public GameStart ( BattleStatesFactory firstToPlayStatesFactory, BattleStatesFactory playerStatesFactory, BattleStatesFactory enemyStatesFactory, AudioRequisitor audioRequisitor, Image battleIconImage ) { currentBattleStatesFactory = firstToPlayStatesFactory; playerBattleStatesFactory = playerStatesFactory; enemyBattleStatesFactory = enemyStatesFactory; if (bgm != null) { audioRequisitor.RequestBGMAndLoop(bgm); bgm = null; } // Just in case TimeFacade.RestoreTimeInNextFrameIfAllPopUpsAreClosed(); if (CurrentBattleInfo.BattleIcon != null) { battleIconImage.sprite = CurrentBattleInfo.BattleIcon; } }
public void GetTimeProperlyFetchesMinutesFromMidnightIn24Format() { // Arrange var testee = new TimeFacade(); // Act var time = testee.GetTime("24:00:00"); // Assert Assert.AreEqual(24, time.Hours); }
void Update() { if (r > max) { r = -max; } if (timeCanStop) { r += dr * TimeFacade.DeltaTime; } else { r += dr * TimeFacade.GetDeltaTimeEvenIfTimeIsStopped(); } crazyColorText.color = new Color(changed(r), changed(r), changed(r));; }
private IEnumerator shake() { // Create points Vector3[] points = new Vector3[pointsQty]; float myRange = range; for (int i = 0; i < pointsQty; i++) { // get a random point points[i] = (new Vector3( Random.Range(-myRange, myRange), Random.Range(-myRange, myRange), 0)); points[i] += transform.position; // shrink the range fot the shake to get smaller myRange = range * (pointsQty - i) / pointsQty; } float t = 0; int k = 0; // make the first and the last points equal to the current position points[0] = transform.position; points[pointsQty - 1] = transform.position; while (t < durationForEachPoint && k < pointsQty - 1) { if (timeCanStop) { t += TimeFacade.DeltaTime; } else { t += TimeFacade.GetDeltaTimeEvenIfTimeIsStopped(); } float x = Mathf.Lerp(points[k].x, points[k + 1].x, t / durationForEachPoint); float y = Mathf.Lerp(points[k].y, points[k + 1].y, t / durationForEachPoint); transform.position = new Vector3(x, y, transform.position.z); if (t >= durationForEachPoint) { k += 1; t = 0; } yield return(null); } // Quick solving bug of cards staying in the wrong place yield return(null); transform.position = points[0]; shakeTokens--; if (infinite || shakeTokens > 0) { transform.position = transform.parent.position; transform.rotation = Quaternion.identity; Shake(); } }