/// <summary> /// Constructeur pendant le runtime /// </summary> /// <param name="position">Position a partir duquel le joueur peut partir</param> public ClueIsOn(Vector2 position, ClueType clueType) { _id = FactID.FACTID_CLUE; _isAbstract = false; _position = position; _clue = clueType; }
List <GameObject> createGroup(ClueType clueType, int groupNum, string tag) { GameObject[] objects = GameObject.FindGameObjectsWithTag(tag); List <GameObject> output = new List <GameObject>(); foreach (GameObject obj in objects) { switch (clueType) { case ClueType.column: if (obj.transform.position.x == groupNum) { output.Add(obj); output = output.OrderBy(x => x.transform.position.y).ToList(); } break; case ClueType.row: if (obj.transform.position.y == groupNum) { output.Add(obj); output = output.OrderBy(x => x.transform.position.x).ToList(); } break; default: break; } } return(output); }
public Action(int player, ClueType clue, int value) { TargetPlayer = player; Type = ActionType.Clue; Clue = clue; Value = value; }
public NoClue(Vector2 position, ClueType clueType, bool activated) { _id = FactID.FACTID_NOCLUE; _isAbstract = false; _position = position; _clue = clueType; _activated = activated; }
void MakeClue(int value, int x, int y, ClueType t, int group) { GameObject c = Instantiate(Clue, new Vector3(x, y, 0), Quaternion.identity) as GameObject; ClueBehavior b = c.GetComponent <ClueBehavior>(); b.clueValue = value; b.clueType = t; b.clueGroup = group; }
public void Revert_IsValueFive_ReturnsNotIsValueFive() { ClueType clue = new ClueAboutRank(Rank.Five); ClueType revertedClue = clue.Revert(); ClueType expectedClue = new ClueAboutNotRank(Rank.Five); Assert.AreEqual(expectedClue, revertedClue); }
public void Revert_IsColorRed_ReturnsIsNotColorRed() { ClueType clue = new ClueAboutColor(Color.Red); ClueType revertedClue = clue.Revert(); ClueType expectedClue = new ClueAboutNotColor(Color.Red); Assert.AreEqual(expectedClue, revertedClue); }
public Clue(int[] values, ClueType type, Constraint constraint) { Values = values ?? new int[0]; Constraint = constraint; Type = type; }
public static ScreenType GetScreenType(this ClueType type) { return(GetScreenType(GetLayoutType(type))); }
public static LayoutType GetLayoutType(this ClueType type) { return(_clueTypeInfo[type].Type); }