private void Awake() { ResourcesManagerBehaviour.Visibles = new List <GameObject>(); ResourcesManagerBehaviour.Resources = new List <GameObject>(); ResourcesManagerBehaviour.Wood = new WoodResource(); ResourcesManagerBehaviour.Food = new FoodResource(); ResourcesManagerBehaviour.Self = this; }
public void CanAddToTileResources() { // Arrange var tile = new Tile(); var foodResourceInitial = new FoodResource(25); var foodResourceAdd = new FoodResource(50); // Act tile.AddResource(foodResourceInitial); tile.AddResource(foodResourceAdd); // Assert tile.GetResourceAgrigate(new FoodResource(0)).Amount.Should().Be(75); }
public void CanSetEmptyTileResource() { // Arrange var tile = new Tile(); var foodResource = new FoodResource(100); // Act tile.AddResource(foodResource); // Assert var result = tile.GetResourceAgrigate(new FoodResource(0)); result.Amount.Should().Be(100); }
public void CanSetTileResourceWithTwoTypes() { // Arrange var tile = new Tile(); var foodResource = new FoodResource(55); var stoneResource = new StoneResource(66); // Act tile.AddResource(foodResource); tile.AddResource(stoneResource); // Assert tile.GetResourceAgrigate(new FoodResource(0)).Amount.Should().Be(55); tile.GetResourceAgrigate(new StoneResource(0)).Amount.Should().Be(66); }
public StatisticsEngine () { //get our references food = (FoodResource)ResourcesManager.instance.GetResourceFood (); prisoners = (PrisonersResource)ResourcesManager.instance.GetResourcePrisoners (); population = (PopulationResource)ResourcesManager.instance.GetResourcePopulation (); happiness = (HappinessResource)ResourcesManager.instance.GetResourceHappiness (); //create blank modifiers modifiers foodModifier = new ResourceGrowthModifier (ResourceType.Food, 0); prisonersModifier = new ResourceGrowthModifier (ResourceType.Prisoners, 0); populationModifier = new ResourceGrowthModifier (ResourceType.Population, 0); happinessModifier = new ResourceGrowthModifier (ResourceType.Happiness, 0); //add these to the respective resources so that we can affect the growth rates food.ApplyModifier (foodModifier); prisoners.ApplyModifier (prisonersModifier); population.ApplyModifier (populationModifier); happiness.ApplyModifier (happinessModifier); }
void CreateResourceStore () { Resource food = new FoodResource (); Resource happiness = new HappinessResource (); Resource population = new PopulationResource (); Resource prisoners = new PrisonersResource (); mResources.Add (ResourceType.Food, food); mResources.Add (ResourceType.Happiness, happiness); mResources.Add (ResourceType.Population, population); mResources.Add (ResourceType.Prisoners, prisoners); }