public IEnumerator UnableToTradeNPCNeededItem() { yield return(WalkToAngie()); // Wait for trading UI yield return(new WaitForSeconds(0.5f)); yield return(GetToTradeAngie()); // Trade thing with Angie yield return(QuokeTestUtils.Press(" < < ~", playerKeyboard, cheatKeyboard)); // Check that the items were traded successfully Assert.True(referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.NPC].items[2].name == "First Aid Kit(Clone)"); Inventory playerInventory = referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.Player]; Assert.True(playerInventory.items[0].name == "Knife(Clone)" && playerInventory.items[3].name == "Blanket(Clone)"); // Attempt to add the First Aid Kit back to us yield return(QuokeTestUtils.Press(" ", playerKeyboard, cheatKeyboard)); // Check to make sure the item was not added to the NPC bin Assert.Null(referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.NPCBin].items[0]); }
public IEnumerator IOUReceiveAndFunction() { yield return(WalkToAngie()); // Wait for trading UI yield return(new WaitForSeconds(0.5f)); yield return(GetToTradeAngie()); // Trade with Angie yield return(QuokeTestUtils.Press(" < ~", playerKeyboard, cheatKeyboard)); yield return(new WaitForSeconds(0.5f)); // Check that the items were traded successfully Inventory playerInventory = referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.Player]; Assert.True(playerInventory.items[0].name == "Knife(Clone)"); yield return(new WaitForSeconds(0.5f)); // Trade using the IOU yield return(QuokeTestUtils.Press("< ~", playerKeyboard, cheatKeyboard)); Assert.True(playerInventory.items[3].name == "Blanket(Clone)"); }
public IEnumerator ValidTradesForUnneededItems() { yield return(WalkToAngie()); // Wait for trading UI yield return(new WaitForSeconds(0.5f)); yield return(GetToTradeAngie()); // Try invalid trade with Angie yield return(QuokeTestUtils.Press(">> <<< < ", playerKeyboard, cheatKeyboard)); // Check that the items weren't traded successfully Inventory playerInventory = referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.Player]; Assert.Null(playerInventory.items[2]); // Try a valid trade yield return(QuokeTestUtils.Press("<<<<< ~", playerKeyboard, cheatKeyboard)); yield return(new WaitForSeconds(0.5f)); // Check that the items were traded successfully Assert.True(playerInventory.items[2].name == "Knife(Clone)"); }
public IEnumerator CheatKeyboardWorks() { yield return QuokeTestUtils.Press("l", playerKeyboard, cheatKeyboard); referenceManager = GameObject.Find("Managers").GetComponent<ReferenceManager>(); Inventory inventory = referenceManager.inventoryCanvas.GetComponent<Inventory>(); Assert.AreEqual("Shovel(Clone)", inventory.items[0].name); Assert.AreEqual("Plywood(Clone)", inventory.items[1].name); }
public IEnumerator PicksUpAnItem() { // Find some objects Inventory inventory = referenceManager.inventoryCanvas.GetComponent<Inventory>(); // Take some steps yield return QuokeTestUtils.Press("wwdd", playerKeyboard, cheatKeyboard); // Verify that the sunscreen was picked up Assert.AreEqual("Sunscreen(Clone)", inventory.items[0].name); }
public IEnumerator VirtualPlayerMoves() { yield return QuokeTestUtils.Press("w", playerKeyboard, cheatKeyboard); Assert.AreEqual(new Vector3(4.5f,0.5f,-0.5f), referenceManager.player.transform.position); yield return QuokeTestUtils.Press("s", playerKeyboard, cheatKeyboard); Assert.AreEqual(new Vector3(4.5f,0.5f,-1.5f), referenceManager.player.transform.position); yield return QuokeTestUtils.Press("a", playerKeyboard, cheatKeyboard); Assert.AreEqual(new Vector3(3.5f,0.5f,-1.5f), referenceManager.player.transform.position); yield return QuokeTestUtils.Press("d", playerKeyboard, cheatKeyboard); Assert.AreEqual(new Vector3(4.5f,0.5f,-1.5f), referenceManager.player.transform.position); }
public IEnumerator TradesItemSuccessfully() { yield return(WalkToAngie()); // Wait for trading UI yield return(new WaitForSeconds(0.5f)); yield return(GetToTradeAngie()); // Trade thing with Angie yield return(QuokeTestUtils.Press(" < < ~", playerKeyboard, cheatKeyboard)); // Check that the items were traded successfully Assert.True(referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.NPC].items[2].name == "First Aid Kit(Clone)"); Inventory playerInventory = referenceManager.tradeCanvas.GetComponent <TradeManagerUI>() .inventories[(int)InventoryE.Player]; Assert.True(playerInventory.items[0].name == "Knife(Clone)" && playerInventory.items[3].name == "Blanket(Clone)"); }
/* * Gets the player through the first dialogue tree of Angie's so they are able to trade with her. */ public IEnumerator GetToTradeAngie() { yield return(QuokeTestUtils.Press(" > ", playerKeyboard, cheatKeyboard)); }
public IEnumerator WalkToAngie() { yield return(QuokeTestUtils.Press("wwwwwwwaaaaaaaa", playerKeyboard, cheatKeyboard)); }