public void GetSetTest() { // init + get MiniBoard board = new MiniBoard(5, 5); for (int i = 0; i < 25; i++) { Assert.AreEqual(i, (int)board.Get(i), "init + get"); } // // set + get from i = [0,12] board.Set(6, 10); Assert.AreEqual(10, (int)board.Get(6), "set + get from i = [0,11]"); // // set + get from i = [13,24] board.Set(18, 10); Assert.AreEqual(10, (int)board.Get(18), "set + get from i = [12,23]"); // // set + get from i = [25] board.Set(24, 10); Assert.AreEqual(10, (int)board.Get(24), "set + get from i = [24]"); // // get: out of range exception bool thrown = false; try { board.Get(25); } catch (IndexOutOfRangeException ex) { thrown = true; } Assert.IsTrue(thrown, "get: out of range exception"); // // set: out of range exception thrown = false; try { board.Set(25, 25); } catch (IndexOutOfRangeException ex) { thrown = true; } Assert.IsTrue(thrown, "set: out of range exception"); }
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Get a component reference to the attached Map script mapScript = GetComponent <Map>(); playerScript = GetComponent <Player>(); boardScript = GetComponent <Board>(); miniBoardScript = GetComponent <MiniBoard>(); //Call the InitGame function to initialize the first level InitGame(); }
// Use this for initialization void Start() { playerSprites = Resources.LoadAll <Sprite>("playerSprites"); //Debug.Log("Number of sprites: "+playerSprites.Length); map = gameObject.GetComponent <Map>(); plr = gameObject.GetComponent <Player>(); miniBoard = gameObject.GetComponent <MiniBoard>(); }
public ActionResult Index(int?id, string errMessage = "", bool sectionOpen = false, bool categoryOpen = false, bool tagOpen = false, bool sectionEditOpen = false, bool categoryEditOpen = false, bool tagEditOpen = false, bool boardEditOpen = false, bool cardEditOpen = false) { BoardViewModel view = new BoardViewModel(); string user = User.Identity.GetUserId(); if (db.Boards.Where(b => b.OwnerID == user).Count() > 0) { List <Board> boards = db.Boards.Where(b => b.OwnerID == user).ToList(); List <MiniBoard> miniBoards = new List <MiniBoard>(); foreach (var b in boards) { MiniBoard m = new MiniBoard(b.ID, b.Title); miniBoards.Add(m); } view.Boards = miniBoards; if (id == null) { view.SelectedBoard = boards.FirstOrDefault(); } else { Board origBoard = db.Boards.Find(id); if (origBoard == null) { return(HttpNotFound()); } Board selectedBoard = boards.Where(b => b.ID == id).FirstOrDefault(); if (selectedBoard == null) { return(new HttpStatusCodeResult(HttpStatusCode.Forbidden)); } view.SelectedBoard = selectedBoard; } SectionRow row = new SectionRow(); view.SectionTable = row.getTable(view.SelectedBoard.Sections.ToList()); foreach (var r in view.SectionTable) { r.Row = r.Row.OrderBy(rr => rr.Order).ToList(); } view.ActiveSections = row.getActiveSections(view.SelectedBoard.Sections.ToList(), view.SectionTable); List <Section> sections = view.SelectedBoard.Sections.OrderBy(s => s.ParentID).ThenBy(s => s.Order).ToList(); view.SelectedBoard.Sections = sections; List <Card> cards = new List <Card>(); foreach (var item in view.ActiveSections) { cards.AddRange(item.Cards); List <Card> orderCards = item.Cards.OrderBy(c => c.Order).ToList(); item.Cards = orderCards; } ViewBag.uncategorizedCards = cards.Count > 0 ? true : false; } ViewBag.sectionOpen = sectionOpen; ViewBag.categoryOpen = categoryOpen; ViewBag.tagOpen = tagOpen; ViewBag.sectionEditOpen = sectionEditOpen; ViewBag.categoryEditOpen = categoryEditOpen; ViewBag.tagEditOpen = tagEditOpen; ViewBag.boardEditOpen = boardEditOpen; ViewBag.cardEditOpen = cardEditOpen; ViewBag.errorMessage = errMessage; return(View(view)); }
public void LoadGame() { Board board = GetComponent <Board>(); MiniBoard miniBoard = GetComponent <MiniBoard>(); Player plr = GetComponent <Player>(); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/map.dat", FileMode.Open); int fSeed = (int)bf.Deserialize(file); int[][] fCells = (int[][])bf.Deserialize(file); int fX = (int)bf.Deserialize(file); int fY = (int)bf.Deserialize(file); bool[][] fExplored = (bool[][])bf.Deserialize(file); bool fT = (bool)bf.Deserialize(file); // deserialize room data rooms.Clear(); int sr = (int)bf.Deserialize(file); for (int r = 0; r < sr; r++) { int sID = (int)bf.Deserialize(file); float sRectX = (float)bf.Deserialize(file); float sRectY = (float)bf.Deserialize(file); float sRectW = (float)bf.Deserialize(file); float sRectH = (float)bf.Deserialize(file); Rect sRect = new Rect(sRectX, sRectY, sRectW, sRectH); rooms.Add(new Room(sID, sRect)); } // deserialize hall data halls.Clear(); int sh = (int)bf.Deserialize(file); for (int h = 0; h < sh; h++) { int hID = (int)bf.Deserialize(file); halls.Add(new Hall(hID)); } // deserialize conn data int sc = (int)bf.Deserialize(file); for (int c = 0; c < sc; c++) { int cID = (int)bf.Deserialize(file); int cX = (int)bf.Deserialize(file); int cY = (int)bf.Deserialize(file); int cReg1 = (int)bf.Deserialize(file); int cReg2 = (int)bf.Deserialize(file); int cType = (int)bf.Deserialize(file); int cOrient = (int)bf.Deserialize(file); connectors.Add(new Connector(cID, cX, cY, cReg1, cReg2, cType, cOrient)); } //Debug.Log("Loaded map..."); file.Close(); seed = fSeed; cells = fCells; ClearHallCrumbsAndSetHallPaths(); plr.X = fX; plr.Y = fY; explored = fExplored; board.SetTorch(fT); board.ResetBoard(); miniBoard.UpdateMiniBoard(); }