public void AxeLosesDurabilityAfterAttack() { var durability = axe.DurabilityPoints; axe.Attack(dummy); Assert.That(axe.DurabilityPoints, Is.LessThan(durability), "Axe Durability doesn't change after attack."); }
public void BrokenWeaponCannotAttack() { //Act weapon.Attack(dummy); //Assert Assert.That(() => weapon.Attack(dummy), Throws.InvalidOperationException.With.Message.EqualTo("Axe is broken.")); }
public void DummyLosesHealthWhenAttacked() { var initialDummyHealth = this.dummy.Health; axe.Attack(dummy); var currentDummyHealth = this.dummy.Health; Assert.That(currentDummyHealth, Is.LessThan(initialDummyHealth)); }
public void Weapon_OnUse() { if (this.IsInMeleeRange(currentTarget)) { aWeapon.Attack(); return; } var w = aWeapon as IRangedWeapon; if (w != null && w.IsInRange(currentTarget) { aWeapon.Attack(); return; } context.HUD.Warn("Out of range"); }
public void AttackWithBrokenAxe() { this.axe.Attack(this.dummy); this.axe.Attack(this.dummy); Assert.That(() => axe.Attack(this.dummy), Throws.Exception.With.Message.EqualTo("Axe is broken.")); }
private void Update() { //AI logic Transform target = destinationSetter.target; if (target != null) { if (Utils.Ai.isInRange(gameObject, target.gameObject, creatureAIProperties.attackRange) && Utils.Ai.isTargetVisible(gameObject, target.gameObject)) { //Attack if (weapon != null) { weapon.Attack(target.position); } } } else { if (creatureAIProperties.moveAroundRandomly) { if (Vector2.Distance(transform.position, moveAroundTargetPoint) > 0.5 && moveAroundTargetPoint != Vector2.zero) { rb.AddForce((moveAroundTargetPoint - (Vector2)transform.position).normalized * movementSpeed * 50); } else { setMoveAroundTargetPoint(); } } } }
void Update() { float distanceToPlayer = (transform.position - GameManager.Instance.Player.transform.position).magnitude; if (distanceToPlayer >= MinFollowDistance) { policeScript.MovingState = MovingState.Walking; rb2d.velocity = (GameManager.Instance.Player.transform.position - transform.position).normalized * policeScript.GetSpeed(); } else { policeScript.MovingState = MovingState.Standing; rb2d.velocity = Vector2.zero; } if (distanceToPlayer >= MaxDistance) { policeScript.ChangeState(PoliceState.Passive); } if (attackTimer >= 0.5f && distanceToPlayer <= MinShootDistance) { attackTimer = 0f; weapon.Attack(); } attackTimer += Time.deltaTime; HandleLookAt(); }
private void HandleInput() { if (weapon != null) { bool attack; if (weapon.automatic) { attack = Input.GetKey("Attack"); } else { attack = Input.GetKeyDown("Attack"); } bool throwWeapon = Input.GetKeyDown("Throw"); if (attack) { weapon.Attack(); } if (throwWeapon) { Throw(-transform.up * 1000); } } }
public void AxeLosesDurabilityAfterAttack() { //Act axe.Attack(this.dummy); //Assert Assert.AreEqual(9, this.axe.DurabilityPoints, "Axe Durability doesn't change after attack"); }
void Update() { if (Input.GetButtonDown("Fire1")) { weapon.Attack(lookDirection); ammoText.text = "Ammo: " + weapon.GetAmmo().ToString(); } }
void FixedUpdate() { if (gameControleler.isPlayerAlive) { currentWeapon.Attack(); ChangeWeapon(); } }
public void AttackShouldThrowExceptionWhenAttackingWithZeroOrNegativeDurabilityPoints (int attack, int durability) { weapon = new Axe(attack, durability); Mock <ITarget> target = new Mock <ITarget>(); Assert.Throws <InvalidOperationException>(() => weapon.Attack(target.Object)); }
void Update() { if (Input.GetButtonDown("Fire1") && !Inventory.isInventoryOpened) { if (_currentWeapon != null) { _currentWeapon.Attack(); } } }
