public void Techs_WhenCheckingForExistingTechs_Should_ReturnTrueIfNamePresent() { var gameManip = new TechManager(); var isPresent = gameManip.CheckIfTechExists("Trans-Newtonian Technology"); Assert.IsTrue(isPresent); }
void Awake() { TC = TC2; TCu = TCu2; common = new GameObject("COMMON"); common.transform.parent = transform; common.AddComponent <Resourcex>().file = commonFiles[0]; common.GetComponent <Resourcex>().StartRes(); common.AddComponent <B3DScript>().file = commonFiles[1]; common.GetComponent <B3DScript>().StartB3D(); //common.GetComponent<B3DScript>().CreateB3D(common); //common.GetComponent<B3DScript>().B3Dread(common,false); gameObject.AddComponent <ClockScript>(); trucks = new GameObject("TRUCKS"); trucks.transform.parent = transform; trucks.AddComponent <Resourcex>().file = truckFiles[0]; trucks.GetComponent <Resourcex>().StartRes(); trucks.AddComponent <B3DScript>().file = truckFiles[1]; trucks.GetComponent <B3DScript>().StartB3D(); trucks.AddComponent <TrucksBehaviour>(); trucks.GetComponent <B3DScript>().Disable(); TechManager TruckTech = new TechManager(); TruckTech.TRUCKS = trucks; TruckTech.StartTech(); //TruckTech = new GameObject("TruckTech"); //TruckTech.transform.parent = transform; //TruckTech.AddComponent<TechManager>().TRUCKS = trucks; foreach (var file in envResFiles) { GameObject resFile = new GameObject(file.Name.Split('.')[0].ToUpper()); resFile.transform.parent = transform; resFile.AddComponent <Resourcex>().file = file; resFile.GetComponent <Resourcex>().StartRes(); } foreach (var file in envB3DFiles) { GameObject b3dFile = GameObject.Find(file.Name.Split('.')[0].ToUpper()); MainRooms.Add(b3dFile); if (b3dFile != null) { b3dFile.AddComponent <B3DScript>().file = file; b3dFile.GetComponent <B3DScript>().StartB3D(); LoaT.AddRange(b3dFile.GetComponent <B3DScript>().LoadTriggers); } } }
public void UpdateTechManager(List <Inspection> inspectionList) { try { var techManagers = _appDbContext.TechManagers.ToList(); var inspections = _appDbContext.Inspections.ToList(); foreach (var item in inspections) { var existingTechManager = techManagers.FirstOrDefault(x => x.Name == item.TechManagerName); //if finalweek is existing, get the existing FinalWeekID and assign it to inspection if (existingTechManager == null) { var newTechManager = new TechManager() { Name = item.TechManagerName }; item.TechManagerId = _techManagerRepository.CreateTechManager(newTechManager); } else { item.TechManagerId = existingTechManager.TechManagerId; } _appDbContext.Inspections.Update(item); _appDbContext.SaveChanges(); } } catch (Exception ex) { throw ex; } }
public void NewTechs_WhenGettingTechCostAbove33_Should_ReturnCostOfTechLevel33() { var gameManip = new TechManager(); Assert.AreEqual(gameManip.GetStandardTechCostForLevel(33), gameManip.GetStandardTechCostForLevel(34)); Assert.AreEqual(gameManip.GetStandardTechCostForLevel(33), gameManip.GetStandardTechCostForLevel(765765)); }
public void NewTechs_WhenGettingTechCostBelow1_Should_ReturnCostOfTechLevel1() { var gameManip = new TechManager(); Assert.AreEqual(gameManip.GetStandardTechCostForLevel(1), gameManip.GetStandardTechCostForLevel(0)); Assert.AreEqual(gameManip.GetStandardTechCostForLevel(1), gameManip.GetStandardTechCostForLevel(-6)); }
void Awake() { instance = this; tier = new int[4]; temporaryJobSkillPoint = new int[4]; neededMaxSkillPoint = new int[4]; //튜토리얼 GameManager.instance.firstTechTree.SetActive(true); }
public Settlement(string name, Location.Location location, Culture.Culture culture) { Name = name; Location = location; TechManager = new TechManager(culture.TechTree); Culture = culture; Stockpile = new Stockpile(); TodaysWeather = Location.GenerateWeather(); }
public int CreateTechManager(TechManager techManager) { techManager.DateRegister = DateTime.Now; _appDbContext.TechManagers.Add(techManager); _appDbContext.SaveChanges(); return(techManager.TechManagerId); }
