// Use this for initialization void Start() { board = FindObjectOfType <BoardProcessor>(); currentWaypoint = board.GetNearestWaypoint(transform.position.x, transform.position.z, waypointThreshold); transform.position = currentWaypoint.transform.position; transform.parent = currentWaypoint.transform; }
public void CannotPlayAtRowCol(int digit, int row, int col) { var p = new BoardProcessor(_board); Assert.IsFalse(p.CanPlay(row, col, digit), "Could play {2} at {0},{1}\n{3}",row,col,digit, Printer.Print(_board)); }
public void TestReturnsAnEmptyBoard() { Board initialBoard = new Board(0, 0); Board expectedBoard = new Board(0, 0); Board actualBoard = BoardProcessor.GetNextBoardIteration(initialBoard); actualBoard.Should().BeEquivalentTo(expectedBoard); }
public void TestBoardWithThreeLiveCellsReturnsOneLiveCell() { Board initialBoard = new Board(new[, ] { { true, true, true } }); Board expectedBoard = new Board(new[, ] { { false, true, false } }); Board actualBoard = BoardProcessor.GetNextBoardIteration(initialBoard); actualBoard.Should().BeEquivalentTo(expectedBoard); }
//TODO Consider more elegant solution to reverse movement public override void Use(BotMovement bot) { board = FindObjectOfType <BoardProcessor>(); Vector3 previousPosition = bot.transform.position; for (int i = 0; i < (config as MoveConfig).MoveSpaces; i++) { Waypoint nextWaypoint; if ((config as MoveConfig).ReverseMovement) { nextWaypoint = GetBackwardDirectionWaypoint(bot, previousPosition); } else { nextWaypoint = GetForwardDirectionWaypoint(bot, previousPosition); } if (nextWaypoint != null) { MoveBot(bot, nextWaypoint); previousPosition = nextWaypoint.transform.position; } } Destroy(bot.GetComponent <MoveBehavior>()); }
public void Tick() { Board = BoardProcessor.GetNextBoard(Board); TickNumber++; }