public void DurabilityPiontsShouldDecreasewhenAttacking(int attack, int durability) { weapon = new Axe(attack, durability); Mock <ITarget> target = new Mock <ITarget>(); weapon.Attack(target.Object); Assert.AreEqual(9, weapon.DurabilityPoints); }
public void Attack() { if (Weapon != null) { Weapon.Attack(FirePoint, projectilePreFab); } else { // TODO: Normal attacks } }
public void PerformAttack() { if (equippedIWeapon != null) { equippedIWeapon.Attack(); } else { Debug.Log("equippedIWeapon == NULL"); } }
public void Attack() { if (iWeapon == null) { Console.WriteLine("default attack.."); } else { iWeapon.Attack(); } }
public void Attack() { // if our weapon slot really is a weapon, use it to attack // we're using casting here which is a bit messy, but makes for an easy example // we have to cast because we know WeaponSlot is IEquippable, but we don't know if it's an IWeapon yet IWeapon weaponToUse = _stats.WeaponSlot as IWeapon; if (weaponToUse != null) { weaponToUse.Attack(); } }
public void AxeLosesDurabilyAfterAttack() { //Arrange this.axe = new Axe(AxeAttackPoints, DurabilityPoints); this.dummy = new Dummy(DummyHealth, DummyExperience); //Act axe.Attack(dummy); //Assert Assert.AreEqual(9, axe.DurabilityPoints, "Axe Durability doesn't change after attack"); }
protected IEnumerator ImplAttack(IWeapon weapon) { actor.OnActionBegin(Actions.Attack); SmartCoroutine weaponAttack = SmartCoroutine.Create(weapon.Attack()); yield return(weaponAttack); actor.OnActionEnd(Actions.Attack); if (weaponAttack.Status == SmartCoroutine.Result.WasExited) { yield return(SmartCoroutine.Exit); } }
public void CannotAttackWithBrokenWeapon() { this.axeDamage = 5; this.axeDurability = 0; this.dummyHp = 10; this.dummyExp = 20; this.axe = new Axe(axeDamage, axeDurability); this.dummy = new Dummy(dummyHp, dummyExp); Assert.That(() => axe.Attack(dummy), Throws.InvalidOperationException.With.Message.EqualTo("Axe is broken.")); }
public void Attack() { if (EquippedWeapon == null) { throw new System.NotImplementedException(); } EquippedWeapon.Attack(); //var mGo = GameObject.Find("Monstruo"); //if (mGo != null) //{ // var m = mGo.GetComponent<Monster>(); // m.Matar(); //} }
static void Main(string[] args) { var enemy = new Enemy(); PoisonedSword poisonedSword = new PoisonedSword(); poisonedSword.Attack(enemy); // will execute PoisonedSword.Attack Sword sword = poisonedSword; sword.Attack(enemy); // will still execute PoisonedSword.Attack IWeapon weapon = poisonedSword; weapon.Attack(enemy); // will still execute PoisonedSword.Attack }
public void AxeLosesDurability() { this.axeDamage = 5; this.axeDurability = 10; this.dummyHp = 10; this.dummyExp = 20; this.axe = new Axe(axeDamage, axeDurability); this.dummy = new Dummy(dummyHp, dummyExp); axe.Attack(dummy); int expectedDurability = 9; Assert.That(axe.DurabilityPoints, Is.EqualTo(expectedDurability)); }
// Update is called once per frame void Update() { Vector2 movementDirection = GetMovementDirection(); _body.MovePosition(transform.position + movementDirection.ToVector3() * Speed); var characterOrientation = GetCharacterOrientation(); UpdateAnimation(characterOrientation); //Stop animation if player is not moving _animator.speed = movementDirection == Vector2.zero ? 0 : 0.1f; int leftClickMouseButton = 0; if (Input.GetMouseButtonDown(leftClickMouseButton)) { _weapon.Attack(characterOrientation); } }
void Update() { playerMovement(); setHeroSpriteDirection(); if (Input.GetKeyDown(KeyCode.Space)) { // Vector2 target = Camera.main.ScreenToWorldPoint(Input.mousePosition); // rb.velocity = Vector2.zero; // Vector2 dashDirection = (target - (Vector2)transform.position).normalized; Vector2 dashDirection = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")).normalized; rb.AddForce(dashDirection * dashSpeed * 100); isDashing = true; } if (weapon != null) { if (Input.GetKey(KeyCode.Mouse0)) { weapon.Attack(Camera.main.ScreenToWorldPoint(Input.mousePosition)); } } }
