示例#1
0
        public void Change()
        {
            var cal    = new Logic();
            var result = cal.Pay(326, 2000);

            //1674
            var expected = new  CountMoney {
                countThousand    = 1,
                countFiveHundred = 1,
                countHundred     = 1,
                countFifty       = 1,
                countTwenty      = 1,
                countTenCoin     = 0,
                countFiveCoin    = 0,
                countOneCoin     = 4,
            };

            Assert.Equal(expected.countThousand, result.countThousand);
            Assert.Equal(expected.countFiveHundred, result.countFiveHundred);
            Assert.Equal(expected.countHundred, result.countHundred);
            Assert.Equal(expected.countFifty, result.countFifty);
            Assert.Equal(expected.countTwenty, result.countTwenty);
            Assert.Equal(expected.countTenCoin, result.countTenCoin);
            Assert.Equal(expected.countFiveCoin, result.countFiveCoin);
            Assert.Equal(expected.countOneCoin, result.countOneCoin);
        }
示例#2
0
 private void OnTriggerStay2D(Collider2D collision)
 {
     if (collision != null)
     {
         money      = collision.GetComponent <CountMoney>();
         inCollider = true;
         canvasAux.SetActive(true);
     }
 }
示例#3
0
    void Update()
    {
        _deltaTime = Time.deltaTime;

        if (IsGameOver)
        {
            //saveData
            if (!_isSave)
            {
                if (GameOverEvent == null)
                {
                    GameOverEvent = new UnityEngine.Events.UnityEvent();
                }

                GameOverEvent.Invoke();

                // Do animation sit of animal
                _player.GetComponent <Animator>().SetBool("StopToSit", true);

                // Set off music
                GameObject.Find("Main Camera").GetComponent <AudioSource>().enabled = false;

                if (_temporaryDataPlayer.Score < _score)
                {
                    _temporaryDataPlayer.Score = _score;
                }

                _temporaryDataPlayer.Coins += CountMoney;

                if (!EqualsTwoDataPlayer())
                {
                    SaveNewData();
                }

                _isSave = true;

                // Show gameover window
                StartCoroutine(Wait(2f, () =>
                {
                    GameObject.Find("Canvas").transform.Find("GameOverWindow").Find("Score").
                    Find("TextGetScore").GetComponent <Text>().text = _score.ToString();
                    GameObject.Find("Canvas").transform.Find("GameOverWindow").Find("Coin").
                    Find("TextGetCoin").GetComponent <Text>().text = CountMoney.ToString();

                    GameObject.Find("Canvas").transform.Find("GameOverWindow").gameObject.SetActive(true);
                }
                                    ));
            }
        }
        else
        {
            // Set text on block
            _textScoreBlockBlack.text = _score.ToString();

            // Moving pieces -----------before1
            for (int i = 0; i != piecesAreas.Count; i++)
            {
                piecesAreas[i].transform.Translate(Vector3.down * _speed * _deltaTime);
                piecesMaterials[i].transform.Translate(Vector3.down * _speed * _deltaTime);
            }

            // Destroying and deleting pieces, add new pieces
            for (int i = 0; i != piecesAreas.Count; i++)
            {
                _pos = piecesAreas[i].transform.position;

                if (_pos.y <= -7f)
                {
                    // Delete line and add line
                    for (int r = 0; r != 5; r++)
                    {
                        //Delete first piece of area in list
                        Destroy(piecesAreas[0]);
                        piecesAreas.RemoveAt(0);
                        // Delete first piece of material in list
                        Destroy(piecesMaterials[0]);
                        piecesMaterials.RemoveAt(0);


                        // Add new pieces in line
                        if (!_pieceColumn[0])
                        {
                            AddAreaInLine(_pos.y + 6f + 7f, _location);
                            AddMaterialInLine(_pos.y + 6f + 7f, _location, ref _posClear);
                            _pieceColumn[0] = true;

                            // Add score
                            _score++;

                            // Increse speed
                            if (_score % 50 == 0 && _speed < 6)
                            {
                                _speed += 0.3f;
                            }
                        }
                        else if (_pieceColumn[0] && !_pieceColumn[1])
                        {
                            _pieceColumn[1] = true;
                        }
                        else if (_pieceColumn[1] && !_pieceColumn[2])
                        {
                            _pieceColumn[2] = true;
                        }
                        else if (_pieceColumn[2] && !_pieceColumn[3])
                        {
                            _pieceColumn[3] = true;
                        }
                        else if (_pieceColumn[3] && !_pieceColumn[4])
                        {
                            for (int j = 0; j != 5; j++)
                            {
                                _pieceColumn[j] = false;
                            }
                        }
                    }
                }
            }

            // Change location
            if (_countLoc != _location && _score >= _location * 150)
            {
                _location++;

                // Set new speed for location
                _speed = (float)(3 + 0.5 * (_location - 1)) < 4 ? (float)(3 + 0.5 * (_location - 1)) : 4;

                // Change background color of camera4
                Camera.main.GetComponent <Camera>().backgroundColor = new Color(
                    _colorLocation[_location * 4 - 4] / 255,
                    _colorLocation[_location * 4 - 3] / 255,
                    _colorLocation[_location * 4 - 2] / 255,
                    _colorLocation[_location * 4 - 1] / 255);
            }
        }

        // Check if player input escape menu or home (on android)
        if ((Input.GetKey(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Menu) ||
             Input.GetKeyDown(KeyCode.Home)) && !IsGameOver)
        {
            GameObject.Find("Canvas").transform.Find("PauseWindow").gameObject.SetActive(true);

            isPause        = true;
            Time.timeScale = 0;
        }
    }
示例#4
0
 public static void Money(ChangeMoney money)
 {
     countMoney = new CountMoney(money);
     countMoney.Paid();
     Console.WriteLine();
 }