public void TestElligibilityAndPrereqs() { Technology[] techs = new Technology[] { MakeTech("0", "0", "", new string[] {}, 1.0f), MakeTech("1", "1", "", new string[] {}, 1.0f), MakeTech("2", "2", "", new string[] {}, 3.0f), MakeTech("3", "3", "", new string[] { "0" }, 1.0f), MakeTech("4", "4", "", new string[] { "0", "1" }, 1.0f), MakeTech("5", "5", "", new string[] { "1" }, 1.0f), MakeTech("6", "6", "", new string[] { "2" }, 1.0f), MakeTech("7", "7", "", new string[] { "4", "1" }, 1.0f), }; TechManager tm = new TechManager(); Technology[] eligibles; tm.LoadTechs(techs); eligibles = tm.GetEligibleTechs(); Assert.True(tm.PrereqsMet(techs[0])); Assert.True(tm.PrereqsMet(techs[1])); Assert.True(tm.PrereqsMet(techs[2])); Assert.False(tm.PrereqsMet(techs[3])); Assert.False(tm.PrereqsMet(techs[4])); Assert.False(tm.PrereqsMet(techs[5])); Assert.False(tm.PrereqsMet(techs[6])); Assert.False(tm.PrereqsMet(techs[7])); Assert.That(eligibles, Is.EquivalentTo(new Technology[] { techs[0], techs[1], techs[2] })); //buy some techs, assert that the returned costs are as expected, buying tech 0 should return zero the second time as it has already been purchased Assert.AreEqual(1.0f, tm.BuyTech("0")); Assert.AreEqual(0.0f, tm.BuyTech("0")); Assert.AreEqual(3.0f, tm.BuyTech("2")); eligibles = tm.GetEligibleTechs(); Assert.True(tm.PrereqsMet(techs[0])); Assert.True(tm.PrereqsMet(techs[1])); Assert.True(tm.PrereqsMet(techs[2])); Assert.True(tm.PrereqsMet(techs[3])); Assert.False(tm.PrereqsMet(techs[4])); Assert.False(tm.PrereqsMet(techs[5])); Assert.True(tm.PrereqsMet(techs[6])); Assert.False(tm.PrereqsMet(techs[7])); Assert.That(eligibles, Is.EquivalentTo(new Technology[] { techs[1], techs[3], techs[6] })); tm.BuyTech("1"); eligibles = tm.GetEligibleTechs(); Assert.True(tm.PrereqsMet(techs[4])); Assert.False(tm.PrereqsMet(techs[7])); Assert.That(eligibles, Is.EquivalentTo(new Technology[] { techs[3], techs[4], techs[5], techs[6] })); tm.BuyTech("4"); eligibles = tm.GetEligibleTechs(); Assert.IsTrue(tm.PrereqsMet(techs[7])); Assert.That(eligibles, Is.EquivalentTo(new Technology[] { techs[3], techs[7], techs[5], techs[6] })); }
// Handles Awake event public void Awake() { Factory = new MainGameFactory(gameObject); var techs = Resources.LoadAll("Techs", typeof(Technology)).Select(t => (Technology)t).ToArray(); TechManager = new TechManager(); TechManager.LoadTechs(techs); resourcePrefabs = Resources.LoadAll <Resource>("").ToList(); InjectAllObjects(); }
public void NewTechs_WhenGettingTechCost_Should_ReturnCorrectValue() { var gameManip = new TechManager(); var techLevel7Cost = gameManip.GetStandardTechCostForLevel(7); var techLevel20Cost = gameManip.GetStandardTechCostForLevel(20); var techLevel30Cost = gameManip.GetStandardTechCostForLevel(30); Assert.AreEqual(12000, techLevel7Cost); Assert.AreEqual(15000000, techLevel20Cost); Assert.AreEqual(855000000, techLevel30Cost); }
void Start() { entryManager = new EntryManager(); #if UNITY_EDITOR if (StartGameSettings.mapSave == null) { mapManager.InitWithSave(MapSaveModel.NewGameSave("eeu")); } else #endif mapManager.InitWithSave(StartGameSettings.mapSave); techManager = new TechManager(); StartCoroutine(ShowEntryPopup()); }
public void Techs_WhenAddingExtendedTechs_Should_HaveValidIdsAndPrerequisites() { var testClass = new TechManager(); testClass.AddInExtendedTechs(); var testTech = testClass.GetTechByName("Fission/Fusion Matter Manipulation Technologies"); Assert.IsNotNull(testTech.TechSystemID); var testTech2 = testClass.GetTechByName("Energy and Field Manipulation Technology"); Assert.IsNotNull(testTech2.TechSystemID); }
public void UpdateTechManager(TechManager techManager) { var existing = _appDbContext.TechManagers.SingleOrDefault(x => x.TechManagerId == techManager.TechManagerId); if (existing != null) { existing.Description = techManager.Description; existing.Name = techManager.Name; existing.Status = techManager.Status; _appDbContext.TechManagers.Update(existing); _appDbContext.SaveChanges(); } }
public Flagship(string pId, string pName, UAbility[] pAbilities, string pText, int pCost, int pBattle, int pMultiplier, int pMove, int pCapacity, TechManager techManager) : base(UType.Flagship, techManager) { id = pId; name = pName; abilities = pAbilities; text = pText; cost = pCost; battle = pBattle; shots = pMultiplier; move = pMove; capacity = pCapacity; carries = UCarry.Anything; buys = 1; fleetSupply = UFSupply.Always; ship = true; maxQuantity = 1; }
