public ManufacturerPage OpenRandomManufacturerPage(PageBase currentPage) { // Open brand menu var menuItems = currentPage.Menu.OpenMenu("Бренды"); _wait.Until(ExpectedConditions.ElementIsVisible( By.CssSelector("li.megamenu-parent-block a.megamenu-parent-img img[title=\"Swiss Military\"]"))); // Click on Swiss Military image randomSelector.Select(menuItems).Title.Click(); return(ManufacturerPage.WaitForPage(_driver)); }
static void Main(string[] args) { List <string> stringList = new List <string> { "Bike", "Train", "Boat", "Feet" }; List <Person> personList = new List <Person> { new Person("Ted"), new Person("Ira"), new Person("Ada"), new Person("Lea") }; List <int> intList = new List <int> { 5, 10, 15, 20 }; RandomSelector <string> stringSelector = new RandomSelector <string>(stringList); RandomSelector <Person> personSelector = new RandomSelector <Person>(personList); RandomSelector <int> intSelector = new RandomSelector <int>(intList); string choice = ""; while (choice != "q") { Console.WriteLine("Random string: " + stringSelector.Select().ToString()); Console.WriteLine("Random person: " + personSelector.Select().ToString()); Console.WriteLine("Random integer: " + intSelector.Select().ToString()); Console.Write("Again? Enter to continue, q to quit: "); choice = Console.ReadLine(); } }
public void ZeroSizeUtilityListSelectTest() { var uList = new List <Utility>(); var s = new RandomSelector(); Assert.That(s.Select(uList), Is.EqualTo(-1)); }
public void SelectTest([Range(-1, 21, 1)] int selIdx) { var rn = new MockRandom(); rn.IntValue = selIdx; var uList = SelectorTestsHelper.CreateRandomUtilityList(20); var s = new RandomSelector(rn); var aIdx = s.Select(uList); var cIdx = selIdx.Clamp(0, 19); Assert.That(aIdx, Is.EqualTo(cIdx)); }
public override string Update() { enemyAnimator.speed = TimeManager.Instance.TimeFactor * enemy.UnitTimeFactor; if (!enemy.GuardZone.Contains(enemy.currentTarget) || !IsPlayerInSight(enemy.currentTarget, enemy[StatisticType.SightRange])) { return(state_onTargetLoss); } if (Time.time >= t_wait) { return(states_attacks[behaviorSelector.Select()[0]]); } return(Name); }
public override string Update() { if ((t_wait += TimeManager.Instance.ScaledDeltaTime) >= waitTime) { if (!IsPlayerInSight(enemy.currentTarget, enemy[StatisticType.SightRange])) { enemy.currentTarget = FindAvailableTarget(); if (!enemy.currentTarget) { return(state_onTargetLoss); } } if (!enemy.GuardZone.Contains(enemy.currentTarget)) { return(states_attacks[0]); } Vector3 v = enemy.currentTarget.transform.position - enemy.transform.position; float d = v.magnitude; float t = Time.time; if (d < enemy.NearRange) // Prioritize on keeping a good distance { Vector3 u = (Vector3)enemy.GuardZone.center - enemy.transform.position; enemyRigidbody.velocity = backingSpeed * ((-v.normalized + u.normalized) / 2).normalized; } else { enemy.Turn(); if (d < enemy.NearRange + 0.5f) // Always fire before getting too close or far { return(states_attacks[0]); } else if (d <= enemy.FarRange) { if (t >= t_ready) { switch (behaviorSelector.Select()[0]) { case 0: // Fire return(states_attacks[0]); case 1: // Chase enemyRigidbody.velocity = chasingSpeed * v.normalized; t_ready = t + chasingDuration; break; case 2: // Stay enemyRigidbody.velocity = Vector2.zero; t_ready = t + stayDuration; break; } } } else { enemyRigidbody.velocity = chasingSpeed * v.normalized; } } t_wait -= waitTime; } return(Name); }
public void GivenASetOfItems_Select_ReturnsAllOfThem() { var results = _sut.Select(_engineers); Assert.Equal(_engineers, results.OrderBy(e => e.Id)); }