private void Start() { if (localTestPlayer == null) { localTestPlayer = PhotonNetwork.Instantiate("Prefabs/" + playerPrefab.name, new Vector3(8, 3, 0), Quaternion.identity).GetComponent <TestPlayer>(); } }
public void Init_takes_IEnumerable_of_Floor() { IPlayer player = new TestPlayer(); var parameters = player.GetType().GetMethod("Init").GetParameters(); Assert.IsTrue(parameters.Any(p => p.ParameterType == typeof(IEnumerable <Floor>))); }
protected override void LoadContent() { SpriteBatch = new SpriteBatch(GraphicsDevice); DataLoader.Initialize(); _map = DataLoader.AddTilemap(@"C\Maps\testing_map", @"C\Maps\default_setting"); _testp1 = new RedPlayer("#player1", new Position(200, 200), @"C\Chars\Red\w_0_1"); _testp1.FollowCamera = true; _testp1.AssociatedPlayer = PlayerIndex.One; _testp1.Initialize(); _testp2 = new TestPlayer("#player2", 200, 220, @"C\Tiles\blue"); _testp2.FollowCamera = true; _testp2.AssociatedPlayer = PlayerIndex.Two; _testp2.Initialize(); _testp3 = new TestPlayer("#player3", 200, 220, @"C\Tiles\yellow"); _testp3.FollowCamera = true; _testp3.AssociatedPlayer = PlayerIndex.Two; _testp3.Initialize(); _testp4 = new TestPlayer("#player4", 200, 220, @"C\Tiles\red"); _testp4.FollowCamera = true; _testp4.AssociatedPlayer = PlayerIndex.Two; _testp4.Initialize(); _intro = new FadeInFadeOut("intro_text", 400, 300, @"C\Title"); _playButton = new Button("play_button", 400, 300, @"C\UI\PlayButton"); _charSelBg1 = new Sprite("bg_1", 400, 300, @"C\UI\CharSelBg1"); _charSelBg2 = new Sprite("bg_2", 400, 300, @"C\UI\CharSelBg2"); _charSelFg1 = new Sprite("fg_1", 400, 300, @"C\UI\CharSelFg1"); _charSelP1Marker = new Sprite("cs_p1m", 0, 0, @"C\UI\CharSelP1Marker"); _charSelP2Marker = new Sprite("cs_p2m", 0, 0, @"C\UI\CharSelP2Marker"); _charSelP3Marker = new Sprite("cs_p3m", 0, 0, @"C\UI\CharSelP3Marker"); _charSelP4Marker = new Sprite("cs_p4m", 0, 0, @"C\UI\CharSelP4Marker"); Program.Controller1 = new ControllerState(PlayerIndex.One); Program.Controller2 = new ControllerState(PlayerIndex.Two); Program.Controller3 = new ControllerState(PlayerIndex.Three); Program.Controller4 = new ControllerState(PlayerIndex.Four); _n03.Set(null, _n02, null, _n07); _n07.Set(null, _n05, _n03, null); _n02.Set(_n03, _n06, null, _n05); _n05.Set(_n07, _n04, _n02, null); _n06.Set(_n02, null, null, _n04); _n04.Set(_n05, null, _n06, null); _selectionNodes.Add(_n03); _selectionNodes.Add(_n07); _selectionNodes.Add(_n02); _selectionNodes.Add(_n05); _selectionNodes.Add(_n04); _selectionNodes.Add(_n06); Objects.Add(_intro); //WaveObject wo = new WaveObject("#wave1",new Position(100,100), 20, 200, 5, 0.005); //WaveObject wo2 = new WaveObject("#wave1", new Position(100, 100), 20, 200, 5, 0.005); //wo.CreateWave(new string[] { @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\head" }); //wo2.CreateWave(new string[] { @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\head" },Math.PI); //Objects.Add(wo); //Objects.Add(wo2); }
public void TestControl_MultiplePlayers() { var testPlayer1 = new TestPlayer("P1"); var testPlayer2 = new TestPlayer("P2"); var testPlayer3 = new TestPlayer("P3"); var testPlayer4 = new TestPlayer("P4"); var order = new[] { testPlayer1, testPlayer2, testPlayer3, testPlayer4 }; var control = new TurnBasedControl <TestPlayer>(order); control.Players.Should().HaveCount(order.Count()); control.TurnOrder().ShouldAllBeEquivalentTo(order); control.PreviousPlayer.Should().BeNull(); control.CurrentPlayer.Should().Be(testPlayer1); control.NextPlayer.Should().Be(testPlayer2); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer1); control.CurrentPlayer.Should().Be(testPlayer2); control.NextPlayer.Should().Be(testPlayer3); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer2); control.CurrentPlayer.Should().Be(testPlayer3); control.NextPlayer.Should().Be(testPlayer4); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer3); control.CurrentPlayer.Should().Be(testPlayer4); control.NextPlayer.Should().Be(testPlayer1); }
