public void TestLoadData()
    {
        // Setup attributes
        Attribute a1 = new Attribute(AttributeEnums.AttributeType.EXPERIENCE, "EXP", "EXP", "", 50, 0, 100);
        Attribute a2 = new Attribute(AttributeEnums.AttributeType.LEVEL, "LVL", "LVL", "", 5, 1, 10);

        _ac.Add(a1);
        _ac.Add(a2);

        // Setup inventory slots
        Item i1 = new Item(0, Item.ItemType.WEAPON, "weapon", "weapon description", "weapon", _ac, InventorySlots.SlotType.RIGHT_HAND, Item.ItemTier.TIER_5, "weapon.jpg", "swordSFX", "swordVFX");
        Item i2 = new Item(1, Item.ItemType.ARMOR, "armor", "aermor description", "armor", _ac, InventorySlots.SlotType.BODY, Item.ItemTier.TIER_3, "armor.jpg", "swordSFX", "swordVFX");

        _slots.Add(i1);
        _slots.Add(i2);

        // Setup abiltiies
        Ability ability1 = new Ability(0, Ability.AbilityType.ATTACK, "attack", "attack_description", "attackTooltop", "attackIconPath", "attackVfxPath", 0, 0, Ability.TargetTypeEnum.DEFAULT, null);
        Ability ability2 = new Ability(1, Ability.AbilityType.LAST_RESORT, "lr", "lrDescription", "lrTooltop", "lrIconPath", "lrVfxPath", 0, 0, Ability.TargetTypeEnum.DEFAULT, null);

        _abilityCollection.Add(ability1);
        _abilityCollection.Add(ability2);

        // Setup units
        _u1.FirstName           = "Leonard";
        _u1.LastName            = "Bedner";
        _u1.AttributeCollection = _ac;
        _u1.Class             = "Developer";
        _u1.InventorySlots    = _slots;
        _u1.AbilityCollection = _abilityCollection;
    }
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    public void TestGetAttackAbility()
    {
        _abilityCollection = new AbilityCollection();
        _abilityCollection.Add(_ability1);
        _abilityCollection.Add(_ability2);
        _abilityCollection.Add(_ability3);

        Assert.AreSame(_ability3, _abilityCollection.GetAttackAbility());
    }
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    public void TestGetAbilities()
    {
        _abilityCollection = new AbilityCollection();
        _abilityCollection.Add(_ability1);
        _abilityCollection.Add(_ability2);
        _abilityCollection.Add(_ability3);

        var abilities = _abilityCollection.GetAbilities();

        Assert.AreEqual(3, abilities.Count);

        Assert.AreSame(_ability1, abilities [0]);
        Assert.AreSame(_ability2, abilities [1]);
        Assert.AreSame(_ability3, abilities [2]);
    }
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    public void TestAdd()
    {
        _abilityCollection = new AbilityCollection();

        Assert.AreEqual(0, _abilityCollection.Count);
        _abilityCollection.Add(_ability1);
        Assert.AreEqual(1, _abilityCollection.Count);
    }
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    public void TestDeepCopy()
    {
        _abilityCollection = new AbilityCollection();
        _abilityCollection.Add(_ability1);
        _abilityCollection.Add(_ability2);
        _abilityCollection.Add(_ability3);

        // Make sure shallow copy is the same
        AbilityCollection shallowCopy = _abilityCollection;

        Assert.AreSame(_abilityCollection, shallowCopy);

        // Make sure deep copy is different
        AbilityCollection deepCopy = _abilityCollection.DeepCopy();

        Assert.AreNotSame(_abilityCollection, deepCopy);
    }
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    public void TestGet()
    {
        _abilityCollection = new AbilityCollection();
        _abilityCollection.Add(_ability1);

        Ability ability = _abilityCollection.Get(0);

        Assert.AreSame(_ability1, ability);
    }
    private UnitData(
        string resRef,
        string firstName,
        string lastName,
        string @class,
        string portraitLocation,
        string movementSoundLocation,
        string sprite,
        UnitType unitType,
        Dictionary <AttributeEnums.AttributeType, float> attributes,
        Dictionary <InventorySlots.SlotType, int> inventory,
        List <int> abilities
        )
    {
        ResRef                = resRef;
        FirstName             = firstName;
        LastName              = lastName;
        Class                 = @class;
        PortraintLocation     = portraitLocation;
        MovementSoundLocation = movementSoundLocation;
        Sprite                = sprite;
        Type = unitType;

        // Set attributes in their collection. If attribute already exists, set value,
        // else, grab from global collection and set new attribute and value
        AttributeCollection globalAttributeCollection = AttributeManager.Instance.GlobalAttributeCollection;

        if (AttributeCollection == null)
        {
            AttributeCollection = new AttributeCollection();
        }
        AttributeCollection = AttributeCollection.GetFromGlobalCollection(attributes, globalAttributeCollection, AttributeCollection);

        // Create inventory slots for unit
        InventorySlots = new InventorySlots();
        foreach (var inventorySlot in inventory)
        {
            // Get item from global inventory
            Item item = ItemManager.Instance.GlobalInventory.GetById(inventorySlot.Value).DeepCopy();
            InventorySlots.Add(inventorySlot.Key, item);
        }

        // Abilities
        AbilityCollection = new AbilityCollection();
        foreach (var id in abilities)
        {
            // Get ability from global instance
            Ability ability = AbilityManager.Instance.GlobalAbilityCollection.Get(id).DeepCopy();
            AbilityCollection.Add(ability);
        }

        // Load the portrait
        Portrait = Resources.Load <Sprite>(PortraintLocation);

        // Load the sounds
        MovementSound = Resources.Load <AudioClip>(MovementSoundLocation);
    }
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    /// <summary>
    /// Returns a deep copied instance.
    /// </summary>
    /// <returns>The copy.</returns>
    public AbilityCollection DeepCopy()
    {
        AbilityCollection deepCopiedInstance = new AbilityCollection();

        foreach (var ability in _abilities.Values)
        {
            deepCopiedInstance.Add(ability.DeepCopy());
        }
        return(deepCopiedInstance);
    }
    private void Awake()
    {
        abilityInventory.List.Clear();

        for (int i = 0; i < abilitySlots.Value; i++)
        {
            Ability ability = null;

            if (i < defaultInventory.Count)
            {
                ability = defaultInventory[i];
            }
            else
            {
                ability = Ability.CreateInstance <Ability>();
                ability.AssignRandomParts();
            }

            abilityInventory.Add(Ability.Instantiate(ability, owner));
        }

        selectedAbility.Value = abilityInventory[0];
    }