Inheritance: MonoBehaviour
示例#1
0
        public void ReturnCorrectDefaultViewWithCorrectAimDetailsModel_WhenAimIsNotNull()
        {
            // Arrange
            var mockedAimService          = new Mock <IAimService>();
            var mockedCityService         = new Mock <ICityService>();
            var mockedCategoryService     = new Mock <IAimCategoryService>();
            var mockedCountryService      = new Mock <ICountryService>();
            var mockedMapper              = new Mock <IMapperAdapter>();
            var mockedAim                 = new Mock <Aim>();
            var mockedAimDetailsViewModel = new Mock <AimDetailsViewModel>();

            mockedAimService.Setup(x => x.GetAimById(It.IsAny <int>())).Returns(mockedAim.Object);
            mockedMapper.Setup(x => x.Map <AimDetailsViewModel>(It.IsAny <Aim>()))
            .Returns(mockedAimDetailsViewModel.Object);


            AimController controller = new AimController(mockedAimService.Object,
                                                         mockedCountryService.Object,
                                                         mockedCityService.Object, mockedCategoryService.Object,
                                                         mockedMapper.Object);

            // Act & Assert
            controller.WithCallTo(x => x.Details("7")).ShouldRenderDefaultView()
            .WithModel(mockedAimDetailsViewModel.Object);
        }
示例#2
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    private void Awake()
    {
        _magnetic      = GetComponent <Magnetic>();
        _currentState  = RoyStates.None;
        _currentEnergy = _maxEnergy;
        OnCurrentEnergyChange?.Invoke((float)_currentEnergy / _maxEnergy);
        _currentFuel = _maxFuel;
        OnCurrentFuelChange?.Invoke((float)_currentFuel / _maxFuel);
        _energyPerSecond   = (float)_maxEnergy / _energyTimeDuration;
        _rechargePerSecond = (float)_maxFuel / _totalTimeToReloadFullFuel;

        _aimController = GetComponentInChildren <AimController>();
        var playerInputComponent = GetComponent <PlayerInput>();

        _magnetic.OnPull += _onPlayerPull_Magnetic;

        _actionMove            = playerInputComponent.actions["Move"];
        _actionJump            = playerInputComponent.actions["Jump"];
        _actionJump.performed += _actionJump_performed;
        _actionJump.canceled  += _actionJump_canceled;
        _actionMov1            = playerInputComponent.actions["Mov1"];
        _actionMov1.started   += _actionMov1_started;
        _actionMov1.canceled  += _actionMov1_canceled;
        _actionMov2            = playerInputComponent.actions["Mov2"];
        _actionMov2.performed += _actionMov2_performed;
        _actionMov2.canceled  += _actionMov2_canceled;
        _animator.Play("Roy_Armature_Idle");
    }
示例#3
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        public void ReturnJsonWithSuccess()
        {
            // Arrange
            string countryId             = "132";
            var    mockedAimService      = new Mock <IAimService>();
            var    mockedCityService     = new Mock <ICityService>();
            var    mockedCategoryService = new Mock <IAimCategoryService>();
            var    mockedCities          = new List <City>();
            var    mockedCountryService  = new Mock <ICountryService>();
            var    mockedMapper          = new Mock <IMapperAdapter>();

            // TODO: how axectly to test this
            List <SelectListItem> cities = new List <SelectListItem>();
            var list = new SelectList(cities, "Value", "Text");

            mockedCityService.Setup(x => x.GetAllCitiesByCountry(It.IsAny <string>())).Returns(mockedCities);

            AimController controller = new AimController(mockedAimService.Object,
                                                         mockedCountryService.Object,
                                                         mockedCityService.Object, mockedCategoryService.Object,
                                                         mockedMapper.Object);

            // Act & Assert
            controller.WithCallTo(x => x.GetCities(countryId))
            .ShouldReturnJson();
        }
示例#4
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 //Methods
 private void Start()
 {
     AimController    = GetComponent <AimController>();
     PMController     = GetComponent <PMController>();
     inputManager     = GetComponent <InputManager>();
     sprintController = GetComponent <SprintController>();
 }
示例#5
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    void Start()
    {
        tr            = transform;
        root          = tr.root;
        defaultPos    = tr.localPosition;
        defaultArmRot = tr.localEulerAngles;
        ba            = bobAmount;

