public void TryToStep(Direction direction) { RememberLast = false; BaseCell cellToMove = null; var hero = Player.GetPlayer; switch (direction) { case Direction.Up: cellToMove = this[hero.Coordinates.X, hero.Coordinates.Y - 1]; break; case Direction.Right: cellToMove = this[hero.Coordinates.X + 1, hero.Coordinates.Y]; break; case Direction.Down: cellToMove = this[hero.Coordinates.X, hero.Coordinates.Y + 1]; break; case Direction.Left: cellToMove = this[hero.Coordinates.X - 1, hero.Coordinates.Y]; break; } if (cellToMove?.TryToStep() ?? false) { hero.Coordinates = cellToMove.Coordinates; } if (Cells[Cells.FindIndex(n => n.Coordinates.X == hero.Coordinates.X & n.Coordinates.Y == hero.Coordinates.Y)].Skin == ExitCell.Skin()) { LastExitX = hero.Coordinates.X; LastExitY = hero.Coordinates.Y; hero.Coordinates = Cells[0].Coordinates; GenerateNew = true; } if (Cells[Cells.FindIndex(n => n.Coordinates.X == hero.Coordinates.X & n.Coordinates.Y == hero.Coordinates.Y)].Skin == LastMazeCell.Skin()) { hero.Coordinates = Cells[0].Coordinates; RememberLast = true; } }
public void CheckSkin() { Assert.AreEqual(ExitCell.Skin(), skin); }