public RenameViewModel(Deck Deck) { DeckDatabase = new DeckDB(); this.Deck = Deck; Rename = new Command(RenameDeck); Cancel = new Command(GoBack); }
public void InsertTest() { // Arrange bool found = false; deckDB = new DeckDB(); List <DeckModel> beforeDecks = (List <DeckModel>)deckDB.GetAll(); var testDeck = new DeckModel() { DeckName = "TestDeck" }; //Act deckDB.Insert(testDeck); List <DeckModel> afterDecks = (List <DeckModel>)deckDB.GetAll(); //Assert Assert.IsTrue(beforeDecks.Count < afterDecks.Count); //Cleanup for (int i = 0; i < afterDecks.Count && !found; i++) { if (afterDecks[i].DeckName == testDeck.DeckName) { testDeck.Id = afterDecks[i].Id; found = true; } } deckDB.Delete(testDeck); }
public void DealCardsTest() { //Arrange GameController gameController = new GameController(); ICGUserDBIF cGUserDB = new CGUserDB(); IDeckDBIF deckDB = new DeckDB(); ICardDBIF cardDB = new CardDB(); UserManagement userManagement = new UserManagement(); List <CardModel> cardModels = (List <CardModel>)cardDB.GetAll(); List <Card> cards = CardConverter.ConvertFromListOfCardModelToListOfCard(cardModels); Deck deck = DeckConverter.ConvertFromDeckModelToDeck(deckDB.GetById(2)); List <CGUser> users = new List <CGUser>(); CGUser user = CGUserConverter.convertFromCGUserModelToCGUser(cGUserDB.GetById("Test")); users.Add(user); userManagement.DeleteHand(user); //Act gameController.DealCards(deck, users); List <Card> userCards = user.cards; //Assert Assert.IsTrue(userCards.Count > 0); //Cleanup userManagement.DeleteHand(user); }
public ViewModelNewDeck(ObservableCollection <Deck> Decks) { this.Decks = Decks; Save = new Command(SaveName); Cancel = new Command(CancelAdd); DeckDatabase = new DeckDB(); }
public SelectDeckVM(int Type) { this.Type = Type; DeckDatabase = new DeckDB(); Decks = DeckDatabase.GetDecks(); ToPlayPage = new Command(NavToPlayPage); }
public void GetbyIdTest() { // Arrange deckDB = new DeckDB(); //Act DeckModel deck3 = deckDB.GetById(3); //Assert Assert.AreEqual(3, deck3.Id); }
public void GetAllTest() { // Arrange deckDB = new DeckDB(); //Act List <DeckModel> decks = (List <DeckModel>)deckDB.GetAll(); //Assert Assert.IsTrue(decks.Count > 0); }
public PlayViewModel(int DeckID) { DeckDatabase = new DeckDB(); Deck = DeckDatabase.GetDeck(DeckID); CardDatabase = new CardDB(Deck); GetHand(); this.navigation = navigation; RightAnswer = new Command(Right); WrongAnswer = new Command(Wrong); Flip = new Command(FlipIt); }
public EditDeckViewModel(INavigation navigation) { DeckDatabase = new DeckDB(); Decks = DeckDatabase.GetDecks(); Remove = new Command(RemoveDeck); Rename = new Command(RenameDeck); Add = new Command(AddDeck); Edit = new Command(EditCards); Visible = true; this.navigation = navigation; }
// Use this for initialization void Start() { // Path to json File and we want the path to a certain file. // path = Application.streamingAssetsPath + "/scenarios.json"; // Now we want to bring it into Unity. jsonString = LoadResourceTextfile("mainDeck.json"); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) deckDB = JsonUtility.FromJson <DeckDB>(jsonString); }
public ByScoreViewModel(int DeckID) { DeckDatabase = new DeckDB(); this.Deck = DeckDatabase.GetDeck(DeckID); CardDatabase = new CardDB(Deck); HandSize = Settings.HandSize; RightAnswer = new Command(Right); WrongAnswer = new Command(Wrong); Flip = new Command(FlipIt); Random = new Random(); GetCards(); }
public MultiChoiceViewModel(int DeckID) { DeckDatabase = new DeckDB(); this.Deck = DeckDatabase.GetDeck(DeckID); CardDatabase = new CardDB(Deck); Cards = CardDatabase.GetCards(); GetHand(); Answers = new ObservableCollection <AnswerCard>(); Pick = new Command(Picked); Position = 0; index = 0; Setup(); }
public void UpdateTest() { //Arrange deckDB = new DeckDB(); var deck3 = deckDB.GetById(3); //Act deck3.DeckName = "DeckUpdate"; deckDB.Update(deck3); var deckU = deckDB.GetById(3); //Assert Assert.AreEqual("DeckUpdate", deckU.DeckName); }
public SelectDeckPopupModel() { DeckDatabase = new DeckDB(); Decks = DeckDatabase.GetDecks(); for (var i = 0; i < 2; i++) { Decks.Add(Decks[i]); } for (var i = 0; i < 5; i++) { Decks.Add(Decks[i]); } DeckSettings = new Command(NavToDeckSettings); }
