public async Task <IActionResult> Edit(int id, [Bind("Persuasionid,Persausionprof")] Persuasion persuasion) { if (id != persuasion.Persuasionid) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(persuasion); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!PersuasionExists(persuasion.Persuasionid)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(persuasion)); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Persuasion(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Persuasion")); }
public void Bonus_PersuasionSpecified_ShouldWork() { SetupCharacter(); Skills persuasion = new Persuasion(true, true); Assert.AreEqual(-5, persuasion.Bonus); Assert.IsTrue(persuasion.Proficiency); Assert.IsTrue(persuasion.Expertise); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new Persuasion(); ICharacterAttribute charismaAttribute = new CharismaAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(charismaAttribute); }
public async Task <IActionResult> Create([Bind("Persuasionid,Persausionprof")] Persuasion persuasion) { if (ModelState.IsValid) { _context.Add(persuasion); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(persuasion)); }
public void ShouldReturnBonusOfBaseAttribute() { //arrange CharismaAttribute dexterityAttribute = new CharismaAttribute(new AttributeScore(14)); ISkill persuasion = new Persuasion(dexterityAttribute); IAttributeScore expectedScore = new AttributeScore(2); //act IAttributeScore actualScore = persuasion.SkillBonus(); //assert actualScore.Should().Be(expectedScore); }
public void UpdateUI() { HealthText.text = NewPlayer.Health.ToString(); StaminaText.text = NewPlayer.Stamina.ToString(); ManaText.text = NewPlayer.Mana.ToString(); StrenghText.text = NewPlayer.Strenght.ToString(); SkillText.text = NewPlayer.Skill.ToString(); KnowledgeText.text = NewPlayer.Knowledge.ToString(); StatsPointsText.text = StatsPoints.ToString(); PlayerLevelText.text = NewPlayer.PlayerLevel.ToString(); Texts1[0].text = NewPlayer.Health.ToString(); Texts1[1].text = NewPlayer.Stamina.ToString(); Texts1[2].text = NewPlayer.Mana.ToString(); Texts1[3].text = NewPlayer.Strenght.ToString(); Texts1[4].text = NewPlayer.Skill.ToString(); Texts1[5].text = NewPlayer.Knowledge.ToString(); Texts2[0].text = NewPlayer.Health.ToString(); Texts2[1].text = NewPlayer.Stamina.ToString(); Texts2[2].text = NewPlayer.Mana.ToString(); Texts2[3].text = NewPlayer.Strenght.ToString(); Texts2[4].text = NewPlayer.Skill.ToString(); Texts2[5].text = NewPlayer.Knowledge.ToString(); Texts3[0].text = HealthPoints.ToString(); Texts3[1].text = StaminaPoints.ToString(); Texts3[2].text = ManaPoints.ToString(); Texts3[3].text = Weapon1Dam.ToString(); Texts3[4].text = Weapon2Dam.ToString(); Texts3[5].text = Weight.ToString(); Texts3[6].text = PhysicDEF.ToString(); Texts3[7].text = FireDEF.ToString(); Texts3[8].text = EletricDEF.ToString(); Texts3[9].text = PoisonDEF.ToString(); Texts3[12].text = MagicDEF.ToString(); Texts3[10].text = Awarness.ToString(); Texts3[11].text = Persuasion.ToString(); }