public void Trigger() { Triggered = true; if (GetsUnblocked) { TheBlocker.Unblock(); } if (TheTalkable != null) { TheTalkable.TriggerDialogue(DialogueIndex); } if (Collider != null) { Collider.enabled = true; WaterTap tap = GetComponent <WaterTap>(); tap.EnableUsable(); } if (DisappearsOnTrigger) { this.gameObject.SetActive(false); } if (Spawns != null) { Spawns.SetActive(true); } this.enabled = false; }
public void Load(WaterTap tap) { try { PersistedWaterSource saved = SavedTaps[tap.PersistenceKey]; tap.Load(saved.IsOn, saved.IsUsable); } catch {} }
public MainWindow() { InitializeComponent(); var koffiezetterDisplay = new KoffiezetterDisplay(ReportFunc); DisplayGrid.DataContext = koffiezetterDisplay; var waterTap = new WaterTap(); var waterKoker = new WaterKoker(); _koffiezetter = new Koffiezetter(koffiezetterDisplay, waterTap, waterKoker); }
public void WhenWaterContainerIsEmpty_FillingItUp_CausesCorrectWaterLevel() { // There seems to be no relationship between the container // and the tap - so how will the tap cause any change // to the container? WaterContainer waterC = new WaterContainer(0); WaterTap tap = new WaterTap(); // The method that you shared with us is called: // FillUpWater, but this is calling FillUpContainer waterC = tap.FillUpContainer(); // You create a variable named: // waterC, but use WaterC here (C# is case sensitive) Assert.AreEqual(5, WaterC.Level); }
// Use this for initialization void Start() { sinkScript = sink.gameObject.GetComponent <WaterTap>(); }
public void Save(WaterTap tap) { SavedTaps[tap.PersistenceKey] = tap.GetPersistedObject(); }