// data this model uses //private ProtoCharacterData m_data; //public ProtoCharacterData GetData() { // return m_data; //} ////////////////////////////////////////// /// Awake() ////////////////////////////////////////// void Awake() { // init data asap if (Name == "Goblin") { ProtoCharacterData data = IDL_ProtoCharacters.GetCharacter(Name); // set various things SetProperty("HP", data.HP); SetProperty("Abilities", data.Abilities); SetProperty("Name", data.Name); } else { // load the player's data PlayerData data = PlayerLoader.LoadPlayer(); SetProperty("HP", data.GetMaxHP()); SetProperty("Name", data.Name); SetProperty("Abilities", data.GetAbilities()); } SetProperty("Effects", new Dictionary <string, Effect>()); // listen for messages ListenForMessages(true); }
public void CorrectPlayerLoadingTest() { var res = PlayerLoader.LoadFromDLL(TestingDLLs + "ExistingPlayersDLL"); Assert.NotNull(res); Assert.AreEqual(3, res.Length); }
public void Spawn(double x, double y)//cria o Player na tela { box = new PlayableSolid(x, y, Matriz.scale, Matriz.scale * 2, Run); _PlayerLoader = new PlayerLoader(box, Id); _PlayerLoader.Load(parts, sides); box.MyEnt = this; }
public static int Main(string[] argv) { ConsoleMessages.SendGreetings(); if (argv.Length != 1) { return(ConsoleMessages.SendError(1, "unexcpected amount of arguments; please pass only one path")); } var players = PlayerLoader.LoadFromDLL(argv[0]); if (players == null) { return(ConsoleMessages.SendError(-1, $"could not load .dll from the given path: {argv[0]}")); } StandartDealer dealer = new(); int initialStack = 40000; int roundsPerGame = 40; int gameCycles = 1000; foreach (var player in players) { StatCollector.RunBlackjackGame(dealer, player, player.GetType().ToString(), initialStack, roundsPerGame, gameCycles).PrintMainData(Console.OpenStandardOutput()); Console.WriteLine(); } return(0); }
private void Init(UITexture ui_tex, float fov, LOADER_TYPE loader_type = LOADER_TYPE.ITEM) { //IL_0071: Unknown result type (might be due to invalid IL or missing references) //IL_008c: Unknown result type (might be due to invalid IL or missing references) //IL_00a7: Unknown result type (might be due to invalid IL or missing references) //IL_00c2: Unknown result type (might be due to invalid IL or missing references) if (model == null) { uiTexture = ui_tex; uiRenderTexture = UIRenderTexture.Get(ui_tex, fov, false, -1); model = Utility.CreateGameObject("UIModel", uiRenderTexture.modelTransform, uiRenderTexture.renderLayer); switch (loader_type) { case LOADER_TYPE.PLAYER: playerLoader = model.get_gameObject().AddComponent <PlayerLoader>(); break; case LOADER_TYPE.NPC: npcLoader = model.get_gameObject().AddComponent <NPCLoader>(); break; case LOADER_TYPE.ITEM: itemLoader = model.get_gameObject().AddComponent <ItemLoader>(); break; case LOADER_TYPE.ENEMY: enemyLoader = model.get_gameObject().AddComponent <EnemyLoader>(); break; } modelLayer = uiRenderTexture.renderLayer; } }
public void TestModReinstantiation() { TestPlayer player = null; TestMod gameMod = null; TestMod playerMod1 = null; TestMod playerMod2 = null; AddStep("load player", () => { Mods.Value = new[] { gameMod = new TestMod() }; stack.Push(loader = new PlayerLoader(() => player = new TestPlayer())); }); AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen()); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single()); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player mods applied", () => playerMod1.Applied); AddStep("restart player", () => { var lastPlayer = player; player = null; lastPlayer.Restart(); }); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single()); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player has different mods", () => playerMod1 != playerMod2); AddAssert("player mods applied", () => playerMod2.Applied); }
