public void CreaturedMoveInMapEventArgsConstructorTest()
        {
            Point3D      oldLocation           = new Point3D(); // TODO: 初始化为适当的值
            BaseCreature creature              = null;          // TODO: 初始化为适当的值
            BaseMap      map                   = null;          // TODO: 初始化为适当的值
            CreaturedMoveInMapEventArgs target = new CreaturedMoveInMapEventArgs(oldLocation, creature, map);

            Assert.Inconclusive("TODO: 实现用来验证目标的代码");
        }
Exemple #2
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        /// <summary>
        ///
        /// </summary>
        internal void OnMoved(Point3D oldLocation, BaseCreature creature, BaseMap map)
        {
            EventHandler <CreaturedMoveInMapEventArgs> tempAfterEventArgs = m_EventCreatureMovedInMap;

            if (tempAfterEventArgs != null)
            {
                CreaturedMoveInMapEventArgs eventArgs = new CreaturedMoveInMapEventArgs(oldLocation, creature, map);
                tempAfterEventArgs(this, eventArgs);
            }
        }
        public void CreatureTest()
        {
            Point3D      oldLocation           = new Point3D();                                               // TODO: 初始化为适当的值
            BaseCreature creature              = null;                                                        // TODO: 初始化为适当的值
            BaseMap      map                   = null;                                                        // TODO: 初始化为适当的值
            CreaturedMoveInMapEventArgs target = new CreaturedMoveInMapEventArgs(oldLocation, creature, map); // TODO: 初始化为适当的值
            BaseCreature actual;

            actual = target.Creature;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
 /// <summary>
 /// 
 /// </summary>
 internal void OnMoved( Point3D oldLocation, BaseCreature creature, BaseMap map )
 {
     EventHandler<CreaturedMoveInMapEventArgs> tempAfterEventArgs = m_EventCreatureMovedInMap;
     if ( tempAfterEventArgs != null )
     {
         CreaturedMoveInMapEventArgs eventArgs = new CreaturedMoveInMapEventArgs( oldLocation, creature, map );
         tempAfterEventArgs( this, eventArgs );
     }
 }