Ejemplo n.º 1
0
        public override void Update()
        {
            switch (CurrentState)
            {
            case BattlePlayerState.Waiting:
                if (this.shouldAct)
                {
                    CurrentState = BattlePlayerState.FirstAction;
                }
                break;

            case BattlePlayerState.FirstAction:
                if (hasFinishedAction)
                {
                    CurrentState      = BattlePlayerState.SecondAction;
                    hasFinishedAction = false;
                }
                break;

            case BattlePlayerState.SecondAction:
                if (hasFinishedAction)
                {
                    CurrentState      = BattlePlayerState.Waiting;
                    hasFinishedAction = false;
                    if (FinishedTurn != null)
                    {
                        FinishedTurn.Invoke();
                    }
                    shouldAct = false;
                }
                break;
            }
        }
Ejemplo n.º 2
0
        public BattlePlayer(SpellswordGame game, BattleScene currentScene, Player player)
        {
            this.CurrentSprite = game.Content.Load <Texture2D>(player.BattleImage);
            this.Location      = Parameters.battlePlayerLocation;

            this.game = game;

            this.currentScene = currentScene;
            this.ThisEntity   = player;

            this.CurrentState = BattlePlayerState.Waiting;
        }
        public void Player_Is_Next()
        {
            BattlePlayerState playerState = new BattlePlayerState();

            testBattleHero1 = new GameObject("testBattleHero1");
            testBattleHero1.AddComponent <CharacterStats>();
            testBattleHero1.GetComponent <CharacterStats>().characterDefinition       = ScriptableObject.CreateInstance <CharacterStats_SO>();
            testBattleHero1.GetComponent <CharacterStats>().characterDefinition.Enemy = false;
            _battleSystem.charactersInBattle.Add(testBattleHero1);
            //_battleSystem.WhosNext();
            Assert.AreEqual(_battleSystem.CurrentState, playerState);
        }
 public void BeforeEveryTest()
 {
     _battleSystem                  = new GameObject().AddComponent <BattleSystem>();
     _battleSystem.statusText       = new GameObject().AddComponent <Text>();
     GameManger.gameManger          = new GameObject().AddComponent <GameManger>();
     GameManger.gameManger.areaData = new GameManger.AreaData();
     GameManger.gameManger.party    = new GameManger.PartyData();
     testBattleHero1                = new GameObject("testBattleHero1");
     GameManger.gameManger.party.PlayerParty.Add(testBattleHero1);
     BattleStartState  startState  = new BattleStartState();
     BattleEnemyState  enemyState  = new BattleEnemyState();
     BattlePlayerState playerState = new BattlePlayerState();
 }
        public void BeforeEveryTest()
        {
            _battlePlayerState = new BattlePlayerState();
            _battleSystem      = new GameObject().AddComponent <BattleSystem>();

            testPlayerGo = new GameObject("Player");
            testPlayerGo.AddComponent <CharacterStats>();
            testPlayerGo.GetComponent <CharacterStats>().characterDefinition = ScriptableObject.CreateInstance <CharacterStats_SO>();
            testPlayerGo.GetComponent <CharacterStats>().characterDefinition.currentAttack = 5;
            testPlayerGo.GetComponent <CharacterStats>().characterDefinition.currentSpeed  = 2;
            //_battleSystem.playerGO1 = testPlayerGo;

            testEnemyGo = new GameObject("Enemy");
            testEnemyGo.AddComponent <CharacterStats>();
            testEnemyGo.GetComponent <CharacterStats>().characterDefinition = ScriptableObject.CreateInstance <CharacterStats_SO>();
            testEnemyGo.GetComponent <CharacterStats>().characterDefinition.currentHealth = 10;
            testEnemyGo.GetComponent <CharacterStats>().characterDefinition.currentSpeed  = 1;
            //_battleSystem.enemyGO1 = testEnemyGo;

            //_battleSystem.PopulateCharactersInBattle();

            //_battleSystem.PopulatePrefabsInBattle();
        }