public void BeforeEveryTest() { entityFactory = new GameObject().AddComponent <EntityFactory>(); entityBuilder = new GameObject().AddComponent <EntityBuilder>(); weaponFactory = new GameObject().AddComponent <WeaponFactory>(); weaponBuilder = new GameObject().AddComponent <WeaponBuilder>(); }
public Weapon Forge(WeaponBuilder weaponBuilder) { weaponBuilder.CreateWeapon(); weaponBuilder.SetBlade(); weaponBuilder.SetGuard(); weaponBuilder.SetDetail(); return(weaponBuilder._weapon); }
void Start() { WeaponBuilder[] temp = Resources.FindObjectsOfTypeAll <WeaponBuilder>(); if (temp.Length > 0) { builder = temp[0]; builder.YellowButtons.SetActive(unlockYellow); builder.RedButtons.SetActive(unlockRed); } }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void Awake() { current = this; }
public static void Main() { var weapons = new HashSet <Weapon>(); var weaponBuilder = new WeaponBuilder(); var gemBuilder = new GemBuilder(); while (true) { var input = Console.ReadLine().Trim().Split(';'); if (input[0].Equals("END")) { break; } string[] temp; string type; int slotIndex; string weaponName; switch (input[0]) { case "Create": temp = input[1].Split(); var rarity = temp[0]; type = temp[1]; weaponName = input[2]; weaponBuilder.Create(rarity, type, weaponName); weapons.Add(weaponBuilder.Item); break; case "Add": temp = input[3].Split(); var clarity = temp[0]; type = temp[1]; weaponName = input[1]; slotIndex = int.Parse(input[2]); gemBuilder.Create(clarity, type); weaponBuilder .ChangeWith(weapons, w => w.Name.Equals(weaponName)) .AddGem(gemBuilder.Item, slotIndex); break; case "Remove": weaponName = input[1]; slotIndex = int.Parse(input[2]); weaponBuilder .ChangeWith(weapons, w => w.Name.Equals(weaponName)) .RemoveGem(slotIndex); break; case "Print": weaponName = input[1]; weaponBuilder.ChangeWith(weapons, w => w.Name.Equals(weaponName)); Console.WriteLine(weaponBuilder.Item); break; } } }
void Awake() { instance = this; }
public IWeapon CreatWeapon(WeaponType weaponType, IWeapon weapon) { IWeaponBuilder weaponBuilder = new WeaponBuilder(weaponType, weapon); return(WeaponBuilderDirector.Construct(weaponBuilder)); }
public WeaponFactory() { this._weaponBuilder = new WeaponBuilder(); }