public void HorizontalLimit_Is_Eight() { ISpaceship spaceship = Substitute.For <ISpaceship>(); spaceship.horizontalLimit = 8f; Assert.AreEqual(spaceship.horizontalLimit, 8); }
public void ShotDelay_Is_ZeroPointFive() { ISpaceship spaceship = Substitute.For <ISpaceship>(); spaceship.shotDelay = 0.5f; Assert.AreEqual(spaceship.shotDelay, 0.5f); }
public void MovementSpeed_Is_FourPointFive() { ISpaceship spaceship = Substitute.For <ISpaceship>(); spaceship.movementSpeed = 4.5f; Assert.AreEqual(spaceship.movementSpeed, 4.5f); }
ISpaceship CreateSpaceship(GameObject prefab, Vector3 spawnPoint) { ISpaceship spaceship = Instantiate(prefab, spawnPoint, Quaternion.identity).GetComponent(typeof(ISpaceship)) as ISpaceship; spaceship.Speed = spaceshipsSpeed; return(spaceship); }
public void PinkSpaceship_IsPlayer() { ISpaceship spaceship = Substitute.For <ISpaceship>(); spaceship.color = Spaceship.Color.Pink; spaceship.isPlayer = true; Assert.AreEqual(spaceship.color == Spaceship.Color.Pink, spaceship.isPlayer == true); }
public void OrangeSpaceship_IsNotPlayer() { ISpaceship spaceship = Substitute.For <ISpaceship>(); spaceship.color = Spaceship.Color.Orange; spaceship.isPlayer = false; Assert.AreEqual(spaceship.color == Spaceship.Color.Orange, spaceship.isPlayer == false); }
public static void RemoveShip(ISpaceship ship) { ShipList.Remove(ship); if (ship.BattleIdentity != UnitBattleIdentity.Enemy) { return; } if (ship.HealthSystem.CurHealth > 0) { return; } KilledShipList.Add(ship); OnKill?.Invoke(ship); }
public static void AddShip(ISpaceship ship) => ShipList.Add(ship);
public void Init(ISpaceship spaceship) { SpaceshipSystems = spaceship; }
public void Init(ISpaceship spaceship) { _spaceship = spaceship; }
public void AttackSpaceship(ISpaceship targetSpaceship) { mTargetSpaceship = targetSpaceship; AttackTarget(targetSpaceship); if (targetSpaceship is ISpaceshipAttacker) mTargetIsSpaceshipAttacker = true; }
public void AttackSpaceship(ISpaceship targetSpaceship) { Halt(); mAttackMode = true; mSpaceshipAttackBehaviour.AttackSpaceship(targetSpaceship); }
/// <summary> /// Use this function iff you want an idle SpaceShipAttacker to attack an ISpaceship /// If the Attacker is already moving or attacking, it will disregard this command /// </summary> /// <param name="attacker"></param> /// <param name="target"></param> public void AutoAttackSpaceship(ISpaceshipAttacker attacker, ISpaceship target) { if (attacker.Allegiance != target.Allegiance) { attacker.AutoAttackSpaceship(target); } }
/// <summary> /// Use this function to attack with the attacking ISpaceshipAttacker an ISpaceship (defendingUnit). /// The defending unit will defend itself and attack the attacking unit, if it is an ISpaceshipAttacker (it is allowed to retaliate) /// If the units are of the same allegiance the "attacker" moves to the Position of the "defending" unit. /// </summary> /// <param name="attackingUnit"></param> /// <param name="defendingUnit"></param> public void AttackSpaceship(ISpaceshipAttacker attackingUnit, ISpaceship defendingUnit) { if (attackingUnit.Allegiance == defendingUnit.Allegiance) { if (attackingUnit is IMovable) { ((IMovable) attackingUnit).MoveTo(defendingUnit.Position); } } else { attackingUnit.AttackSpaceship(defendingUnit); } }
public override void Init(ISpaceship spaceship) { base.Init(spaceship); _userControl = GetComponent <IUserControl>(); }
public virtual void Init(ISpaceship spaceship) { _spaceship = spaceship; _initialPosition = transform.position; }
private void Enemies_OnKill(ISpaceship ship) => SetScore();
public override void Init(ISpaceship spaceship) { base.Init(spaceship); PlayerSpaceship.Boosted += OnBoosted; }
public void Init(ISpaceship spaceship) { _spaceShip = spaceship; _gameControl = FindObjectOfType <GameControl>(); }
public void AutoAttackSpaceship(ISpaceship targetSpaceship) { if (!mAttackMode && !mMovementMode && !mMinionAttackMode || AggressiveMovementMode) { mMinionAttackMode = true; AttackSpaceship((targetSpaceship)); } }
public virtual void Init(ISpaceship spaceship) { _spaceship = spaceship; }
public HomeController(ISpaceship spacer) { spaceRepo = spacer; }
/// <summary> /// Causes the Deathstar to attack target if it is not already attacking someone else or if /// it is not moving. /// Usually triggered by an enemy spaceship that is in range. /// </summary> /// <param name="target"></param> public void AutoAttackSpaceship(ISpaceship target) { if (!mSpaceshipAttackMode && !mMovementMode && !mPlanetAttackMode || AggressiveMovementMode) { AttackSpaceship((target)); } }