        PlayerReference pr = GeneralVariables.playerRef;

        if (pr != null)
        {
            pm  = pr.GetComponent <PlayerMovement>();
            ac  = pr.ac;
            cb  = pr.cb;
            ia  = pr.ia;
            wm  = pr.wm;
            acs = pr.acs;
            pl  = pr.GetComponent <PlayerLook>();
        }

        lastKickTime       = -0.1f;
        smoothKickFactor   = 0.01f;
        kickSpeedFactor    = 1f;
        animationIsPlaying = false;
    }
示例#6
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    void movePlayer()
    {
        CamPivot = new Vector3(0, 0, 0);


        //(임시) wasd를 입력받고 있을 시 애니메이션 true false
        //if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D))
        //    playerAC.SetBool("PlayerMove", true);
        //else
        //    playerAC.SetBool("PlayerMove", false);
        //



        //playerBody.MovePosition(playerBody.position + CamPivot.normalized * MovementSpeed  * Time.fixedDeltaTime);
        Vector3 movementAmount = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

        movementAmount = Vector3.ClampMagnitude(movementAmount, 1f); // 속도제한 (스피드값 따로 곱할것)
        // RealCam=Quaternion.LookRotation(Cam.forward);
        //Vector3 RealMove = RealCam * movementAmount;
        //Debug.Log(RealMove);
        float speedMultiplier = 1f;

        float angle = Vector3.Angle(movementAmount, AimController.GetAimDirection());

        //각도별 속도
        speedMultiplier = (1f - angle / 360f);
        //Debug.Log (speedMultiplier);
        playerBody.MovePosition(playerBody.position + movementAmount * MovementSpeed * speedMultiplier * Time.fixedDeltaTime);
    }
示例#7
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    // Use this for initialization
    void Start()
    {
        animator    = GetComponent <Animator>();
        myRigidbody = GetComponent <Rigidbody2D>();
        // aim
        GameObject crosshair = GameObject.FindWithTag("Crosshair");

        if (crosshair != null)
        {
            aimController = crosshair.GetComponent <AimController>();
        }

        keyList = new List <int>();


        //"key" used to open already opened doors
        keyList.Add(-1);
        gameManager = GameManager.instance;


        //initializing player raycast
        lineEndWest  = new Vector2(gameObject.transform.position.x - interactionRadius, gameObject.transform.position.y);
        lineEndEast  = new Vector2(gameObject.transform.position.x + interactionRadius, gameObject.transform.position.y);
        lineEndSouth = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - interactionRadius);
        lineEndNorth = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y + interactionRadius);
        lineEnd      = lineEndSouth;
        lineStart    = gameObject.transform.position;

        //hide cursor
        Cursor.visible = false;
    }
示例#8
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 private void Start()
 {
     boardView.Initiate(this);
     mChain.Initiate(this, boardView);
     OnCreateNextPiece();
     mAimController = aimArrow.AddComponent <AimController>();
     mAimController.Initiate(BallSpawnPoint, OnShoot, this);
 }
示例#9
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    void rotateWeaponPivot()
    {
        float aimY    = AimController.GetAimRealPosition().y;        // 에임 y 좌표
        float playerY = playerTransform.position.y;                  // 플레이어 y 좌표
        float targetY = AimController.GetTargetPosition().y;         // 타겟의 y좌표

        float   yDist          = Mathf.Abs(playerY - targetY);       //타겟과의 높이차이
        Vector3 targetAimPoint = AimController.GetAimRealPosition(); //실제 에임 좌표


        // 허공 보정 (물론 허공에 플레인 만들어야됨)
        if (AimController.TargetTag == NoAimOffsetTag)
        {
            targetAimPoint.y = playerY;
        }

        // 벽 조준 보정
        if (AimController.TargetTag == WallTag)
        {
            yDist = Mathf.Abs(playerY - aimY);
            //Debug.Log(yDist);
            if (yDist > 0.3f)
            {
                //targetAimPoint.y = aimY;
                targetAimPoint.y = playerY;
            }
            else
            {
                //Debug.Log("응안된다");
                targetAimPoint.y = playerY;
            }
        }
        //플레이어 보정
        //if (AimController.TargetTag == PlayerTag)
        //{

        //}
        // 적 조준 보정
        if (AimController.TargetTag == EnemyTag)
        {
            //if (yDist > 0.3f)
            //{
            Debug.Log("적 조준중");
            targetAimPoint.y = aimY;
            //        }
            //        else
            //        {