private IEnumerator DoLoadHelm(EquipItemTable.EquipItemData data) { EquipModelTable.Data model_data = data.GetModelData(sexID); LoadObject lo_head = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_HEAD, ResourceName.GetPlayerHead(data.GetModelID(sexID))); LoadObject lo_face = null; if (model_data.needFace) { lo_face = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_FACE, ResourceName.GetPlayerFace(faceModelID)); } yield return((object)loadingQueue.Wait()); Transform head = lo_head.Realizes(_transform, _transform.get_gameObject().get_layer()); head.set_localPosition(Vector3.get_zero()); head.set_localRotation(Quaternion.get_identity()); PlayerLoader.SetEquipColor(head, NGUIMath.IntToColor(data.modelColor0)); nodeMain = head; yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, head, SHADER_TYPE.NORMAL))); if (lo_face != null) { Transform face = lo_face.Realizes(head, _transform.get_gameObject().get_layer()); _SetMannequinMaterial(face); } displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.helmDisplayInfo; OnLoadFinished(); }
public PlayerView() { this.Players = new ObservableCollection <PlayerViewModel>(); this.InitializeComponent(); this.DataContext = this; this.Loaded += delegate { if (!this.registered) { for (DependencyObject obj = this; obj != null; obj = LogicalTreeHelper.GetParent(obj)) { MainWindow window = obj as MainWindow; if (window != null) { window.RegisterForSeasonChanges( delegate(FanastySeason season) { var players = new PlayerLoader(season); this.Dispatcher.BeginInvoke( new Action <IEnumerable <PlayerViewModel> >(this.Refresh), players.GetViewModels()); }); this.registered = true; break; } } } }; }
private void PlayerController_PlayerLoading(object sender, PlayerLoader e) { e.Loader = e.Loader .Include(p => p.Units).ThenInclude(u => u.Equips) .Include(p => p.Teams) .Include(p => p.Formations); }
private void load(OsuGameBase game) { Beatmap.Value = new DummyWorkingBeatmap(game); AddStep("load dummy beatmap", () => Add(loader = new PlayerLoader(() => new Player { AllowPause = false, AllowLeadIn = false, AllowResults = false, }))); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current"); AddStep("load slow dummy beatmap", () => { SlowLoadPlayer slow = null; Add(loader = new PlayerLoader(() => slow = new SlowLoadPlayer { AllowPause = false, AllowLeadIn = false, AllowResults = false, })); Scheduler.AddDelayed(() => slow.Ready = true, 5000); }); AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current"); }
public ModelLoaderBase LoadModel(GameObject go, bool need_shadow, bool enable_light_probe, Action <Animator> on_complete, bool useSpecialModel) { if (IsUsePlayerModel()) { PlayerLoader loader = go.AddComponent <PlayerLoader>(); PlayerLoadInfo player_load_info = CreatePlayerLoadInfo(); loader.StartLoad(player_load_info, go.get_layer(), 99, false, false, need_shadow, enable_light_probe, false, false, FieldManager.IsValidInField(), true, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate { if (on_complete != null) { on_complete(loader.animator); } }, true, -1); return(loader); } NPCLoader loader2 = go.AddComponent <NPCLoader>(); HomeThemeTable.HomeThemeData homeThemeData = Singleton <HomeThemeTable> .I.GetHomeThemeData(TimeManager.GetNow()); int num = Singleton <HomeThemeTable> .I.GetNpcModelID(homeThemeData, id); int num2 = (num <= 0) ? specialModelID : num; int npc_model_id = (!useSpecialModel || num2 <= 0) ? npcModelID : num2; loader2.Load(npc_model_id, go.get_layer(), need_shadow, enable_light_probe, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate { if (on_complete != null) { on_complete(loader2.animator); } }); return(loader2); }