public static GameTable ConvertFromGameTableModelToGameTable(GameTableModel tableModel) { CGUserDB cGUserDB = new CGUserDB(); DeckDB deckDB = new DeckDB(); GameTable gameTable = new GameTable() { Id = tableModel.Id, seats = tableModel.seats, TableName = tableModel.TableName, Users = CGUserConverter.ConvertFromListOfCGUserModelToListOfCGUser(cGUserDB.GetUserByTableId(tableModel.Id)), Deck = DeckConverter.ConvertFromDeckModelToDeck(deckDB.GetById(tableModel.DeckId)) }; return(gameTable); }
public void DeleteTest() { //Arrange deckDB = new DeckDB(); DeckModel deck = new DeckModel { DeckName = "TestDeck" }; deck.Id = deckDB.InsertWithIdentity(deck); //Act deckDB.Delete(deck); deck = deckDB.GetById(deck.Id); //Assert Assert.IsNull(deck); }
private void Start() { // Path to json File and we want the path to a certain file. // path = Application.streamingAssetsPath + "/Deck.json"; // Now we want to bring it into Unity. jsonString = LoadResourceTextfile("deck.json"); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) deckDB = JsonUtility.FromJson <DeckDB>(jsonString); // THEN REPEAT for (int i = 0; i < creatureList.Length; i++) { // Path to json File and we want the path to a certain file. //path = Application.streamingAssetsPath + creatureList[i].dbStatPath; // Now we want to bring it into Unity. // jsonString = File.ReadAllText(path); jsonString = LoadResourceTextfile(creatureList[i].dbStatPath); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) MonsterStats mStat = JsonUtility.FromJson <MonsterStats>(jsonString); creatureList[i].creatureLevel = -1; creatureList[i].stats = mStat; //Debug.Log("creature decktype : " + creatureList[i].DeckType); foreach (Deck deck in deckDB.deck) { if (deck.name == creatureList[i].DeckType) { //Debug.Log("Creature name: " + deck.name + ", creature decktype : " + creatureList[i].DeckType); creatureList[i].deck = deck; } } } activeCreatures = new List <CreatureList>(); ResetAllMonsters(); }
public void StartGameTest() { //Arrange GameController gameController = new GameController(); IGameDBIF gameDB = new GameDB(); IDeckDBIF deckDb = new DeckDB(); ICGUserDBIF userDB = new CGUserDB(); IGameTableDBIF gameTableDB = new GameTableDB(); List <GameModel> games = (List <GameModel>)gameDB.GetAll(); List <CGUser> users = CGUserConverter.ConvertFromListOfCGUserModelToListOfCGUser((List <CGUserModel>)userDB.GetAll()); GameTable gameTable = new GameTable { Deck = DeckConverter.ConvertFromDeckModelToDeck(deckDb.GetById(2)), seats = 4, TableName = "TestTable", }; if (users.Count > 4) { for (int i = 0; i < 4; i++) { gameTable.Users.Add(users[i]); } } gameTableDB.Insert(GameTableConverter.ConvertFromGameTableToGameTableModel(gameTable)); gameTable = GameTableConverter.ConvertFromGameTableModelToGameTable(gameTableDB.GetGameTableByTableName("TestTable")); //Act gameController.StartGame(gameTable); List <GameModel> games2 = (List <GameModel>)gameDB.GetAll(); //Assert Assert.AreNotEqual(games.Count, games2.Count); //Cleanup gameDB.Delete(gameDB.GetByTableId(gameTable.Id)); gameTableDB.Delete(GameTableConverter.ConvertFromGameTableToGameTableModel(gameTable)); }
private void Start() { // Path to json File and we want the path to a certain file. path = Application.streamingAssetsPath + "/Deck.json"; // Now we want to bring it into Unity. jsonString = File.ReadAllText(path); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) deckDB = JsonUtility.FromJson <DeckDB>(jsonString); // THEN REPEAT for (int i = 0; i < creatureList.Length; i++) { // Path to json File and we want the path to a certain file. path = Application.streamingAssetsPath + creatureList[i].dbStatPath; // Now we want to bring it into Unity. jsonString = File.ReadAllText(path); // FromJson - We pass it the creature type so the from json it knows what to map it to. // Creature test - so it knows what it's working with (db) MonsterStats mStat = JsonUtility.FromJson <MonsterStats>(jsonString); creatureList[i].stats = mStat; foreach (Deck deck in deckDB.deck) { if (deck.name == creatureList[i].DeckType) { creatureList[i].deck = deck; } } } ResetAllMonsters(); }