            //targetAimPoint.y = targetY;
            //        }
        }
        // 단위 사원수만이 회전가능
        Quaternion rotation = Quaternion.FromToRotation(WeaponPivot.forward, (targetAimPoint - WeaponPivot.position).normalized) * WeaponPivot.rotation; // 무기방향벡터 에임방향벡터의 각도 * 무기회전 값만큼 증가

        WeaponPivot.rotation = Quaternion.Euler((Vector2)rotation.eulerAngles);                                                                          // 오일러각 회전 제한 (z축)
    }
示例#10
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    //--- Unity Methods ---//
    private void Awake()
    {
        // Init the private variables
        m_aimController    = FindObjectOfType <AimController>();
        m_currentSpellSlot = null;
        m_currentSpellIdx  = -1;

        // Init the spell slots
        InitSpellSlots();
    }
示例#11
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    public void Initialize()
    {
        InitializeEvents();

        m_gamePlayViewController = new GamePlayViewController();
        m_aimController          = new AimController();
        m_bubbleController       = new BubbleController();

        m_allowShootCRWait = new WaitForSeconds(m_allowShootCRDelay);
    }
示例#12
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    void Start()
    {
        defaultPos = transform.localPosition;
        defaultRot = transform.localEulerAngles;

        PlayerReference pr = GeneralVariables.playerRef;

        pm = pr.GetComponent <PlayerMovement>();
        ac = pr.ac;
    }
示例#13
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    float aimAttackBoundaryTime = 0.25f;     // 当在aimAttackBoundaryTime内A的滑动距离超过attackBoundary则本次AimAttackType为attacking,否则为aming。

    new void Awake()
    {
        base.Awake();
        //I_PlayerManager = transform.GetComponent<PlayerManager>();
        I_AimController = transform.GetComponentInChildren <AimController>();
        I_FollowTarget  = GameObject.FindWithTag("MainCamera").transform.GetComponent <FollowTarget>();
        I_KnifeManager  = transform.Find("Weapons").Find("Knife").GetComponent <MeleeWeaponManager>();
        attackType      = AimAttackType.none;
        rb      = self.GetComponent <Rigidbody>();
        uiScope = GameObject.Find("Scope");
    }
示例#14
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    void Start()
    {
        tr  = transform;
        pTr = tr.parent;

        PlayerReference pr = GeneralVariables.playerRef;

        pm = pr.GetComponent <PlayerMovement>();
        pv = pr.GetComponent <PlayerVitals>();
        ac = pr.ac;
    }
示例#15
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 public void InitPlayer(string id, string name, Sprite playerFaceIcon, WeaponSO weapon, int health, Sprite profilePic)
 {
     this.id                 = id;
     this.name               = name;
     this.health             = health;
     this.PlayerFaceIcon     = playerFaceIcon;
     this.weapon             = weapon;
     this.aimController      = this.transform.GetComponentInChildren <AimController>();
     this.WeaponHodlingPoint = aimController.shotPoint;
     this.profilePic         = profilePic;
     this.animator           = GetComponent <Animator>();
 }
示例#16
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    void Start()
    {
        ac = GeneralVariables.playerRef.ac;

        leftForearmDefaultRot  = leftForearm.localEulerAngles;
        rightForearmDefaultRot = rightForearm.localEulerAngles;
        leftWristDefaultRot    = leftWrist.localEulerAngles;
        rightWristDefaultRot   = rightWrist.localEulerAngles;

        animTime       = 0f;
        animVal        = 0f;
        startAnimation = false;
    }
    void rotatePlayer()
    {
        Quaternion rotation = Quaternion.FromToRotation(playerTransform.forward, (AimController.GetAimRealPosition() - playerTransform.position).normalized) * playerBody.rotation;

        if (RotationSmooth)
        {
            playerBody.MoveRotation(Quaternion.Slerp(playerBody.rotation, Quaternion.Euler(rotation.eulerAngles.y * Vector3.up), Time.fixedDeltaTime * 20f));
        }
        else
        {
            playerBody.MoveRotation(Quaternion.Euler(rotation.eulerAngles.y * Vector3.up));
        }
    }
    void movePlayer()
    {
        Vector3 movementAmount = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

        movementAmount = Vector3.ClampMagnitude(movementAmount, 1f);