public void NoPlayersLoadingTest() { var res = PlayerLoader.LoadFromDLL(TestingDLLs + "NoPlayersDLL"); Assert.NotNull(res); Assert.AreEqual(0, res.Length); }
private void load(OsuGameBase game) { Beatmap.Value = new DummyWorkingBeatmap(game); AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false)))); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen()); AddStep("exit loader", () => loader.Exit()); AddUntilStep("wait for no longer alive", () => !loader.IsAlive); AddStep("load slow dummy beatmap", () => { SlowLoadPlayer slow = null; stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false))); Scheduler.AddDelayed(() => slow.Ready = true, 5000); }); AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen()); }
private void PlayerController_PlayerLoading(object sender, PlayerLoader e) { e.Loader = e.Loader .Include(x => x.FriendList) .ThenInclude(fl => fl.Friends) .Include(x => x.FriendList) .ThenInclude(fl => fl.FriendApplications); }
public void Run() { //Load Scene //Put character in it PlayerLoader.LoadMain(0, 0); SceneManager.LoadScene(SceneName); SceneManager.sceneLoaded += SceneLoaded; }
private IEnumerator DoLoad(int npc_model_id, int layer, bool need_shadow, bool enable_light_probes, SHADER_TYPE shader_type, Action callback) { loadingQueue = new LoadingQueue(this); string model_name = ResourceName.GetNPCModel(npc_model_id); LoadObject lo_model = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.NPC_MODEL, model_name); string anim_name = ResourceName.GetNPCAnim(npc_model_id); LoadObject lo_anim = loadingQueue.Load(RESOURCE_CATEGORY.NPC_ANIM, anim_name, new string[1] { anim_name + "Ctrl" }, false); if (loadingQueue.IsLoading()) { yield return((object)loadingQueue.Wait()); } model = lo_model.Realizes(this.get_transform(), layer); if (model != null) { head = Utility.Find(model, "Head"); facial = model.GetComponentInChildren <NPCFacial>(); if (facial != null) { facial.animNode = Utility.Find(model, "Face"); } animator = model.GetComponentInChildren <Animator>(); if (lo_anim != null && animator != null) { animator.set_runtimeAnimatorController(lo_anim.loadedObjects[0].obj as RuntimeAnimatorController); } } PlayerLoader.SetLightProbes(model, enable_light_probes); renderers = model.GetComponentsInChildren <Renderer>(); int j = 0; for (int i = renderers.Length; j < i; j++) { if (renderers[j] is SkinnedMeshRenderer) { (renderers[j] as SkinnedMeshRenderer).set_localBounds(BOUNDS); } } switch (shader_type) { case SHADER_TYPE.LIGHTWEIGHT: ShaderGlobal.ChangeWantLightweightShader(renderers); break; case SHADER_TYPE.UI: ShaderGlobal.ChangeWantUIShader(renderers); break; } if (need_shadow) { shadow = PlayerLoader.CreateShadow(this.get_transform(), true, -1, shader_type == SHADER_TYPE.LIGHTWEIGHT); } coroutine = null; callback?.Invoke(); }
private IEnumerator DoLoadWeapon(EquipItemTable.EquipItemData data) { int modelID = data.GetModelID(sexID); string name = ResourceName.GetPlayerWeapon(modelID); byte highTex = 0; if (MonoBehaviourSingleton <GlobalSettingsManager> .IsValid()) { EquipModelHQTable hqTable = MonoBehaviourSingleton <GlobalSettingsManager> .I.equipModelHQTable; highTex = hqTable.GetWeaponFlag(modelID); } LoadObject lo = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_WEAPON, name); LoadObject lo_high_reso_tex = PlayerLoader.LoadHighResoTexs(loadingQueue, name, highTex); yield return((object)loadingQueue.Wait()); Transform weapon = lo.Realizes(_transform, _transform.get_gameObject().get_layer()); weapon.set_localPosition(Vector3.get_zero()); weapon.set_localRotation(Quaternion.get_identity()); Renderer[] renderers = weapon.GetComponentsInChildren <Renderer>(); PlayerLoader.SetEquipColor3(renderers, NGUIMath.IntToColor(data.modelColor0), NGUIMath.IntToColor(data.modelColor1), NGUIMath.IntToColor(data.modelColor2)); Material materialR = null; Material materialL = null; int j = 0; for (int i = renderers.Length; j < i; j++) { Renderer r = renderers[j]; if (r.get_name().EndsWith("_L")) { materialL = r.get_material(); nodeSub = r.get_transform(); } else { materialR = r.get_material(); nodeMain = r.get_transform(); } } yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, weapon, SHADER_TYPE.NORMAL))); PlayerLoader.ApplyWeaponHighResoTexs(lo_high_reso_tex, highTex, materialR, materialL); displayInfo = new GlobalSettingsManager.UIModelRenderingParam.DisplayInfo(MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.WeaponDisplayInfos[(int)data.type]); if (data.id == 50020201 || data.id == 50020200) { displayInfo.mainPos = new Vector3(0f, 0f, -0.21f); displayInfo.mainRot.x += 180f; displayInfo.subRot.x += 180f; } if (data.id == 60020200 || data.id == 60020201 || data.id == 60020202) { displayInfo.mainPos = new Vector3(0f, 0f, 0f); displayInfo.mainRot = new Vector3(-64.50903f, 93.68915f, -118.1268f); } OnLoadFinished(); }
private void InitializePlayer() { _player = PlayerLoader.GetPlayer() ?? _player; _player.OnMoneyChanged += OnMoneyChanged; _player.OnAchievementUnlocked += OnAchievementUnlocked; OnMoneyChanged(this, EventArgs.Empty); InitializeSkinToolStrip(); InitializeSkillsToolStrip(); StartNewGame(); }
protected override ModelLoaderBase LoadModel() { //IL_001d: Unknown result type (might be due to invalid IL or missing references) lastTargetNPCID = -1; sexType = MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex; PlayerLoader playerLoader = this.get_gameObject().AddComponent <PlayerLoader>(); playerLoader.StartLoad(PlayerLoadInfo.FromUserStatus(false, true, -1), 8, 99, false, false, true, true, false, false, false, false, SHADER_TYPE.NORMAL, null, true, -1); return(playerLoader); }
// This does the saving a loading of player data - the current level. public static void SavePlayer(PlayerLoader player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.savefile"; //where the save file is FileStream stream = new FileStream(path, FileMode.Create); PlayerData saveData = new PlayerData(player); // Insert data into the player.savefile formatter.Serialize(stream, saveData); stream.Close(); }
protected virtual void LoadModel() { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) SetRenderPlayerModel(transRoot, UI.TEX_MODEL, PlayerLoadInfo.FromCharaInfo(data, true, true, true, isVisualMode), PLAYER_ANIM_TYPE.GetStatus(data.sex), new Vector3(0f, -0.75f, 14f), new Vector3(0f, 180f, 0f), isVisualMode, delegate(PlayerLoader player_loader) { if (player_loader != null) { loader = player_loader; } }); }
private void DeleteModel() { //IL_0030: Unknown result type (might be due to invalid IL or missing references) DeleteRenderTexture((Enum)UI.TEX_ENEMY); SetVisibleWidgetEffect(UI.TEX_ENEMY, null); if (model != null) { Object.DestroyImmediate(model.get_gameObject()); model = null; loader = null; } }
