public void MyTestMethod2() { var array = new[] { "A", "B" }; CreateSequence cs = new CreateSequence(4, array); var result = cs.BeginCreate(); System.Console.WriteLine(result.Count()); foreach (var str in result) { System.Console.WriteLine(str); } Assert.AreEqual(result.Count(), (int)Math.Pow(array.Length, 4)); }
// Update is called once per frame void Update() { switch (currentState) { case (BattleEnumerator.Battle.Start): CreatePlayerDisplay.CreatePlayer(); //Creates the in-battle displays to represent the party CreatePlayerDisplay.CreateEnemy(); //Creates the sprites to represent the enemies CreateSequence.CreateTestSequence(); //Creates a test-sequence of notes to troubleshoot note generation PlaySequence Sequence = gameObject.AddComponent <PlaySequence>() as PlaySequence; //Plays the test-sequence of notes currentState = BattleEnumerator.Battle.PlayerTurn; break; case (BattleEnumerator.Battle.PlayerTurn): CreateBattleCanvas.BattleCanvas("BattleCanvas"); //Creates CreatePlayerDisplay.CreateBattlePanel(); foreach (BasePlayer Player in GameInformation.PartyList) { //Creates a menu of //Execute player attack //Check if enemy is defeated and if so, remove them from EnemyList //If EnemyList is empty, the player wins } currentState = BattleEnumerator.Battle.EnemyTurn; break; case (BattleEnumerator.Battle.EnemyTurn): //Generate sequence of notes for the enemies //Check if all players are defeated and if so, the player loses //Change to player turn break; case (BattleEnumerator.Battle.Win): //Provide party with Exp and Money //Return to World break; case (BattleEnumerator.Battle.Lose): //Return player to most recent check-point break; } }
public string visit(CreateSequence ddl) { return ""; }