Beispiel #1
0
        public IEnumerator PlayerShouldLooseMoveWhenAddingItToSequence()
        {
            _gameHandler.SpawnNewPlayer();
            PlayerController playerController = _gameHandler.GetPlayerController(Player.Red);

            //Where in the direction array the move is stored
            int moveStoreIndex = playerController.GetIndexForDirection(Direction.Up);

            //adding move, which in turn, should remove it from the player so he is not able to use it multiple times
            _gameHandler.AddMoveToSequence(Player.Red, Direction.Up, moveStoreIndex);

            //The player should now have a blank playerMove instead
            Assert.True(playerController.GetMoves()[moveStoreIndex] == Direction.Blank);
            yield break;
        }
Beispiel #2
0
 public void RPC_AddMoveToSequence(PlayerTags p, Direction d, int moveId, int index)
 {
     gameHandler.AddMoveToSequence(p, d, moveId, index);
 }
Beispiel #3
0
 /*
  * Networked
  */
 public override void AddMoveToSequence(PlayerTags p, Direction d, int moveId, int index)
 {
     MyNetworkedAgent.AddMoveToSequence(p, d, moveId, index);
     localGameHandler.AddMoveToSequence(p, d, moveId, index);
 }