public void UseProperWaterTexturesForCoastWithLandToTheNorthAndSouthAndWestAndEast()
        {
            var waterTextures = new WaterTextures();

            // small map for test:
            // O?O
            // ?X?
            // O?O
            // where O - water, X - island, ? - water where we test textures.
            var island = new IslandEntity {
                Corners = new[] { new GeoPoint {
                                      X = 1, Y = 1
                                  } }
            };
            var window = new Window(waterTextures, null, new DefaultStrategy(waterTextures.Sea),
                                    new CoastWithLandToTheNorthStrategy(waterTextures.CoastWithLandToTheNorth),
                                    new CoastWithLandToTheSouthStrategy(waterTextures.CoastWithLandToTheSouth));

            window.AddIsland(island);

            var view = window.GetWindow(0, 0, 3, 3).ToArray();

            view[2 * 3 + 1].Texture.Should().Be(waterTextures.CoastWithLandToTheNorth);
            view[0 * 3 + 1].Texture.Should().Be(waterTextures.CoastWithLandToTheSouth);
            view[1 * 3 + 0].Texture.Should().Be(waterTextures.CoastWithLandToTheWest);
            view[1 * 3 + 2].Texture.Should().Be(waterTextures.CoastWithLandToTheEast);
        }
Beispiel #2
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 public void AddIsland(IslandEntity island)
 {
     foreach (var item in island.GeneratePoints().ToArray())
     {
         var point = new GeoPoint(item.X, item.Y);
         points.Add(point, LocationType.Ground);
     }
 }
Beispiel #3
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        /// <summary>
        /// Установка новой модели.
        /// Сеттер не используется из-за нагрузки на инспектор Unity.
        /// </summary>
        /// <param name="model"></param>
        public void SetModel(IslandEntity model)
        {
            if (Model != null)
            {
                // Отписываемся от событий.
            }

            // Подписываемся на события.
            Model = model;

            View.Enable();
            View.ShowIsland(Model.IslandData);
        }
        public void UseProperTextureForIsland()
        {
            var ground = new TextureHolder();
            var window = new Window(new WaterTextures(), ground, null, new GroundStrategy(ground));

            var island = new IslandEntity {
                Corners = new[] { new GeoPoint {
                                      X = 1, Y = 1
                                  } }
            };

            window.AddIsland(island);

            var view = window.GetWindow(1, 1, 1, 1);

            view.First().Texture.Should().Be(ground);
        }
        public void CityTakesPrecedenceOnTerrain()
        {
            var ground = new TextureHolder();
            var city   = new TextureHolder();
            var window = new Window(null, city, null, new GroundStrategy(ground), new CityStrategy(city));

            var island = new IslandEntity {
                Corners = new[] { new GeoPoint {
                                      X = 1, Y = 1
                                  } }
            };

            window.AddIsland(island);
            window.AddCity(new CityEntity(1, 1));

            var view = window.GetWindow(1, 1, 1, 1).ToArray();

            view.First().Texture.Should().Be(city);
        }
        public void LandUnitTakesPrecedenceOnTerrain()
        {
            var ground   = new TextureHolder();
            var city     = new TextureHolder();
            var landUnit = new TextureHolder();
            var window   = new Window(null, city, new DefaultStrategy(null), new LandUnitStrategy(landUnit));

            var island = new IslandEntity {
                Corners = new[] { new GeoPoint {
                                      X = 1, Y = 1
                                  } }
            };

            window.AddCity(new CityEntity(1, 1));
            window.Include(new LandUnitEntity(1, 1));

            var view = window.GetWindow(1, 1, 1, 1).ToArray();

            view.First().Texture.Should().Be(landUnit);
        }