private GameObject CreatePieceObject() { GridItemFactory pieceFactory = CreatePieceFactory(); GameObject pieceObject = pieceFactory.Create(); return(pieceObject); }
private GridItemMover CreateGridItemMover() { GridItemFactory gridItemFactory = CreateGridItemFactory(); GameObject gridItemObject = gridItemFactory.Create(); return(gridItemObject.GetComponent <GridItemMover>()); }
private GameObject CreateSlotObject() { ItemNeighborRetriever itemNeighborRetriever = CreateItemNeighborRetriever(); GridItemFactory slotFactory = CreateSlotFactory(itemNeighborRetriever); return(slotFactory.Create()); }
private GridItemMover CreatePieceMover() { GridItemFactory pieceFactory = CreatePieceFactory(); GameObject pieceObject = pieceFactory.Create(); return(pieceObject.GetComponent <GridItemMover>()); }
private GridItemFactory CreateGridItemFactory(ItemNeighborRetriever itemNeighborRetriever) { GameObject slotPrefab = LoadSlotPrefab(); SlotSelection slotSelection = CreateSlotSelection(); GridItemFactory pieceFactory = CreatePieceFactory(); return(new SlotFactoryImplementation(slotPrefab, slotSelection, pieceFactory, itemNeighborRetriever, new StubWinController())); }
private GameObject CreateSlotObject(WinController winController) { StubNullItemNeighborRetriever itemNeighborRetriever = new StubNullItemNeighborRetriever(); GridItemFactory slotFactory = CreateGridItemFactory(itemNeighborRetriever, winController); GameObject slotObject = slotFactory.Create(); return(slotObject); }
private Game.GridImplementation CreateGrid(int width, int height, float offset, Vector2 originPosition) { StubItemNeighborRetriever itemNeighborRetriever = CreateItemNeighborRetriever(); GridItemFactory gridItemFactory = CreateGridItemFactory(itemNeighborRetriever); GridImplementation gridImplementation = new Game.GridImplementation(width, height, gridItemFactory, offset, originPosition); itemNeighborRetriever.Initialize(gridImplementation); return(gridImplementation); }
private GridItem CreateGridItemWithWidthAndHeightInPixelsAndPixelPerUnit(float widthInPixels, float heightInPixels, float pixelPerUnit) { GridItemFactory gridItemFactory = CreateGridItemFactory(); GameObject gridItemObject = gridItemFactory.Create(); StubGridItemComponent stubGridItemComponent = gridItemObject.GetComponent <StubGridItemComponent>(); stubGridItemComponent.SetWidthAndHeightInPixels(widthInPixels, heightInPixels); stubGridItemComponent.SetPixelPerUnit(pixelPerUnit); return(stubGridItemComponent); }
public GridImplementation(int width, int height, GridItemFactory gridItemFactory, float offsetBetweenGridItems, Vector2 origin) { this.width = width; this.height = height; this.gridItemFactory = gridItemFactory; this.offsetBetweenGridItems = offsetBetweenGridItems; Origin = origin; GridItemObjects = new List <GameObject>(); positioningStrategy = CreatePositioningStrategy(); CreateGridItems(); }
public SlotFactoryImplementation(GameObject gridItemObjectPrefab, SlotSelection slotSelection, GridItemFactory pieceFactory, ItemNeighborRetriever itemNeighborRetriever, WinController winController) { this.gridItemObjectPrefab = gridItemObjectPrefab; this.slotSelection = slotSelection; this.pieceFactory = pieceFactory; this.itemNeighborRetriever = itemNeighborRetriever; this.winController = winController; GridItem gridItem = gridItemObjectPrefab.GetComponent <GridItem>(); GridItemWidthInUnit = gridItem.WidthInUnit; GridItemHeightInUnit = gridItem.HeightInUnit; }
public void CreatePieaceAndSetItsPosition() { float offset = 2; Vector2 originPosition = new Vector2(0, 0); Game.GridImplementation grid = CreateGrid(3, 3, offset, originPosition); GridItemFactory gridItemFactory = CreateGridItemFactory(); float gridItemWidthInUnit = gridItemFactory.GridItemWidthInUnit; float gridItemHeightInUnit = gridItemFactory.GridItemHeightInUnit; int amountOfGridColumns = grid.Width; int amountOfGridRows = grid.Height; Vector2 gridOrigin = grid.Position; Vector2 piceMeasuresInUnit = new Vector2(gridItemWidthInUnit, gridItemHeightInUnit); GridItemPositioningStrategy positioningStrategy = CreateCenterPositioningStrategy ( amountOfGridColumns, amountOfGridRows, gridOrigin, piceMeasuresInUnit, offset ); GameObject gridItemObject = gridItemFactory.Create(); GridItem gridItem = gridItemObject.GetComponent <GridItem>(); GridItemMover gridItemMover = gridItemObject.GetComponent <GridItemMover>(); Assert.IsNotNull(gridItem); Assert.IsNotNull(gridItemMover); gridItemMover.Position = positioningStrategy.GetGridItemPositionByRowAndColum(0, 0); Assert.AreEqual(gridItemWidthInUnit, gridItem.WidthInUnit); Assert.AreEqual(gridItemHeightInUnit, gridItem.HeightInUnit); //Assert.AreEqual(new Vector2(-10.5f, 12), gridItemMover.Position); }
protected virtual void InitializeFactory() { factory = new GridItemFactory(); }
public void Construct() { gridItemFactory = new SlotFactoryImplementation(slotPrefab, slotSelectionComponent, pieceFactory, grid, winController); }
public void Construct() { pieceDataSorter.Construct(); gridItemFactory = new PieceFactoryImplementation(piecePrefab, pieceDataSorter); }
private Game.GridImplementation CreateGrid(int width, int height, float offset, Vector2 originPosition) { GridItemFactory gridItemFactory = CreateGridItemFactory(); return(new Game.GridImplementation(width, height, gridItemFactory, offset, originPosition)); }
public StubSlotFactory(GameObject slotPrefab, SlotSelection slotSelection, ItemNeighborRetriever itemNeighborRetriever) { gridItemFactory = new SlotFactoryImplementation(slotPrefab, slotSelection, pieceFactory, itemNeighborRetriever, new StubWinController()); }