private void SetupFixedTestCase() { m_controller = GetComponent<APSequenceController>(); m_objArray = new GameObject[10]; //Fixed Test Case for (int i=0; i<10; i++) { m_objArray[i] = new GameObject("Object"+ i.ToString()); m_objArray[i].AddComponent("APController"); } m_objArray[0].GetComponent<APController>().InitialiseTestInstance(0, 15, 35); m_objArray[1].GetComponent<APController>().InitialiseTestInstance(1, 50, 80); m_objArray[2].GetComponent<APController>().InitialiseTestInstance(2, 50, 88); m_objArray[3].GetComponent<APController>().InitialiseTestInstance(3, 55, 77); m_objArray[4].GetComponent<APController>().InitialiseTestInstance(4, 60, 68); m_objArray[5].GetComponent<APController>().InitialiseTestInstance(5, 80, 88); m_objArray[6].GetComponent<APController>().InitialiseTestInstance(6, 95, 105); m_objArray[7].GetComponent<APController>().InitialiseTestInstance(7, 95, 111); m_objArray[8].GetComponent<APController>().InitialiseTestInstance(8, 100, 111); m_objArray[9].GetComponent<APController>().InitialiseTestInstance(9, 111, 125); for (int j=0; j<10; j++) { m_controller.AddNewUnit(m_objArray[j]); } if (m_controller.GetCount() != 10) { Debug.LogError("Insertion of objects unsuccessful\n"); } }
// Use this for initialization void Start() { cpu = GetComponent<APSequenceController>(); objArray = new GameObject[10]; //Random Test Case /* for (int i=0; i<10; i++) { objArray[i] = new GameObject("Object"+ i.ToString()); objArray[i].AddComponent("APController"); objArray[i].GetComponent<APController>().InitialiseTestInstance(i,Random.Range (0,1)); } */ //Fixed Test Case for (int i=0; i<10; i++) { objArray[i] = new GameObject("Object"+ i.ToString()); objArray[i].AddComponent("APController"); } objArray[0].GetComponent<APController>().InitialiseTestInstance(0, 15, 35); objArray[1].GetComponent<APController>().InitialiseTestInstance(1, 50, 80); objArray[2].GetComponent<APController>().InitialiseTestInstance(2, 50, 88); objArray[3].GetComponent<APController>().InitialiseTestInstance(3, 55, 77); objArray[4].GetComponent<APController>().InitialiseTestInstance(4, 60, 68); objArray[5].GetComponent<APController>().InitialiseTestInstance(5, 80, 88); objArray[6].GetComponent<APController>().InitialiseTestInstance(6, 95, 105); objArray[7].GetComponent<APController>().InitialiseTestInstance(7, 95, 111); objArray[8].GetComponent<APController>().InitialiseTestInstance(8, 100, 111); objArray[9].GetComponent<APController>().InitialiseTestInstance(9, 111, 125); for (int j=0; j<10; j++) { cpu.AddNewUnit(objArray[j]); } }
private void InitialiseAPSequenceController() { m_apController = GetComponent<APSequenceController>(); m_apController.Initialise(); //add units to ap list if(GameObject.Find ("Units")!= null){ foreach (Transform child in GameObject.Find ("Units").transform){ m_apController.AddNewUnit(child.gameObject); } } //add buildings to ap list if(GameObject.Find ("Buildings")!= null){ foreach (Transform child in GameObject.Find ("Buildings").transform){ //Only Add non-neutral buildings into AP Sequence if (child.gameObject.GetComponent<BuildingController>().m_control != -1) m_apController.AddNewUnit(child.gameObject); } } }