public async static Task <JsonElement> SetGamestateProperties(JsonElement element, EDGameState gameState, string commander, StarSystemChecker starSystemChecker, Func <EDGameState, object> setProperties, Action <JsonElement, Dictionary <string, JsonElement> > addStateToElement = null) { var _rdb = SharedSettings.RedisClient.GetDatabase(1); var elementAsDictionary = JsonSerializer.Deserialize <Dictionary <string, JsonElement> >(element.GetRawText()); if (elementAsDictionary.TryGetValue("timestamp", out var timeStampElement)) { if (!timeStampElement.TryGetDateTimeOffset(out _)) { throw new InvalidTimestampException(); } } bool setCache = await EDSystemCache.GetSystemCache(elementAsDictionary, _rdb, starSystemChecker); GameStateChanger.GameStateFixer(gameState, commander, elementAsDictionary); var addItems = setProperties(gameState); var transientState = JsonDocument.Parse(JsonSerializer.Serialize(addItems)).RootElement; await EDSystemCache.SetSystemCache(gameState, _rdb, setCache); if (addStateToElement != null) { addStateToElement(transientState, elementAsDictionary); var json = JsonSerializer.Serialize(elementAsDictionary); return(JsonDocument.Parse(json).RootElement); } return(transientState); }
private void Awake() { if (!clicked) { // clicked = true; gameStateChanger = GetComponent <GameStateChanger>(); } }
private void Awake() { if (!clicked) { GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Player"); player = gameObjects[0]; gameStateChanger = GetComponent <GameStateChanger>(); } }
public void TestOperateOnState() { var gameStateChanger = new GameStateChanger(); var increaseNumberOfEnemiesCommand = new SerializableCommand <GameStateChanger> (gameStateChanger, changer => changer.IncreaseNumberOfEnemies()); increaseNumberOfEnemiesCommand.Execute(); Assert.AreEqual(1, TestGameState.Instance.numberOfEnemies); Assert.AreEqual(0, TestGameState.Instance.numberOfPlayers); }
private void Awake() { gameRules = GetComponent <GameRules>(); gameStateChanger = GetComponent <GameStateChanger>(); objectPooler = GetComponent <ObjectPooler>(); spriteBucket = GetComponent <SpriteBucket>(); panelBucket = GetComponent <PanelBucket>(); sessionData = GetComponent <SessionData>(); roundCoordinator = GetComponent <RoundCoordinator>(); roundTimer = GetComponent <RoundTimer>(); }
private void Awake() { for (int i = 0; i < remy.transform.childCount; i++) { if (remy.transform.GetChild(i).name.Equals("Main Camera")) { camera = remy.transform.GetChild(i).gameObject; } } bloom = camera.GetComponent <PostProcessVolume>().profile.GetSetting <Bloom>(); gameStateChanger = GetComponent <GameStateChanger>(); }
public void TestSerialization() { var listOfCommands = new List <ICommand>(); var methodGameStateChanger = new MethodGameStateChanger(); var setPlayersAndEnemies = TestHelper.GeneratePlayerAndEnemiesCommand(); listOfCommands.Add(setPlayersAndEnemies); var gameStateChanger = new GameStateChanger(); var increaseNumberOfEnemies = new SerializableCommand <GameStateChanger> (gameStateChanger, changer => changer.IncreaseNumberOfEnemies()); listOfCommands.Add(increaseNumberOfEnemies); byte[] bytes = new byte[0]; using (var memoryStream = new MemoryStream()) { new BinaryFormatter().Serialize(memoryStream, listOfCommands); bytes = memoryStream.ToArray(); } var newListOfCommands = new List <ICommand>(); using (var memoryStream = new MemoryStream(bytes, 0, bytes.Length)) { memoryStream.Write(bytes, 0, bytes.Length); memoryStream.Position = 0; var data = new BinaryFormatter().Deserialize(memoryStream); newListOfCommands = data as List <ICommand>; } foreach (var command in newListOfCommands) { command.Execute(); } Assert.AreEqual(1, TestGameState.Instance.numberOfPlayers); Assert.AreEqual(3, TestGameState.Instance.numberOfEnemies); }
public void TestList() { var listOfCommands = new List <ICommand>(); var methodGameStateChanger = new MethodGameStateChanger(); var setPlayersAndEnemies = TestHelper.GeneratePlayerAndEnemiesCommand(); listOfCommands.Add(setPlayersAndEnemies); var gameStateChanger = new GameStateChanger(); var increaseNumberOfEnemies = new SerializableCommand <GameStateChanger> (gameStateChanger, changer => changer.IncreaseNumberOfEnemies()); listOfCommands.Add(increaseNumberOfEnemies); foreach (var command in listOfCommands) { command.Execute(); } Assert.AreEqual(1, TestGameState.Instance.numberOfPlayers); Assert.AreEqual(3, TestGameState.Instance.numberOfEnemies); }
private void Awake() { gameStateChanger = GetComponent <GameStateChanger>(); }
/* * public void Update() * { * if (Input.GetKeyDown(KeyCode.Period)) * { * Die(); * } * }*/ #region MonoBehaviour Messages private void Awake() { gameStateChanger = GetComponent <GameStateChanger>(); remyDead = GetComponent <RemyDead>(); }