public void ShouldReturnCorrectName()
        {
            //arrange
            AllArmor        allArmor        = new AllArmor();
            AllShields      allShields      = new AllShields();
            Battleaxe       battleaxe       = new Battleaxe();
            BrewersSupplies brewersSupplies = new BrewersSupplies();
            Dagger          dagger          = new Dagger();
            Darts           darts           = new Darts();
            Handaxe         handaxe         = new Handaxe();
            LightArmor      lightArmor      = new LightArmor();
            LightCrossbow   lightCrossbow   = new LightCrossbow();
            Longbow         longbow         = new Longbow();
            Longsword       longsword       = new Longsword();
            MartialWeapons  martialWeapons  = new MartialWeapons();
            MasonsTools     masonsTools     = new MasonsTools();
            MediumArmor     mediumArmor     = new MediumArmor();
            Quarterstaff    quarterstaff    = new Quarterstaff();
            Shortbow        shortbow        = new Shortbow();
            Shortsword      shortsword      = new Shortsword();
            SimpleWeapons   simpleWeapons   = new SimpleWeapons();
            Sling           sling           = new Sling();
            SmithsTools     smithsTools     = new SmithsTools();
            ThrowingHammer  throwingHammer  = new ThrowingHammer();
            Warhammer       warhammer       = new Warhammer();

            //assert
            allArmor.Name().Should().Be(new TextObj("All Armor"));
            allShields.Name().Should().Be(new TextObj("All Shields"));
            battleaxe.Name().Should().Be(new TextObj("Battleaxe"));
            brewersSupplies.Name().Should().Be(new TextObj("Brewer's Supplies"));
            dagger.Name().Should().Be(new TextObj("Dagger"));
            darts.Name().Should().Be(new TextObj("Darts"));
            handaxe.Name().Should().Be(new TextObj("Handaxe"));
            lightArmor.Name().Should().Be(new TextObj("Light Armor"));
            lightCrossbow.Name().Should().Be(new TextObj("Light Crossbow"));
            longbow.Name().Should().Be(new TextObj("Longbow"));
            longsword.Name().Should().Be(new TextObj("Longsword"));
            martialWeapons.Name().Should().Be(new TextObj("Martial Weapons"));
            masonsTools.Name().Should().Be(new TextObj("Mason's Tools"));
            mediumArmor.Name().Should().Be(new TextObj("Medium Armor"));
            quarterstaff.Name().Should().Be(new TextObj("Quarterstaff"));
            shortbow.Name().Should().Be(new TextObj("Shortbow"));
            shortsword.Name().Should().Be(new TextObj("Shortsword"));
            simpleWeapons.Name().Should().Be(new TextObj("Simple Weapons"));
            sling.Name().Should().Be(new TextObj("Sling"));
            smithsTools.Name().Should().Be(new TextObj("Smith's Tools"));
            throwingHammer.Name().Should().Be(new TextObj("Throwing Hammer"));
            warhammer.Name().Should().Be(new TextObj("Warhammer"));
        }
Example #2
0
    public override void EquipItem(Unit unit)
    {
        itemModel = GameObject.Instantiate(GameAssets.i.ShortbowModel, unit.offHandSlot);
        itemModel.transform.position = unit.offHandSlot.position;

        Shortbow weapon = unit.gameObject.AddComponent <Shortbow>();

        weapon.owner            = unit.gameObject.GetComponent <TacticsMovement>();
        weapon.rangedWeaponData = this;
        //this next line looks like it's not needed BUT IT REALLY IS
        weapon.weaponData = this;
        unit.mainWeapon   = weapon;

        //not sure what we're gonna do when they have TWO shortswords.
        Animator animator = weapon.owner.rig.gameObject.GetComponent <Animator>();

        animator.runtimeAnimatorController = GameAssets.i.OneHanded as RuntimeAnimatorController;

        //Set up for an action.
        Reload reload = new Reload();

        reload.SetActionButtonData(unit);
        unit.actions.Add(reload);
    }