private void AddAbilities(List <BattleAbility> abilities) { for (int i = 0; i < abilities.Count; i++) { BattleAbility ability = abilities[i]; GameObject newAbility = GameObject.FindWithTag("BattleAbilityPool").GetComponent <SimpleObjectPool>().GetObject(); newAbility.transform.SetParent(this.transform); SampleAbility sampleAbility = newAbility.GetComponent <SampleAbility>(); sampleAbility.Setup(ability, this); } }
public void GetAbility_can_get_ability_added_by_instance() { // Arrange var sut = GetSut(); var ability = new SampleAbility(); sut.Add(ability); // Act var result = sut.GetAbility <SampleAbility>(); // Assert Assert.That(result, Is.SameAs(ability)); }
// For initializing the selected ability public void Init(BattleAbility ability, SampleAbility btn) { SetTargetType(ability.targetType); SetAbilityType(ability.abilityType); secondaryValue = ability.secondaryValue; CastRange = ability.range; SetAbilityDamage(ability.value); XAxis = ability.xAxis; SetReticleType(ability.reticleType); if (ability.status != null) { status = ability.status; } else { status = null; } button = btn; Cost = ability.cost; TurnController.State = TurnController.TurnState.Attack; }