        float speedMultiplier = 1f;

        float angle = Vector3.Angle(movementAmount, AimController.GetAimDirection());

        speedMultiplier = (1f - angle / 360f);

        playerBody.MovePosition(playerBody.position + movementAmount * MovementSpeed * speedMultiplier * Time.fixedDeltaTime);
    }
示例#19
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    public void SetReferenceVars()
    {
        PlayerReference pRef = GeneralVariables.playerRef;

        if (pRef != null)
        {
            pe  = pRef.GetComponent <PlayerEffects>();
            wm  = pRef.wm;
            dm  = pRef.dm;
            pm  = pRef.GetComponent <PlayerMovement>();
            ac  = pRef.ac;
            acs = pRef.acs;
        }
    }
示例#20
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    void Start()
    {
        AimController.AddToList(this);
        Vector3 newDir = cannon.transform.position - transform.position;

        transform.rotation = Quaternion.FromToRotation(Vector3.up, newDir);
        tMap             = tilemap.GetComponent <Tilemap>();
        pathfinder       = tilemap.GetComponent <Pathfinder>();
        latestPath       = getPathToCannon();
        locator          = transform.GetChild(0).GetComponent <Locator>();
        rigidbody        = gameObject.GetComponent <Rigidbody2D>();
        mask             = LayerMask.GetMask("CannonLayer", "Tilemap");
        cannonPreDashPos = new Vector3(0, 0, 0); // this vector represents the line the enemy will dash across
    }
示例#21
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    // Start is called before the first frame update
    void Start()
    {
        anim         = this.GetComponent <Animator>();
        input        = this.GetComponent <MoveController>();
        aimControl   = this.GetComponent <AimController>();
        swordControl = this.GetComponent <SwordController>();
        skinMeshList = GetComponentsInChildren <SkinnedMeshRenderer>();

        impulse = FindObjectOfType <CinemachineFreeLook>().GetComponent <CinemachineImpulseSource>();
        Volume        postVolume  = FindObjectOfType <Volume>();
        VolumeProfile postProfile = postVolume.profile;

        postProfile.TryGet <LensDistortion>(out distorsion);
    }
示例#22
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        public void ReturnViewAndViewModel_WithCorrectCountries()
        {
            // Arrange
            var mockedAimService      = new Mock <IAimService>();
            var mockedCityService     = new Mock <ICityService>();
            var mockedCategoryService = new Mock <IAimCategoryService>();
            var mockedCountryService  = new Mock <ICountryService>();
            var mockedMapper          = new Mock <IMapperAdapter>();

            var countries = new List <Country>()
            {
                new Country()
                {
                    Id = 1, Name = "The USA"
                },
                new Country()
                {
                    Id = 2, Name = "Germany"
                },
                new Country()
                {
                    Id = 3, Name = "Italy"
                }
            };

            mockedCountryService.Setup(x => x.GetAllCountries()).Returns(countries);

            AimController controller = new AimController(mockedAimService.Object,
                                                         mockedCountryService.Object,
                                                         mockedCityService.Object, mockedCategoryService.Object,
                                                         mockedMapper.Object);

            // Act
            var result = (ViewResult)controller.Create();

            ViewDataDictionary viewData = result.ViewData;

            // Assert
            Assert.IsTrue(viewData["Country"] != null);

            //var model = (CreateAimViewModel)result.Model;
            //var selectList = model.Countries.ToList();
            //Assert.AreEqual(countries.Count, selectList.Count);
            //for (int i = 0; i < countries.Count; i++)
            //{
            //    Assert.AreEqual(countries[i].Id.ToString(), selectList[i].Value);
            //    Assert.AreEqual(countries[i].Name, selectList[i].Text);
            //}
        }
示例#23
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    void Start()
    {
        tr = transform;

        PlayerReference pr = GeneralVariables.playerRef;

        dm = pr.dm;
        wm = pr.wm;
        ac = pr.ac;
        cb = pr.cb;

        mainCamTr    = GeneralVariables.mainPlayerCamera.transform;
        useLabel     = GeneralVariables.uiController.useGUI;
        useKeyString = cInput.GetText("Use", 1);
    }
示例#24
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    void Start()
    {
        if (GeneralVariables.player == null)
        {
            Cleanup();
            return;
        }