public override void Mode_Update(Charactor _obj) { //IsRightの更新 if (_obj.nowflag.IsAbleToMove) { if (Input.GetKey(KeyCode.RightArrow) || Input.GetAxis("MyHorizontal") > 0) { _obj.IsRight = true; } else if (Input.GetKey(KeyCode.LeftArrow) || Input.GetAxis("MyHorizontal") < 0) { _obj.IsRight = false; } } //IsRightによる向きの調整 if (true) { if (_obj.IsRight) { _obj.transform.localScale = new Vector3(_obj.BaseScale_x, _obj.transform.localScale.y, _obj.transform.localScale.z); } else { _obj.transform.localScale = new Vector3(-_obj.BaseScale_x, _obj.transform.localScale.y, _obj.transform.localScale.z); } } //ジャンプ待ち時間の調整 TestPlayer _p = _obj.GetComponent <TestPlayer>(); _p.jump_waittime += Time.deltaTime; base.Mode_Update(_obj); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); float f = Input.GetAxis("MyHorizontal"); if (f != 0) { if (_mode.IsInputReception(_obj)) { return(true); } } if (Input.GetButton("MyLeft") || Input.GetButton("MyRight")) { if (_mode.IsInputReception(_obj)) { return(true); } } } return(false); }
static public void MoveAirial(TestPlayer _player) { _player.transform.localScale = new Vector3(System.Math.Abs(_player.transform.localScale.x) * Global.BoolToSign(_player.IsRight), _player.transform.localScale.y, _player.transform.localScale.z); //ここではLocalScaleはIsRightに依存 if (Input.GetKey(KeyCode.RightArrow) || Input.GetAxis("MyHorizontal") > 0) { _player.transform.Translate(new Vector3(_player.P_status.walkspeed, 0, 0)); _player.IsRight = true; if (!_player.IsRight) { // _player.transform.localScale = new Vector3(_player.transform.localScale.x * -1, _player.transform.localScale.y, _player.transform.localScale.z); } return; } if (Input.GetKey(KeyCode.LeftArrow) || Input.GetAxis("MyHorizontal") < 0) { //左に移動 _player.transform.Translate(new Vector3(-_player.P_status.walkspeed, 0, 0)); if (_player.IsRight) { // _player.transform.localScale = new Vector3(_player.transform.localScale.x * -1, _player.transform.localScale.y, _player.transform.localScale.z); } _player.IsRight = false; return; } }
public void TestModReinstantiation() { TestMod gameMod = null; TestMod playerMod1 = null; TestMod playerMod2 = null; AddStep("load player", () => { ResetPlayer(true, () => SelectedMods.Value = new[] { gameMod = new TestMod() }); }); 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); }
//Used to calculate how stressed out we currently our void StressCalculation() { m_Stress = -10f; m_Stress = m_Stress + m_CurrentHealth; if (Input.GetKey(KeyCode.Space)) { Debug.Log(m_Stress); } Collider[] actorsNearMe = Physics.OverlapSphere(transform.position, m_sphereCol.radius, m_TargetMask.value); foreach (Collider m_col in actorsNearMe) { if (m_col.tag == "Player" && Vector3.Dot((m_col.transform.position - transform.position).normalized, transform.forward) > visionAngle) { TestPlayer m_testPlay = m_col.gameObject.GetComponent <TestPlayer> (); m_Stress = m_Stress - m_testPlay.playerIntimidationValue; //figure out the players worth to scare our Ai if (m_DebugMode) { Debug.DrawLine(transform.position, m_col.transform.position, Color.red, 1f); } //eventually have them clump up to protect each other } if (m_col.tag == "Enemy") { m_Stress = m_Stress + 10f; if (m_DebugMode) { Debug.DrawLine(transform.position, m_col.transform.position, Color.green, 1f); } } } }
protected Vector3 LookDirection; // 캐릭터 시선방향 //Use this for initialization void Awake() { Joystick = FindObjectOfType <FixedJoystick>(); // 왼쪽 조이스틱 스크립트 접근 TouchField = FindObjectOfType <FixedTouchField>(); // 터치화면 스크립트 접근 ButtonA = FindObjectOfType <FixedButtonA>(); // 공격버튼 스크립트 접근 ButtonB = FindObjectOfType <FixedButtonB>(); // 점프버튼 스크립트 접근 Player = GetComponent <TestPlayer>(); // 플레이어 스크립트 접근 }
/// <summary> /// Sets the input manager child to a new test player loader container instance. /// </summary> /// <param name="interactive">If the test player should behave like the production one.</param> /// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param> private void resetPlayer(bool interactive, Action beforeLoadAction = null) { beforeLoadAction?.Invoke(); prepareBeatmap(); LoadScreen(loader = new TestPlayerLoader(() => player = new TestPlayer(interactive, interactive))); }
private void OnTriggerEnter2D(Collider2D collision) { playerScript = collision.gameObject.GetComponent <TestPlayer>(); playerScript.PlayerCollide(gameObject.tag); scrollManager.RemoveObject(gameObject); Destroy(gameObject); }
//===================================================== void Awake() { transformCache = transform; MyCamera = GetComponent <Camera>(); CController = GetComponent <CameraController>(); Target = CController.player; Initialize(); }
