//Test ability to spawn an enemy when enough points are present public void EnemySpawnTest() { var gameObject = new GameObject(); EnemyMaker maker = gameObject.AddComponent <EnemyMaker>(); CrabEnemy enemy = gameObject.AddComponent <CrabEnemy>(); maker.Start(); enemy.Start(); maker.setCurrentCost(0); maker.setMaxCost(10); Assert.IsTrue(maker.testIfEnemyMakeable(enemy)); }
//Test for correct behavior (no spawn) when there are not enough points to spawn an enemy. public void EnemySpawnNoRoomTest() { var gameObject = new GameObject(); EnemyMaker maker = gameObject.AddComponent <EnemyMaker>(); CrabEnemy enemy = gameObject.AddComponent <CrabEnemy>(); maker.Start(); enemy.Start(); //Need to force a platform to exist maker.setCurrentCost(10); maker.setMaxCost(5); Assert.IsFalse(maker.testIfEnemyMakeable(enemy)); }
//Test for "seeker" enemies moving towards player public void EnemyTowardsPlayerTest() { var gameObject = new GameObject(); CrabEnemy enemy = gameObject.AddComponent <CrabEnemy>(); enemy.Start(); //Need to force a platform to exist enemy.moveTowardsPlayerAccel = 2; enemy.maxSpeed = 6; enemy.isCoward = false; Vector2 enemyPos = new Vector2(0f, 0f); Vector2 playerPos = new Vector2(10f, 0f); Vector2 newEnemyPos = enemy.MoveEnemy(enemyPos, enemyPos, playerPos); Assert.IsTrue(enemyPos.x < newEnemyPos.x); }