private void SetupFixedTestCase()
    {
        m_controller = GetComponent<APSequenceController>();
        m_objArray = new GameObject[10];

        //Fixed Test Case
        for (int i=0; i<10; i++)
        {
            m_objArray[i] = new GameObject("Object"+ i.ToString());
            m_objArray[i].AddComponent("APController");
        }
        m_objArray[0].GetComponent<APController>().InitialiseTestInstance(0, 15, 35);
        m_objArray[1].GetComponent<APController>().InitialiseTestInstance(1, 50, 80);
        m_objArray[2].GetComponent<APController>().InitialiseTestInstance(2, 50, 88);
        m_objArray[3].GetComponent<APController>().InitialiseTestInstance(3, 55, 77);
        m_objArray[4].GetComponent<APController>().InitialiseTestInstance(4, 60, 68);
        m_objArray[5].GetComponent<APController>().InitialiseTestInstance(5, 80, 88);
        m_objArray[6].GetComponent<APController>().InitialiseTestInstance(6, 95, 105);
        m_objArray[7].GetComponent<APController>().InitialiseTestInstance(7, 95, 111);
        m_objArray[8].GetComponent<APController>().InitialiseTestInstance(8, 100, 111);
        m_objArray[9].GetComponent<APController>().InitialiseTestInstance(9, 111, 125);

        for (int j=0; j<10; j++)
        {
            m_controller.AddNewUnit(m_objArray[j]);
        }

        if (m_controller.GetCount() != 10)
        {
            Debug.LogError("Insertion of objects unsuccessful\n");
        }
    }
Exemple #2
0
    // Use this for initialization
    void Start()
    {
        cpu = GetComponent<APSequenceController>();
        objArray = new GameObject[10];

        //Random Test Case
        /*
        for (int i=0; i<10; i++)
        {
            objArray[i] = new GameObject("Object"+ i.ToString());
            objArray[i].AddComponent("APController");
            objArray[i].GetComponent<APController>().InitialiseTestInstance(i,Random.Range (0,1));
        }
        */

        //Fixed Test Case
        for (int i=0; i<10; i++)
        {
            objArray[i] = new GameObject("Object"+ i.ToString());
            objArray[i].AddComponent("APController");
        }
        objArray[0].GetComponent<APController>().InitialiseTestInstance(0, 15, 35);
        objArray[1].GetComponent<APController>().InitialiseTestInstance(1, 50, 80);
        objArray[2].GetComponent<APController>().InitialiseTestInstance(2, 50, 88);
        objArray[3].GetComponent<APController>().InitialiseTestInstance(3, 55, 77);
        objArray[4].GetComponent<APController>().InitialiseTestInstance(4, 60, 68);
        objArray[5].GetComponent<APController>().InitialiseTestInstance(5, 80, 88);
        objArray[6].GetComponent<APController>().InitialiseTestInstance(6, 95, 105);
        objArray[7].GetComponent<APController>().InitialiseTestInstance(7, 95, 111);
        objArray[8].GetComponent<APController>().InitialiseTestInstance(8, 100, 111);
        objArray[9].GetComponent<APController>().InitialiseTestInstance(9, 111, 125);

        for (int j=0; j<10; j++)
        {
            cpu.AddNewUnit(objArray[j]);
        }
    }
Exemple #3
0
 private void InitialiseAPSequenceController()
 {
     m_apController = GetComponent<APSequenceController>();
     m_apController.Initialise();
     //add units to ap list
     if(GameObject.Find ("Units")!= null){
         foreach (Transform child in GameObject.Find ("Units").transform){
             m_apController.AddNewUnit(child.gameObject);
         }
     }
     //add buildings to ap list
     if(GameObject.Find ("Buildings")!= null){
         foreach (Transform child in GameObject.Find ("Buildings").transform){
             //Only Add non-neutral buildings into AP Sequence
             if (child.gameObject.GetComponent<BuildingController>().m_control != -1)
                 m_apController.AddNewUnit(child.gameObject);
         }
     }
 }