public void PassiveBonusToAllWeaponSpells() { var setting = new Settings { PrimaryWeapon = WeaponType.Hammer, SecondaryWeapon = WeaponType.Fist, FightLength = 1, TargetType = TargetType.Champion, Apl = "", }; var passive = new Passive2(); var spell = new Spell1(); var spell2 = new Spell2(); var spell3 = new Spell3(); var player = new Player(setting); player.Passives.Add(passive); player.Spells.Add(spell); player.Spells.Add(spell2); player.Spells.Add(spell3); player.NewRound(0, 0); Assert.IsTrue(player.HasPassive("Passive2")); Assert.IsTrue(player.Spells.Where(s => s.WeaponType == WeaponType.Hammer).All(sp => sp.PrimaryGimmickGain > 0)); Assert.IsTrue(player.Spells.First(s => s.WeaponType != WeaponType.Hammer).PrimaryGimmickGain == 0); }
void SpellRun(bool runFirst) { Debug.Log("Pattern Start"); started = true; if (runFirst) { Spell.SendMessage("PatternStart", Launchers); Spell2.SendMessage("PatternStart", Launchers); } else { Spell3.SendMessage("PatternStart", Launchers); Spell4.SendMessage("PatternStart", Launchers); } }
IEnumerator SpellClear() { if (!Level) { Spell.SendMessage("PatternFinish"); Spell2.SendMessage("PatternFinish"); Level = true; } else { Spell3.SendMessage("PatternFinish"); Spell4.SendMessage("PatternFinish"); } gameObject.GetComponent <BoxCollider2D>().enabled = false; yield return(new WaitForSeconds(2)); gameObject.GetComponent <BoxCollider2D>().enabled = true; Debug.Log("Pattern Cleared"); started = false; }