public void Techs_WhenGettingAllTechsMultipleTimes_Should_OnlyGetFromStorageOnce() { var mockPersistor = new Mock <IGameManipPersistentStorage>(); var techManip = new TechManager(mockPersistor.Object); mockPersistor.Setup( m => m.GetAllTechsFromStorage() ).Returns(new List <TechObject>() { new TechObject() }); techManip.GetAllTechs(); techManip.GetAllTechs(); techManip.GetAllTechs(); mockPersistor.Verify(m => m.GetAllTechsFromStorage(), Times.Once); }
public void NewTechs_WhenInsertingIntoDb_Should_NotCreateDuplicatesByName() { var mockDb = new Mock <IGameManipPersistentStorage>(); mockDb.Setup( m => m.AddNewTech(It.IsAny <TechObject>()) ).Returns(new TechObject() { Name = "Test", TechSystemID = 7 }); var gameManip = new TechManager(mockDb.Object); var testTech = gameManip.NewGlobalTech(name: "Test", description: "A test tech", techType: new TechType() { TechTypeID = 99, Description = "Power Plant Technology", FieldID = 1, DistributeLowerTech = 1 }, techLevel: 7); var testTech2 = gameManip.NewGlobalTech(name: "Test", description: "A test tech", techType: new TechType() { TechTypeID = 99, Description = "Power Plant Technology", FieldID = 1, DistributeLowerTech = 1 }, techLevel: 7); }
/// <summary> /// Determins if all tech and stat requirements are met for this building /// </summary> /// <param name="statManager"></param> /// <param name="techManager"></param> /// <returns>True if requirements met, false otherwise</returns> public bool RequirementsMet(StatManager statManager, TechManager techManager) { foreach (var requirement in statRequirements) { var statname = requirement.name; var stat = statManager.Stat(statname); if (!requirement.IsSatisfied((float)stat.Value)) { return(false); } } foreach (var tech in techRequirements) { if (!techManager.TechResearched(tech)) { return(false); } } return(true); }
// Use this for initialization void Start() { BoardMgr = GetComponent<BoardManager> (); CardMgr = GetComponent<CardManager> (); CameraMgr = GetComponent<CameraManager> (); ComponentMgr = GetComponent<ComponentManager> (); FileMgr = GetComponent<FileManager> (); LanguageMgr = GetComponent<LanguageManager> (); NetworkMgr = GetComponent<NetworkManager> (); PlayerMgr = GetComponent<PlayerManager> (); TechMgr = GetComponent<TechManager> (); UnitMgr = GetComponent<UnitManager> (); UIMgr = GetComponent<UIManager> (); initializeOptions (); }
public void Update() { SettlerManager.UpdatePrestige(this); TechManager.MakeProgress(this); }
public Unit(UType pUnitType, TechManager techManager) { unitType = pUnitType; switch (unitType) { case UType.GroundForce: cost = 1; buys = 2; battle = 8; shots = 1; fleetSupply = UFSupply.Never; ship = false; carries = UCarry.Nothing; break; case UType.SpaceDock: cost = 4; buys = 1; fleetSupply = UFSupply.Never; ship = false; carries = UCarry.Fighters; capacity = 3; abilities = new UAbility[1]{UAbility.Production}; maxQuantity = 3; break; case UType.Carrier: cost = 3; buys = 1; move = 1; battle = 9; shots = 1; fleetSupply = UFSupply.Always; ship = true; carries = UCarry.Anything; capacity = 6; maxQuantity = 4; break; case UType.PDS: cost = 2; buys = 1; battle = 6; shots = 0; fleetSupply = UFSupply.Never; ship = false; carries = UCarry.Nothing; abilities = new UAbility[1]{UAbility.PlanetaryShield}; maxQuantity = 6; break; case UType.Fighter: cost = 1; buys = 2; battle = 9; shots = 1; fleetSupply = UFSupply.Never; ship = true; carries = UCarry.Leaders; break; case UType.Cruiser: cost = 2; buys = 1; battle = 7; shots = 1; fleetSupply = UFSupply.Always; ship = true; carries = UCarry.Leaders; maxQuantity = 8; break; case UType.Destroyer: cost = 1; buys = 1; move = 1; battle = 9; shots = 1; fleetSupply = UFSupply.Always; ship = true; carries = UCarry.Leaders; maxQuantity = 8; abilities = new UAbility[1]{UAbility.AntiFighterBarrage}; break; case UType.Dreadnought: cost = 5; buys = 1; move = 1; battle = 5; shots = 1; fleetSupply = UFSupply.Always; ship = true; carries = UCarry.Leaders; abilities = new UAbility[2]{UAbility.SustainDamage, UAbility.Bombardment}; maxQuantity = 5; break; case UType.WarSun: cost = 12; buys = 1; move = 2; battle = 3; shots = 3; fleetSupply = UFSupply.Always; ship = true; carries = UCarry.Anything; maxQuantity = 2; prereqs = new Tech[]{techManager.GetTech ("War Sun")}; break; case UType.MechanizedUnit: cost = 2; buys = 1; battle = 6; shots = 2; fleetSupply = UFSupply.Never; ship = false; carries = UCarry.Nothing; abilities = new UAbility[1]{UAbility.SustainDamage}; maxQuantity = 4; break; } }