public void NonGameIsNotWinner(int point0, int point1) { Player player0 = new TestPlayer("A", point0); Player player1 = new TestPlayer("B", point1); Game game = new Game(player0, player1); Assert.IsNull(game.Winner); }
public void AdvanceIsNeeded(int point0, int point1) { Player player0 = new TestPlayer("A", point0); Player player1 = new TestPlayer("B", point1); Game game = new Game(player0, player1); Assert.IsNull(game.Winner, "Must win by advance"); }
private void OnTriggerEnter2D(Collider2D entity) { if (entity.tag == "Player") { playerRB = entity.gameObject.GetComponent <Rigidbody2D>(); player = entity.gameObject.GetComponent <TestPlayer>(); prevSpeed = player.maxSpeed; } }
public void TestInitialize() { var board = GameBoardFactory.Create(3); p1 = new TestPlayer(GameBoard.Player.Circle); p2 = new TestPlayer(GameBoard.Player.Cross); observer = new TestObserver(); game = new Game(board, p1, p2, observer); }
// Start is called before the first frame update void Start() { playerScript = GameObject.Find("Player").GetComponent <TestPlayer>(); heart1 = GameObject.Find("Heart 1"); heart2 = GameObject.Find("Heart 2"); heart3 = GameObject.Find("Heart 3"); cholTop = GameObject.Find("CholesterolTop"); cholBot = GameObject.Find("CholesterolBot"); }
public void GameIsWinnerAgainstNon40(int point0, int point1) { Player player0 = new TestPlayer("A", point0); Player player1 = new TestPlayer("B", point1); Game game = new Game(player0, player1); Player winner = player0.Score == Scores.Advance ? player0 : player1; Assert.AreSame(winner, game.Winner); }
public override bool Equition(Charactor _obj, ModeBase _mode) { TestPlayer p = _obj.GetComponent <TestPlayer>(); if ((p.keysuccesstimer > Time) & IsAfter) { return(true); } return(false); }
public override void _Ready() { Console.ForegroundColor = ConsoleColor.White; Label = (Label)GetNode("Label"); TestPlayer player = new TestPlayer(new CubeMesh(), new BoxShape()); AddChild(player.Base); }
void Start() { stageMgr_obj = GameObject.Find("StageManager"); stageMgr_cmp = stageMgr_obj.GetComponent <StageMgr>(); //プレイヤーを取得する player = GameObject.FindGameObjectWithTag("Player").GetComponent <TestPlayer>(); NowSceneName = stageMgr_cmp.Scenename; thisobject = this; }
public void DeuceWontWinWithABall(string winner) { Player player0 = new TestPlayer("A", 40); Player player1 = new TestPlayer("B", 40); Game game = new Game(player0, player1); Player w = TestPlayer.Get(winner); game.WinBall(w); Assert.AreEqual(Scores.FromPoint(100), w.Score); Assert.IsNull(game.Winner); }
private void PlayerBump(Collider2D otherCol) { if (otherCol.GetComponent <TestPlayer>() != null) { TestPlayer otherPlayer = otherCol.GetComponent <TestPlayer>(); float direction = Mathf.Sign(transform.position.x - otherPlayer.transform.position.x); velocity.x = (direction * knockback); } }
public void Cell_ShouldCreateCellForSymbol() { //Arrange TestPlayer subject = new TestPlayer(); //Act ICell actual = subject.Cell(); //Assert actual.Value().Should().Be("?"); }
public void WinPrinter_ShouldReturnPrinter() { //Arrange TestPlayer subject = new TestPlayer(); //Act IPrinter actual = subject.WinPrinter(); //Assert actual.Should().NotBeNull(); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if (Input.GetButtonDown(MyKey) && _mode.IsInputReception(_obj)) { return(true); } } return(false); }
public void WinningABallWouldIncrementScore(int point0, int point1, string winner, int expected0, int expected1) { Player player0 = new TestPlayer("A", point0); Player player1 = new TestPlayer("B", point1); Game game = new Game(player0, player1); Player w = TestPlayer.Get(winner); game.WinBall(w); Assert.AreEqual(Scores.FromPoint(expected0), player0.Score); Assert.AreEqual(Scores.FromPoint(expected1), player1.Score); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if (_player.recorder.Check(MyKey)) { return(true); } } return(false); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if ((Input.GetAxis("MyHorizontal") == 0.0f) && !Input.GetButton("MyRight") && !Input.GetButton("MyLeft")) { return(true); } } return(false); }
public void Deserialize( TestPlayer testPlayer ) { testPlayer.cachedTransform.localPosition = position; testPlayer.spriteIndex = spriteIndex; testPlayer.cachedSprite.sprite = testPlayer.sprites[ spriteIndex ]; }
public void Serialize( TestPlayer testPlayer ) { position = testPlayer.cachedTransform.localPosition; spriteIndex = testPlayer.spriteIndex; }