//TODO Set industry class after it's implemented in the IndustrialBuilding script. public override void SetExtendedData(Building building) { SetWorkplaceDetails(building); IndustrialBuilding industry = building.gameObject.GetComponent <IndustrialBuilding>(); emissions.text = industry.currentEmissionRate.ToString(); production.text = industry.currentProduction.ToString(); }
public void CalculateLandTax_BuildingBuilt_ReturnsValidFixedTax() { World w = new World(50, 50); w.Build(new Coordinates(10, 10), b); Assert.AreEqual((decimal)31.5, b.CalculateLandTax(), "Invalid land tax returned"); var b2 = new IndustrialBuilding(COMPANY_NAME); w.Build(new Coordinates(5, 5), b2); Assert.AreEqual(b.CalculateLandTax(), b2.CalculateLandTax(), "Land tax cannot be dependent on position of the building in the world"); }
public void GetBuildingLocation_BuildingExists_ReturnsCorrectResult() { var b1 = new ResidentialBuilding("FI MUNI"); var b2 = new IndustrialBuilding("FI MUNI"); var c1 = new Coordinates(2, 5); var c2 = new Coordinates(5, 5); w.Build(c1, b1); w.Build(c2, b2); Assert.AreEqual(c1, w.GetBuildingLocation(b1), "Incorrect location of building was returned"); Assert.AreEqual(c2, w.GetBuildingLocation(b2), "Incorrect location of building was returned"); }
public void SetUp() { b = new IndustrialBuilding(COMPANY_NAME); }