public IEnumerator isMoonlightActive_is_true_when_useTimer_is_false()
        {
            moonlight          = moonlightGameObject.AddComponent <MoonlightBehaviour>();
            moonlight.useTimer = false;

            yield return(null);

            Assert.AreEqual(true, moonlight.isMoonlightActive);
        }
        public IEnumerator isMoonlightActive_is_false_when_useTimer_is_true_and_moonlightActiveTime_is_1_sec()
        {
            moonlight                     = moonlightGameObject.AddComponent <MoonlightBehaviour>();
            moonlight.useTimer            = true;
            moonlight.moonlightActiveTime = 1f;

            yield return(new WaitForSeconds(moonlight.moonlightActiveTime));

            yield return(null);

            Assert.AreEqual(false, moonlight.isMoonlightActive);
        }
        public IEnumerator werewolf_movementDir_is_vector3_right_when_moving_through_moonlight_with_movementDir_vector3_left_and_hits_wall()
        {
            // Wall setup
            GameObject wall = new GameObject {
                layer = LayerMask.NameToLayer("Wall")
            };

            wall.transform.position = new Vector3(-2.0f, 0.0f, 0.0f);
            wall.AddComponent <BoxCollider2D>();
            wall.AddComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Static;

            yield return(null);

            // Moonlight setup
            GameObject moonlightGameObject = new GameObject {
                tag = "Moonlight"
            };

            moonlightGameObject.transform.position = new Vector3(-1.0f, 0.0f, 0.0f);
            moonlightGameObject.AddComponent <BoxCollider2D>().isTrigger = true;
            moonlightGameObject.AddComponent <Animator>();
            MoonlightBehaviour moonlight = moonlightGameObject.AddComponent <MoonlightBehaviour>();

            moonlight.EnterMoonlight = new WerewolfTransformation();
            moonlight.ExitMoonlight  = new WerewolfTransformation();

            yield return(null);

            // Werewolf setup
            GameObject werewolfGameObject = new GameObject {
                tag = "Werewolf", layer = LayerMask.NameToLayer("Character")
            };

            werewolfGameObject.AddComponent <CircleCollider2D>().radius = 0.25f;
            Rigidbody2D werewolfRigidbody2D = werewolfGameObject.AddComponent <Rigidbody2D>();

            werewolfRigidbody2D.gravityScale           = 0;
            werewolfRigidbody2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
            werewolfGameObject.AddComponent <Animator>();
            WerewolfMovement werewolf = werewolfGameObject.AddComponent <WerewolfMovement>();

            werewolf.impassableLayers = LayerMask.GetMask("Wall");

            yield return(null);

            werewolf.SetDirection(Vector2.left);

            yield return(new WaitForSeconds(2.5f));

            Assert.AreEqual(Vector3.right, werewolf.movementDir);
        }
        public IEnumerator werewolf_position_is_vector3_2_0_0_when_moving_through_moonlight_left()
        {
            // Moonlight setup
            GameObject moonlightGameObject = new GameObject {
                tag = "Moonlight"
            };

            moonlightGameObject.transform.position = Vector3.right;
            moonlightGameObject.AddComponent <BoxCollider2D>().isTrigger = true;
            moonlightGameObject.AddComponent <Animator>();
            MoonlightBehaviour moonlight = moonlightGameObject.AddComponent <MoonlightBehaviour>();

            moonlight.EnterMoonlight = new WerewolfTransformation();
            moonlight.ExitMoonlight  = new WerewolfTransformation();

            yield return(null);

            // Werewolf setup
            GameObject werewolfGameObject = new GameObject {
                tag = "Werewolf", layer = LayerMask.NameToLayer("Character")
            };

            werewolfGameObject.AddComponent <CircleCollider2D>().radius = 0.25f;
            Rigidbody2D werewolfRigidbody2D = werewolfGameObject.AddComponent <Rigidbody2D>();

            werewolfRigidbody2D.gravityScale           = 0;
            werewolfRigidbody2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
            werewolfGameObject.AddComponent <Animator>();
            WerewolfMovement werewolf = werewolfGameObject.AddComponent <WerewolfMovement>();

            werewolf.impassableLayers = LayerMask.GetMask("Wall");

            yield return(null);

            werewolf.SetDirection(Vector2.right);

            yield return(new WaitForSeconds(3f));

            yield return(new WaitUntil((() => werewolf.movementDir == Vector3.zero)));

            Assert.AreEqual(new Vector3(2, 0, 0), werewolf.transform.position);
        }
        public IEnumerator werewolf_InMoonlight_is_false_when_werewolf_exits_moonlight()
        {
            // Moonlight setup
            GameObject moonlightGameObject = new GameObject {
                tag = "Moonlight"
            };

            moonlightGameObject.transform.position = Vector3.up;
            moonlightGameObject.AddComponent <BoxCollider2D>().isTrigger = true;
            moonlightGameObject.AddComponent <Animator>();
            MoonlightBehaviour moonlight = moonlightGameObject.AddComponent <MoonlightBehaviour>();

            moonlight.EnterMoonlight = new WerewolfTransformation();
            moonlight.ExitMoonlight  = new WerewolfTransformation();

            yield return(null);

            // Werewolf setup
            GameObject werewolfGameObject = new GameObject {
                tag = "Werewolf", layer = LayerMask.NameToLayer("Character")
            };

            werewolfGameObject.AddComponent <CircleCollider2D>().radius = 0.25f;
            Rigidbody2D werewolfRigidbody2D = werewolfGameObject.AddComponent <Rigidbody2D>();

            werewolfRigidbody2D.gravityScale           = 0;
            werewolfRigidbody2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
            werewolfGameObject.AddComponent <Animator>();
            WerewolfMovement werewolf = werewolfGameObject.AddComponent <WerewolfMovement>();

            werewolf.impassableLayers = LayerMask.GetMask("Wall");

            yield return(null);

            werewolf.SetDirection(Vector2.up);

            yield return(new WaitUntil((() => werewolf.transform.position.y >= 2f)));

            Assert.AreEqual(false, werewolf.InMoonlight);
        }