Esempio n. 1
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        public void Purchase_SimpleBehaviourEngine()
        {
            var itemUrl            = "/Selenium-Testing-Cookbook-Gundecha-Unmesh/dp/1849515743";
            var itemPrice          = "40.49";
            var clientPurchaseInfo = new ClientPurchaseInfo(
                new ClientAddressInfo()
            {
                FullName = "John Smith",
                Country  = "United States",
                Address1 = "950 Avenue of the Americas",
                State    = "New York",
                City     = "New York City",
                Zip      = "10001-2121",
                Phone    = "00164644885569"
            })
            {
                CouponCode = "99PERDIS"
            };
            var clientLoginInfo = new ClientLoginInfo()
            {
                Email    = "*****@*****.**",
                Password = "******"
            };

            BehaviourExecutor.Execute(
                new ItemPageNavigationBehaviour(itemUrl),
                new ItemPageBuyBehaviour(),
                new PreviewShoppingCartPageProceedBehaviour(),
                new SignInPageLoginBehaviour(clientLoginInfo),
                new ShippingAddressPageFillShippingBehaviour(clientPurchaseInfo),
                new ShippingAddressPageFillDifferentBillingBehaviour(clientPurchaseInfo),
                new ShippingAddressPageContinueBehaviour(),
                new ShippingPaymentPageContinueBehaviour(),
                new PlaceOrderPageAssertFinalAmountsBehaviour(itemPrice));
        }
Esempio n. 2
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    private int boostAmmount; //the bonus added, and the amount that should be subtracted when the boost ends

    void Start()
    {
        heroStats            = GetComponent <HeroStats>();
        currentStatus        = AbilityStatus.Cooldown;
        cooldownEnd          = Time.time + cooldownTime;
        heroBehaviorExecutor = GetComponent <BehaviourExecutor>();
    }
Esempio n. 3
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        /// <summary>
        /// start game states execution
        /// </summary>
        private StateManager <GameState> InitializeGameStateMachine()
        {
            var executor         = new BehaviourExecutor(true, null, "GameStateExecutor");
            var stateMachine     = new FiniteStateMachine(executor);
            var controller       = new StateController <GameState>();
            var gameStateFactory = new GameStatesFactory(controller);
            var stateManager     = new StateManager <GameState>(controller, stateMachine, gameStateFactory, null);

            return(stateManager);
        }
Esempio n. 4
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        private IStateManager <SimulationState> CreateStateManager()
        {
            //init level state machine
            var stateController = new StateController <SimulationState>();
            var stateFactory    = new SimulationStatesFactory(stateController, _unitFactory,
                                                              _gui, _player,
                                                              _worldData, _gameWorld);
            var executor     = new BehaviourExecutor(false, null, "SimulationExecutor");
            var stateMachine = new FiniteStateMachine(executor);
            var stateManager = new StateManager <SimulationState>(stateController, stateMachine, stateFactory);

            return(stateManager);
        }
Esempio n. 5
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        public new void Initialize()
        {
            base.Initialize();
            this.animator     = this.GetComponent <Animator>();
            damageFlowStarted = false;
            deadFlowStarted   = false;
            IBehaviourTreeBuilder builder = new JimmyBehaviour();

            behaviourExecutor = new BehaviourExecutor(builder.Build());

            this.GetComponent <CombatUnit>().weaponPower = new WeaponPower(
                100,
                new Vector3(2, 10, 0)
                );
        }