// Use this for initialization void Start() { // create a simple test set of dice dice.Add(DieFactory.createSeries1()); dice.Add(DieFactory.createSeries1()); dice.Add(DieFactory.createSeries1()); dice.Add(DieFactory.createSeries2()); dice.Add(DieFactory.createScout()); dice.Add(DieFactory.createCaptain()); GameObject dobject = transform.Find("Die1").gameObject; die1 = dobject.GetComponent <DieView>(); die1.model = (DieModel)dice[0]; die1.displayDie(); die2 = transform.Find("Die2").gameObject.GetComponent <DieView>(); die2.model = (DieModel)dice [1]; die2.displayDie(); die3 = transform.Find("Die3").gameObject.GetComponent <DieView>(); die3.model = (DieModel)dice [2]; die3.displayDie(); die4 = transform.Find("Die4").gameObject.GetComponent <DieView>(); die4.model = (DieModel)dice [3]; die4.displayDie(); die5 = transform.Find("Die5").gameObject.GetComponent <DieView>(); die5.model = (DieModel)dice [4]; die5.displayDie(); die6 = transform.Find("Die6").gameObject.GetComponent <DieView>(); die6.model = (DieModel)dice [5]; die6.displayDie(); // lock slots lockSlots.Add(transform.Find("LockSlot1").gameObject); lockSlots.Add(transform.Find("LockSlot2").gameObject); lockSlots.Add(transform.Find("LockSlot3").gameObject); lockSlots.Add(transform.Find("LockSlot4").gameObject); lockSlots.Add(transform.Find("LockSlot5").gameObject); lockSlots.Add(transform.Find("LockSlot6").gameObject); GameObject dfed = transform.Find("Die1").gameObject; SpriteRenderer rend = dfed.GetComponent <SpriteRenderer> (); rend.enabled = false; }
public void GetDieShouldReturnDieInstance() { DieFactory sut = new DieFactory(); Assert.IsType <Die>(sut.GetDie()); }
private void Register(Type type, DieFactory <object> factory) => _factories.Add(type, factory);
public void Register <T>(DieFactory <T> factory) where T : class => Register(typeof(T), factory);
public void Dispose() { sut = new DieFactory(); }
public DieFactoryUnitTests() { sut = new DieFactory(); }