        GetComponent <Camera>().enabled = true;
        renderTex = new RenderTexture(Mathf.RoundToInt(defaultSize.x), Mathf.RoundToInt(defaultSize.y), 16);
        GetComponent <Camera>().aspect        = aspectRatio;
        GetComponent <Camera>().targetTexture = renderTex;
        scopeRenderer.material.mainTexture    = GetComponent <Camera>().targetTexture;
        ac = GeneralVariables.playerRef.ac;
    }
示例#25
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文件: Tower.cs 项目: jabaiher/PFC
 // Use this for initialization
 void Awake()
 {
     estructure = (GameObject)Instantiate(estructure, transform.position, Quaternion.identity);
     estructure.transform.parent = this.transform;
     estructure.transform.rotation = this.transform.rotation;
     characterModel = (GameObject)Instantiate(characterModel, new Vector3(transform.position.x,transform.position.y + towerHeight,transform.position.z), Quaternion.identity);
     characterModel.transform.parent = estructure.transform;
     characterModel.transform.rotation = this.transform.rotation;
     characterScript = (Character)characterModel.AddComponent(job.ToString());
     aim = characterModel.AddComponent<AimController> ();
     characterScript.aim = aim;
     aim.SetCharacter (characterScript);
     button = characterModel.AddComponent<ButtonTower> ();
     button.SetCharacter (characterScript);
     characterScript.SetButton (button);
 }
    void Awake()
    {
        Vector2 cursorHotspot = new Vector2 (cursorTexture.width / 2f, cursorTexture.height / 2f);

        Cursor.SetCursor (cursorTexture, cursorHotspot, CursorMode.Auto);

        if(Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(this);
        }
        else
        {
            Destroy(this);
        }
    }
    void Awake()
    {
        Vector2 cursorHotspot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f);

        Cursor.SetCursor(cursorTexture, cursorHotspot, CursorMode.Auto);

        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(this);
        }
        else
        {
            Destroy(this);
        }
    }
示例#28
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    void Awake()
    {
        tr    = transform;
        acoTr = antiClipObj.transform;

        PlayerReference pr = GeneralVariables.playerRef;

        wm = pr.wm;
        pm = pr.GetComponent <PlayerMovement>();
        dm = pr.dm;
        ac = pr.ac;

        switchRotX = dm.drawRot.x;
        switchRotY = -dm.drawRot.y;
        switchRotZ = dm.drawRot.z;
    }
示例#29
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    public void InitializeVariables()
    {
        PlayerReference pr = GeneralVariables.playerRef;

        if (pr != null)
        {
            pm = pr.GetComponent <PlayerMovement>();
            pl = pr.GetComponent <PlayerLook>();
            dm = pr.dm;
            ia = pr.ia;
            ac = pr.ac;
            cb = pr.cb;

            initialized = true;
        }
    }
 // Use this for initialization
 void Start()
 {
     aimControl      = GetComponentInParent <AimController>();
     buildModeOn     = false;
     scaleCollection = new Dictionary <BuildMode, Vector3>();
     scaleCollection[BuildMode.BuildMode2x1] = new Vector3(2, 1);
     scaleCollection[BuildMode.BuildMode2x2] = new Vector3(2, 2);
     scaleCollection[BuildMode.BuildMode2x4] = new Vector3(2, 4);
     scaleCollection[BuildMode.BuildMode4x2] = new Vector3(4, 2);
     coolDowns = new Dictionary <BuildMode, float>();
     coolDowns[BuildMode.BuildMode2x1] = 0;
     coolDowns[BuildMode.BuildMode2x2] = 0;
     coolDowns[BuildMode.BuildMode2x4] = 0;
     coolDowns[BuildMode.BuildMode4x2] = 0;
     isGenerating = false;
 }
示例#31
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    private void Awake()
    {
        if (instance != null)
        {
            Destroy(gameObject);
        }

        instance    = this;
        inputMaster = new InputMaster();

        player = FindObjectOfType <PlayerController>();

        gameplayScreen = FindObjectOfType <GamePlayUI>();
        aimController  = FindObjectOfType <AimController>();

        gameManager = GameManager.instance;
    }
示例#32
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    public void InitializeVariables()
    {
        PlayerReference pr = GeneralVariables.playerRef;

        if (pr != null)
        {
            dm = pr.dm;
            ac = pr.ac;
        }
        else
        {
            this.enabled = false;
            return;
        }

        defaultPos = reflexDot.localPosition;
    }