Resolve WES-113 "Write tests"

This commit is contained in:
Louis Adriaens
2023-03-16 12:36:46 +00:00
committed by Dries Van Schuylenbergh
parent 96fb3c89c3
commit f6e6afe340
78 changed files with 184 additions and 5598 deletions

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@@ -0,0 +1,19 @@
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@@ -0,0 +1,7 @@
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@@ -107,7 +107,7 @@ public class MinigameActivityScreen : MonoBehaviour
int index = minigameList.currentMinigameIndex;
Minigame minigame = minigameList.minigames[index];
List<Tuple<string, Sprite, GameController.Score>> allScores = new List<Tuple<string, Sprite, GameController.Score>>();
List<Tuple<string, Sprite, Score>> allScores = new List<Tuple<string, Sprite, Score>>();
foreach (User user in userList.GetUsers())
{
// Get user's progress for this minigame
@@ -115,10 +115,10 @@ public class MinigameActivityScreen : MonoBehaviour
if (progress != null)
{
// Add scores to dictionary
List<GameController.Score> scores = progress.Get<List<GameController.Score>>("scores");
foreach (GameController.Score score in scores)
List<Score> scores = progress.Get<List<Score>>("scores");
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Sprite, GameController.Score>(user.username, user.avatar, score));
allScores.Add(new Tuple<string, Sprite, Score>(user.username, user.avatar, score));
}
}
}
@@ -127,11 +127,11 @@ public class MinigameActivityScreen : MonoBehaviour
allScores.Sort((a, b) => b.Item3.scoreValue.CompareTo(a.Item3.scoreValue));
// Instantiate scoreboard entries
foreach (Tuple<string, Sprite, GameController.Score> tup in allScores.Take(3))
foreach (Tuple<string, Sprite, Score> tup in allScores.Take(3))
{
string username = tup.Item1;
Sprite sprite = tup.Item2;
GameController.Score score = tup.Item3;
Score score = tup.Item3;
GameObject instance = GameObject.Instantiate(prefab, userContainer);
instance.transform.Find("Title").GetComponent<TMP_Text>().text = username;

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@@ -1,10 +0,0 @@
/// <summary>
/// Enum for easy indexing and checking if a minigame is of a certain kind
/// </summary>
public enum MinigameIndex
{
SPELLING_BEE,
HANGMAN,
JUST_SIGN
}

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@@ -1,104 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// SystemController singleton
/// </summary>
public class SystemController
{
/// <summary>
/// The instance controlling the singleton
/// </summary>
private static SystemController instance = null;
/// <summary>
/// Stack of the loaded scenes, used to easily go back to previous scenes
/// </summary>
private Stack<int> sceneStack = new Stack<int>();
/// <summary>
/// Get the instance loaded by the singleton
/// </summary>
/// <returns>SystemController instance</returns>
public static SystemController GetInstance()
{
// Create a new instance if non exists
if (instance == null)
{
instance = new SystemController();
instance.sceneStack.Push(SceneManager.GetActiveScene().buildIndex);
}
return instance;
}
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void LoadNextScene(string scenePath)
{
LoadNextScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void LoadNextScene(int sceneIndex)
{
sceneStack.Push(sceneIndex);
SceneManager.LoadScene(sceneIndex);
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void SwapScene(string scenePath)
{
SwapScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void SwapScene(int sceneIndex)
{
sceneStack.Pop();
LoadNextScene(sceneIndex);
}
/// <summary>
/// Go back to the previous scene and unload the current scene
/// </summary>
public void BackToPreviousScene()
{
sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
else Application.Quit();
}
/// <summary>
/// Go back to a specific scene, unloading all the scenes on the way
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void BackToScene(string scenePath)
{
BackToScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Go back to a specific scene, unloading all the scene on the way
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void BackToScene(int sceneIndex)
{
while (0 < sceneStack.Count && sceneStack.Peek() != sceneIndex) sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
else Application.Quit();
}
}

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