public void LoadPlayer(PlayerLoadInfo load_info) { //IL_002f: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Unknown result type (might be due to invalid IL or missing references) //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0122: Unknown result type (might be due to invalid IL or missing references) if (playerShadow == null) { playerShadow = PlayerLoader.CreateShadow(MonoBehaviourSingleton <StageManager> .I.stageObject, false, -1, false); playerShadow.get_transform().set_position(parameter.playerPos + new Vector3(0f, 0.005f, 0f)); } ShaderGlobal.lightProbe = false; if (!(playerLoader != null) || !playerLoader.loadInfo.Equals(load_info)) { if (renderTexture != null) { Object.DestroyImmediate(renderTexture); } renderTexture = UIRenderTexture.Get(uiTexture, -1f, true, -1); renderTexture.Disable(); renderTexture.nearClipPlane = parameter.renderTextureNearClip; int num = -1; if (MonoBehaviourSingleton <OutGameSettingsManager> .IsValid()) { num = ((!MonoBehaviourSingleton <OutGameSettingsManager> .I.statusScene.isChangeHairShader) ? (-1) : MonoBehaviourSingleton <UserInfoManager> .I.userStatus.hairColorId); } playerLoader = renderTexture.modelTransform.get_gameObject().AddComponent <PlayerLoader>(); PlayerLoader obj = playerLoader; int use_hair_overlay = num; obj.StartLoad(load_info, renderTexture.renderLayer, PLAYER_ANIM_TYPE.GetStatus(MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex), false, false, false, false, false, true, true, true, SHADER_TYPE.NORMAL, delegate { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0056: Unknown result type (might be due to invalid IL or missing references) //IL_00a2: Unknown result type (might be due to invalid IL or missing references) //IL_00ad: Unknown result type (might be due to invalid IL or missing references) //IL_00b2: Unknown result type (might be due to invalid IL or missing references) //IL_00ba: Unknown result type (might be due to invalid IL or missing references) //IL_00bf: Unknown result type (might be due to invalid IL or missing references) playerLoader.get_transform().set_position(parameter.playerPos); playerLoader.get_transform().set_eulerAngles(new Vector3(0f, (viewMode != 0) ? parameter.avatarPlayerRot : parameter.playerRot, 0f)); if (MonoBehaviourSingleton <UserInfoManager> .IsValid()) { UserStatus userStatus = MonoBehaviourSingleton <UserInfoManager> .I.userStatus; float num2 = (userStatus.sex != 0) ? parameter.playerScaleFemale : parameter.playerScaleMale; playerLoader.get_transform().set_localScale(playerLoader.get_transform().get_localScale().Mul(new Vector3(num2, num2, num2))); } renderTexture.Enable(0.25f); }, true, use_hair_overlay); } }
private static PlayerLoader Load(HomePlayerCharacter chara, GameObject go, FriendCharaInfo chara_info, PlayerLoader.OnCompleteLoad callback) { PlayerLoader playerLoader = go.AddComponent <PlayerLoader>(); PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo(); if (chara_info != null) { playerLoadInfo.Apply(chara_info, false, true, true, true); chara.sexType = chara_info.sex; } else { int num = Random.Range(0, 2); int face_type_id; int hair_style_id; if (num == 0) { int[] defaultHasManFaceIndexes = Singleton <AvatarTable> .I.defaultHasManFaceIndexes; face_type_id = defaultHasManFaceIndexes[Random.Range(0, defaultHasManFaceIndexes.Length)]; int[] defaultHasManHeadIndexes = Singleton <AvatarTable> .I.defaultHasManHeadIndexes; hair_style_id = defaultHasManHeadIndexes[Random.Range(0, defaultHasManHeadIndexes.Length)]; } else { int[] defaultHasWomanFaceIndexes = Singleton <AvatarTable> .I.defaultHasWomanFaceIndexes; face_type_id = defaultHasWomanFaceIndexes[Random.Range(0, defaultHasWomanFaceIndexes.Length)]; int[] defaultHasWomanHeadIndexes = Singleton <AvatarTable> .I.defaultHasWomanHeadIndexes; hair_style_id = defaultHasWomanHeadIndexes[Random.Range(0, defaultHasWomanHeadIndexes.Length)]; } int[] defaultHasSkinColorIndexes = Singleton <AvatarTable> .I.defaultHasSkinColorIndexes; int skin_color_id = defaultHasSkinColorIndexes[Random.Range(0, defaultHasSkinColorIndexes.Length)]; int[] defaultHasHairColorIndexes = Singleton <AvatarTable> .I.defaultHasHairColorIndexes; int hair_color_id = defaultHasHairColorIndexes[Random.Range(0, defaultHasHairColorIndexes.Length)]; playerLoadInfo.SetFace(num, face_type_id, skin_color_id); playerLoadInfo.SetHair(num, hair_style_id, hair_color_id); OutGameSettingsManager.HomeScene.RandomEquip randomEquip = MonoBehaviourSingleton <OutGameSettingsManager> .I.homeScene.randomEquip; uint equip_body_item_id = (uint)Utility.Lot(randomEquip.bodys); uint equip_head_item_id = (uint)Utility.Lot(randomEquip.helms); uint equip_arm_item_id = (uint)Utility.Lot(randomEquip.arms); uint equip_leg_item_id = (uint)Utility.Lot(randomEquip.legs); playerLoadInfo.SetEquipBody(num, equip_body_item_id); if (Random.Range(0, 4) != 0) { playerLoadInfo.SetEquipHead(num, equip_head_item_id); } playerLoadInfo.SetEquipArm(num, equip_arm_item_id); playerLoadInfo.SetEquipLeg(num, equip_leg_item_id); chara.sexType = num; } playerLoader.StartLoad(playerLoadInfo, 0, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1); return(playerLoader); }
public void LoadPlayersFrom_PlayerNotClass_SetsValidationError() { // arrange var loader = new PlayerLoader(); // act loader.LoadPlayersFrom(new List <Type> { typeof(InterfacePlayer) }); // assert Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.InterfacePlayer is not a class")); }
public void LoadPlayersFrom_NoParameterlessConstructor_SetsValidationError() { // arrange var loader = new PlayerLoader(); // act loader.LoadPlayersFrom(new List <Type> { typeof(ComplexConstructorPlayer) }); // assert Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.ComplexConstructorPlayer does not have a parameterless constructor")); }
public void LoadPlayersFrom_ConstructorThrowsException_SetsValidationError() { // arrange var loader = new PlayerLoader(); // act loader.LoadPlayersFrom(new List <Type> { typeof(ExceptionalPlayer) }); // assert Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.ExceptionalPlayer threw an exception while loading: Can't load me, sucka!")); }
public void LoadPlayersFrom_SingleTypeWithValidPlayer_ReturnsPlayer() { // arrange // act var players = new PlayerLoader().LoadPlayersFrom(new List <Type> { typeof(Fakeplayer) }); // assert Assert.That(players.Count, Is.EqualTo(1)); Assert.That(players[0].GetType(), Is.EqualTo(typeof(Fakeplayer))); }
// Start is called before the first frame update void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); return; } _instance = this; DontDestroyOnLoad(gameObject); SceneManager.sceneLoaded += SceneManager_sceneLoaded; }
private void init() { initialized=true; playerLoader=GameObject.Find("GameController").GetComponent<PlayerLoader>(); level=playerLoader.getLevel(); experience=playerLoader.getExp(); maxExperience=playerLoader.getMaxExperience(); float scalar=experience/(float)maxExperience; transform.localScale=new Vector3(normalScale.x*scalar, normalScale.y, normalScale.z); levelNumber.text=""+level; }
private PlayerLoader Load(LoungePlayer chara, GameObject go, CharaInfo chara_info, PlayerLoader.OnCompleteLoad callback) { PlayerLoader playerLoader = go.AddComponent <PlayerLoader>(); PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo(); if (chara_info != null) { playerLoadInfo.Apply(chara_info, false, true, true, true); chara.sexType = chara_info.sex; } playerLoader.StartLoad(playerLoadInfo, 8, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1); return(playerLoader); }
public void init() { loader=GameObject.Find("GameController").GetComponent<PlayerLoader>(); setButtonSprites(); }