public void Test_AffixInteraction() { TestAffix1 testAffix1 = new TestAffix1(); testAffix1.InitAffix(); ActionData.AFFIX_DICTIONARY.Add(ActionData.AFFIX_LIST_ID.TEST_AFFIX_1, testAffix1); TestAction1 testAction1 = new TestAction1(); testAction1.SetInitPropertiesSelfTarget(); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_BASIC, testAction1); Test_ListAllAffixesInDictionary(); TestCharacter testChar1 = new TestCharacter(); testChar1.InitChar(true); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); testChar2.m_Character.SetCharacterName("Enemy Test"); GetPlayerManager.AddCharacterToList(testChar1.m_Character); GetPlayerManager.AddCharacterToList(testChar2.m_Character); PerformActionDataModel testDataModel = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_BASIC, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar1.m_Character, testChar2.m_Character); GetCombatManager.ProcessAction(testDataModel); for (int i = 0; i < GetPlayerManager.GetCharacterList().Count; i++) { Debug.Log("Health - " + GetPlayerManager.GetCharacterList()[i].GetCharacterName() + " : " + GetPlayerManager.GetCharacterList()[i].GetCharacterHealth()); } GetCombatManager.ProcessAffix(); Debug.Log("Affixes Processed"); for (int i = 0; i < GetPlayerManager.GetCharacterList().Count; i++) { Debug.Log("Health - " + GetPlayerManager.GetCharacterList()[i].GetCharacterName() + " : " + GetPlayerManager.GetCharacterList()[i].GetCharacterHealth()); } Debug.Log("Test Case Over"); }
public void Test_UIAndCharacterInteraction() { //Test_CharacterInteraction1(); //Test_ListAllAbilitiesInDictionary(); //Test_ActionInteraction(); //Test_AffixInteraction(); TestCharacter testChar = new TestCharacter(); testChar.InitChar(true); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); TestAffix1 testAffix1 = new TestAffix1(); testAffix1.InitAffix(); ActionData.AFFIX_DICTIONARY.Add(ActionData.AFFIX_LIST_ID.TEST_AFFIX_1, testAffix1); TestAction1 testAction1 = new TestAction1(); testAction1.SetInitPropertiesSelfTarget(); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_BASIC, testAction1); TestAction1 testAction2 = new TestAction1(); testAction2.SetInitPropertiesSelfTarget(); testAction2.SetName("Action 2 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_ONE, testAction2); TestAction1 testAction3 = new TestAction1(); testAction3.SetInitPropertiesSelfTarget(); testAction3.SetName("Action 3 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_TWO, testAction3); TestAction1 testAction4 = new TestAction1(); testAction4.SetInitPropertiesSelfTarget(); testAction4.SetName("Action 4 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_THREE, testAction4); TestAction1 testAction5 = new TestAction1(); testAction5.SetInitPropertiesSelfTarget(); testAction5.SetName("Action 5 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_FOUR, testAction5); GetPlayerManager.AddCharacterToList(testChar.m_Character); GetPlayerManager.AddCharacterToList(testChar2.m_Character); m_CombatManager.m_CurrentPlayer = testChar.m_Character; //PerformActionDataModel testDataModel = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_BASIC, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar.m_Character, testChar2.m_Character); //GetCombatManager.ProcessAction(testDataModel); cbIntTest.CreateCharacterInformationDisplay(testChar.m_Character); cbIntTest.CreateCharacterInformationDisplay(testChar2.m_Character); }