Example #1
0
        public void Purchase_SimpleBehaviourEngine()
        {
            var itemUrl            = "/Selenium-Testing-Cookbook-Gundecha-Unmesh/dp/1849515743";
            var itemPrice          = "40.49";
            var clientPurchaseInfo = new ClientPurchaseInfo(
                new ClientAddressInfo()
            {
                FullName = "John Smith",
                Country  = "United States",
                Address1 = "950 Avenue of the Americas",
                State    = "New York",
                City     = "New York City",
                Zip      = "10001-2121",
                Phone    = "00164644885569"
            })
            {
                CouponCode = "99PERDIS"
            };
            var clientLoginInfo = new ClientLoginInfo()
            {
                Email    = "*****@*****.**",
                Password = "******"
            };

            BehaviourExecutor.Execute(
                new ItemPageNavigationBehaviour(itemUrl),
                new ItemPageBuyBehaviour(),
                new PreviewShoppingCartPageProceedBehaviour(),
                new SignInPageLoginBehaviour(clientLoginInfo),
                new ShippingAddressPageFillShippingBehaviour(clientPurchaseInfo),
                new ShippingAddressPageFillDifferentBillingBehaviour(clientPurchaseInfo),
                new ShippingAddressPageContinueBehaviour(),
                new ShippingPaymentPageContinueBehaviour(),
                new PlaceOrderPageAssertFinalAmountsBehaviour(itemPrice));
        }
Example #2
0
        public new void FixedUpdate()
        {
            base.FixedUpdate();
            switch (GetState())
            {
            case Unit.STATES.WALKING:
                if (enableAI)
                {
                    var plan = behaviourExecutor.Execute(gameContext, GetComponent <IUnit>());
                    plan?.Execute(gameContext, GetComponent <IUnit>());
                }
                if (Mathf.Abs(Velocity.x) == 0 && Mathf.Abs(Velocity.z) == 0)
                {
                    TrySetState(Unit.STATES.NEUTRAL);
                }
                break;

            case Unit.STATES.NEUTRAL:
                if (enableAI)
                {
                    var plan = behaviourExecutor.Execute(gameContext, GetComponent <IUnit>());
                    plan?.Execute(gameContext, GetComponent <IUnit>());
                }
                if (Mathf.Abs(Velocity.x) > 0 || Mathf.Abs(Velocity.z) > 0)
                {
                    TrySetState(Unit.STATES.WALKING);
                }
                break;

            case Unit.STATES.ATTACK:
                if (AnimationUtil.IsAnimationDone(animator, "Enemy02Attack"))
                {
                    TrySetState(Unit.STATES.NEUTRAL);
                }
                break;

            case Unit.STATES.DAMAGE:
                if (!damageFlowStarted)
                {
                    damageFlowStarted = true;
                    StartCoroutine(DamageStateFlow());
                }
                break;

            case Unit.STATES.DEAD:
                if (!deadFlowStarted)
                {
                    deadFlowStarted = true;
                    StartCoroutine(DeadStateFlow());
                }
                break;
            }

            if (Dimension == Unit.DIMENSION.LEFT)
            {
                transform.localScale = new Vector3(-1, 1, 1);
            }
            else
            {
                transform.localScale = new Vector3(1, 1, 1);
            }
            UpdateAnimator();
        }