScene_And_OnNextFrame_ShouldLoadSceneAndSetAsCurrent_GivenPathToSceneFile()
        {
            // Arrange
            const string sceneFilePath = "start up scene";
            var          scene         = TestSceneFactory.Create();

            _sceneLoader.Load(sceneFilePath).Returns(scene);

            // Act
            _sceneManager.LoadScene(sceneFilePath);
            _sceneManager.OnNextFrame();

            // Assert
            Assert.That(_sceneManager.CurrentScene, Is.EqualTo(scene));
        }
Пример #7
0
        public void Load(Scene.Scene scene, String filename)
        {
            var          assemblyFilename = Directory.GetCurrentDirectory() + "/FbxConverter.dll";
            Assembly     fbxConverterLib  = Assembly.LoadFile(assemblyFilename);
            Module       module           = fbxConverterLib.GetModules().Single();
            Type         sceneLoaderType  = module.GetTypes().Single(_ => _.Name == "SceneLoader");
            ISceneLoader loader           = Activator.CreateInstance(sceneLoaderType) as ISceneLoader;

            if (loader == null)
            {
                throw new InvalidOperationException();
            }

            FbxConverterTypes.Node fbxscene = loader.Load(filename);

            ImportNode(scene, fbxscene);
        }
Пример #8
0
 public void Enter()
 {
     _sceneLoader.Load(SceneNames.BootSceneName, EnterMenuLoadState);
 }
Пример #9
0
 public void Enter(string payload)
 {
     _sceneLoader.Load(payload, onLoaded: MenuLoaded);
 }
Пример #10
0
 public static void SetPropertiesFromScene(this Node src, ISceneLoader loader)
 {
     src.SetPropertiesFromScene(loader.Load());
 }