public void TestMxSwithequalD()
        {
            BattleMethod M        = new BattleMethod();
            int          result   = M.SXS(50, "fire", 25, "water", 1, 2);
            int          Expected = 2;

            Assert.AreEqual(Expected, result);
        }
        public void TestMxMwithequalD()
        {
            BattleMethod M        = new BattleMethod();
            int          result   = M.MXM(25, 25, 1, 2);
            int          Expected = -1;

            Assert.AreEqual(Expected, result);
        }
        public void TestMXSwithplayer1()
        {
            BattleMethod M        = new BattleMethod();
            int          result   = M.SXS(50, "fire", 5, "water", 1, 2);
            int          Expected = 1;

            Assert.AreEqual(Expected, result);
        }
        public void TestMxMwithplayer2()
        {
            BattleMethod M        = new BattleMethod();
            int          result   = M.MXM(25, 100, 1, 2);
            int          Expected = 2;

            Assert.AreEqual(Expected, result);
        }
Esempio n. 5
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 /// <summary>
 /// 敵のAIにそって自動で行動する
 /// </summary>
 /// <param name="actionEnemy">行動する敵キャラ</param>
 private void EnemyAction(BattleCharacter actionEnemy)
 {
     if (!actionEnemy.EC.HaveSpecialAI)
     {
         List <BattleActiveSkill> useableSkill = new List <BattleActiveSkill>();
         foreach (E_BattleActiveSkill skillID in actionEnemy.EC.HaveBattleActtiveSkillID)
         {
             BattleActiveSkill skill = this.activeEffectFuncs.GetBattleActiveSkill(skillID);
             if (actionEnemy.Bsp >= skill.NeedBattleSkillPoint)
             {
                 if (skill.EffectType != E_BattleActiveEffectType.HP回復 || BattleMethod.GetLowerHpChara(this.enemyList, 0.5) != null)
                 {
                     useableSkill.Add(this.activeEffectFuncs.GetBattleActiveSkill(skillID));
                 }
             }
         }
         int action = UnityEngine.Random.Range(0, useableSkill.Count + 1);
         if (action == useableSkill.Count)
         {   //通常攻撃
             if (actionEnemy.NormalAttackToAllTurn > 0)
             {
                 NormalAttack(actionEnemy, GetAliveList(this.allyList));
             }
             else if (GetAttractingCharacter(actionEnemy.Element, this.allyList) != null)
             {
                 NormalAttack(actionEnemy, GetAttractingCharacter(actionEnemy.Element, this.allyList));
             }
             else
             {
                 NormalAttack(actionEnemy, ListManager.GetRandomIndex <BattleCharacter>(GetAliveList(this.allyList)));
             }
         }
         else
         {
             InvokeEffect(actionEnemy, useableSkill[action]); //スキル発動
         }
     }
     else
     {
         //特殊な処理
         actionEnemy.EC.EnemyAI.EnemyActionFunc(this.enemyList, this.allyList, actionEnemy, this.activeEffectFuncs);
         AdvanceTurn();
     }
 }