private void Update() { if (OnClick) { if (ShootTimer <= 0) { if (_playerWeapon != null) { _playerWeapon.Attack(); _playerWeapons.SetBulletText(); ShootTimer = _playerWeapon.GetAttackSpeed(); } else { _playerWeapons.SetBulletText(null); } } if (ShootTimer > 0) { ShootTimer -= Time.deltaTime; } } }
public void Hit() { _weapon.Attack(); }
public int Attack(IWarrior target, IWeapon weapon) { return weapon.Attack(target); }
public void Attack(int x, int y) { myWeapon.Attack(this, x, y); }
public void InputLoop() { while (true) { currentRoom.PrintRoom(); string input = Console.ReadLine(); if (input == "quit") { break; } if (input.StartsWith("pick up ")) { string item = input.Split("up ")[1]; if (currentRoom.Items.Exists(x => x.Name == item)) { Item PUitem = currentRoom.Items.Find(x => x.Name.Contains(item)); backpack.Items.Add(PUitem); currentRoom.Items.Remove(PUitem); scoreboard.Score += PUitem.PointValue; } else { Console.WriteLine("The item you tried to pick up does not exist. Try again."); } } if (input.StartsWith("attack")) { var regex = new Regex(@"attack ([\w\s]+) with ([\w\s]+)", RegexOptions.IgnoreCase); var match = regex.Match(input); if (match.Success) { string attackableName = match.Groups[1].Value; string weaponName = match.Groups[2].Value; // find matching weapon // null if weapon is not an IWeapon // null if attackable is not an IAttackable IWeapon weapon = FindWeapon(weaponName); IAttackable attackable = FindAttackable(attackableName); if (weapon != null && attackable != null) { if (attackable is Harpsichord) { // gold is added to Item list in Room currentRoom.Items.Add(new Item { Name = "gold", Description = "Shiny gold coins.", PointValue = 100 }); // harpsichord is removed from Item list in Room currentRoom.Items.Remove(attackable as Harpsichord); } //IsDestroyed for object becomes true weapon.Attack(attackable); } } } else if (input.StartsWith("drop ")) { string item = input.Split("drop ")[1]; if (backpack.Items.Exists(x => x.Name == item)) { Item Ditem = backpack.Items.Find(x => x.Name.Contains(item)); backpack.Items.Remove(Ditem); currentRoom.Items.Add(Ditem); scoreboard.Score -= Ditem.PointValue; } else { Console.WriteLine("The item you tried to drop does not exist. Try again."); } continue; } else if (input.StartsWith("describe ")) { string item = input.Split("describe ")[1]; if (currentRoom.Items.Exists(x => x.Name == item)) { Console.WriteLine(currentRoom.Items.Find(x => x.Name == item)); } else if (backpack.Items.Exists(x => x.Name == item)) { Console.WriteLine(backpack.Items.Find(x => x.Name == item)); } else { Console.WriteLine("The item is not available."); } continue; } // TryGetValue gets the value associated with the specified key. if (currentRoom.Transitions.TryGetValue(input, out Room nextRoom)) { if (currentRoom.Enemies.Exists(enemy => (enemy.IsDestroyed == false))) { scoreboard.Score = 0; break; } else { currentRoom = nextRoom; counter++; // if counter has an even number (counter is even every other time a player switches rooms) // & if enemy is still alive if (counter % 2 == 0 && enemyRoom.Enemies.Exists(enemy => enemy.IsDestroyed == false)) { Enemy enemy = enemyRoom.Enemies.Find(enemy => enemy.IsDestroyed == false); enemyRoom.Enemies.Remove(enemy); Room newEnemyRoom = enemy.SwitchRoom(enemyRoom); enemyRoom = newEnemyRoom; enemyRoom.Enemies.Add(enemy); } } } if (currentRoom.FinalRoom) { currentRoom.PrintRoom(); break; } } }