Inheritance: WeaponEffect
Beispiel #1
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        public void Apply_NotACharacter_Test()
        {
            var entity  = Mock.Of <IEntity>();
            var blinded = new Blinded();

            blinded.Apply(entity);
            Assert.IsTrue(true); // If we made it here with exception then the test passed
        }
Beispiel #2
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        public Distracting(Entity abilityOwner) : base("Distracting", "Anyone adjacent is Blinded.", -1, 1, abilityOwner, TargetType.Friendly, true)
        {
            _blindedTiles  = new List <Tile>();
            _blindedEffect = new Blinded(abilityOwner, true, Blinded.INFINITE);

            var eventMediator = Object.FindObjectOfType <EventMediator>();

            eventMediator.SubscribeToEvent(GlobalHelper.ActiveEntityMoved, this);
        }
Beispiel #3
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        public void Apply_Character_WithExistingBlindedCondition_Test()
        {
            var character = CreateMockCharacter();

            character.Conditions.Add(new Blinded());
            var blinded = new Blinded();

            blinded.Apply(character);
        }
Beispiel #4
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        public void ExtensionMethod_IList_IConditions_GetById_ClassConversion_ThrowsException_Test()
        {
            var conditionList = new List <ICondition>();
            var blinded       = new Blinded();

            conditionList.Add(blinded);
            var condition = conditionList.GetById <Wounded>(EntityIds.BLINDED_CONDITION_ID);

            Assert.AreSame(blinded, condition);
        }
Beispiel #5
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        public void ExtensionMethod_IList_IConditions_GetById_ReturnsCondition_Test()
        {
            var conditionList = new List <ICondition>();
            var blinded       = new Blinded();

            conditionList.Add(blinded);
            var condition = conditionList.GetById(EntityIds.BLINDED_CONDITION_ID);

            Assert.AreSame(blinded, condition);
        }
Beispiel #6
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        public void Remove_NoOtherConditions_Test()
        {
            var character = CreateMockCharacter();
            var blinded   = new Blinded();

            blinded.Apply(character);
            blinded.Remove(character);
            Assert.AreEqual(0, character.Conditions.Count);
            Assert.AreEqual(0, character.Immunities.Count);
        }
Beispiel #7
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        public void Apply_Character_NoConditions_Test()
        {
            var character = CreateMockCharacter();
            var blinded   = new Blinded();

            blinded.Apply(character);
            Assert.AreSame(blinded, character.Conditions[0]);
            Assert.AreEqual(ConditionGroup.Senses, character.Conditions[0].Group);
            Assert.AreEqual(EntityIds.VISUAL_TRAIT_ID, character.Immunities[0].Id);
        }
Beispiel #8
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        public void Apply_Character_DoesNotApplyWithBlindedCondition_Test()
        {
            var character = CreateMockCharacter();
            var blinded   = new Blinded();

            blinded.Apply(character);
            var dazzled = new Dazzled();

            dazzled.Apply(character);
            Assert.AreEqual(1, character.Conditions.Count);
            Assert.AreSame(blinded, character.Conditions[0]);
        }
Beispiel #9
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    public void Start()
    {
        gameInstance = this;

        Controls.Setup();
        this.hoveredActionnable = null;
        this.cameraController   = new CameraController(this.cam, this.birdObject, this.birdSelectionObject);
        this.blinded            = new Blinded(blindedObject);
        this.rng = new System.Random();

        this.SetState(STATE_MAIN_MENU);
    }
    private void RotateBlinded(Blinded blinded, Vector3 move)
    {
        GameObject gb          = blinded.AsGameObject();
        Vector3    forward     = gb.transform.forward;
        Vector3    forwardProj = new Vector3(forward.x, 0, forward.z);
        float      angle       = Mathf.Acos(Vector3.Dot(move, forwardProj)) / (float)(2.0f * Math.PI) * 360.0f;

        this.rotated = angle < 0.5f;
        if (this.rotated)
        {
            return;
        }
        float dTheta = 0.250229f * Math.Abs(angle) - 0.00114325f * angle * angle; /** lagrange interpolation */

        gb.transform.Rotate(new Vector3(0, Math.Sign(angle) * dTheta, 0.0f));
        this.rotated = angle < 1.0f;
    }
    public bool Update(Blinded blinded)
    {
        Vector3 d         = this.destination - blinded.AsGameObject().transform.position;
        Vector3 move      = new Vector3(d.x, 0, d.z).normalized;
        bool    isWalking = false;

        if (!this.rotated)
        {
            this.RotateBlinded(blinded, move);
        }
        else
        {
            this.MoveBlinded(blinded, move);
            isWalking = true;
        }
        bool stop = d.magnitude < 0.2f;

        blinded.GetAnimator().SetBool("blindedIsWalking", isWalking && !stop);
        return(stop);
    }
Beispiel #12
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        public string[] ToArray()
        {
            string[] array = new string[16];

            array[0]  = Blinded.Equals("Cured") ? "" : "Blinded";
            array[1]  = Charmed.Equals("Cured") ? "" : "Charmed";
            array[2]  = Deafened.Equals("Cured") ? "" : "Deafened";
            array[3]  = Encumbrance.Equals("Normal") ? "" : Encumbrance;
            array[4]  = Fatigued.Equals("Cured") ? "" : Fatigued;
            array[5]  = Frightened.Equals("Cured") ? "" : "Frightened";
            array[6]  = Grappled.Equals("Cured") ? "" : "Grappled";
            array[7]  = Incapacitated.Equals("Cured") ? "" : "Incapacitated";
            array[8]  = Invisible.Equals("Cured") ? "" : "Invisible";
            array[9]  = Paralyzed.Equals("Cured") ? "" : "Paralyzed";
            array[10] = Petrified.Equals("Cured") ? "" : "Petrified";
            array[11] = Poisoned.Equals("Cured") ? "" : "Poisoned";
            array[12] = Prone.Equals("Cured") ? "" : "Prone";
            array[13] = Restrained.Equals("Cured") ? "" : "Restrained";
            array[14] = Stunned.Equals("Cured") ? "" : "Stunned";
            array[15] = Unconscious.Equals("Cured") ? "" : "Unconscious";

            return(array);
        }
    private void MoveBlinded(Blinded blinded, Vector3 move)
    {
        float dt = Time.deltaTime;

        blinded.AsGameObject().transform.position += this.speed * move * dt;
    }