Esempio n. 1
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    public IEnumerator CapsuleDestroyedByBullet()
    {
        var capsule = BulletCapsule.Create(0, Player.Create());
        var bullet  = Bullet.Create(0);

        capsule.gameObject.SetActive(true);
        bullet.gameObject.SetActive(true);

        yield return(new WaitUntil(
                         () => Spawnable.Pool <BulletCapsule> .Instance.Count > 0
                         ));

        Assert.AreSame(capsule, Spawnable.Pool <BulletCapsule> .Instance.RequestObject());
    }
Esempio n. 2
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    public IEnumerator CapsuleGivesBullets()
    {
        //Set up Test
        Player        player  = Player.Create();
        BulletCapsule capsule =
            BulletCapsule.Create(0, player);

        yield return(new WaitForSecondsRealtime(5f));

        //Perform Test
        capsule.Destroy();

        //Assert
        Assert.Greater(player.Ammo, 0);
    }
Esempio n. 3
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    public IEnumerator SpawnerFetchesFromPool()
    {
        Spawner spawner = Spawner.Create(
            objectToSpawn: typeof(BulletCapsule),
            spawnLimit: 1,
            initialDelay: 0,
            spawnRate: 1,
            maxDistanceToSpawn: 50,
            minDistanceToSpawn: 20
            );

        Spawnable.Pool <BulletCapsule> .Instance.Populate(
            BulletCapsule.Create(0, Player.Create())
            );

        spawner.StartSpawning();
        yield return(new WaitWhile(() => spawner.IsSpawning));

        Assert.Less(Spawnable.Pool <BulletCapsule> .Instance.Count, Spawnable.GLOBAL_SPAWN_LIMIT,
                    "Pool population is not diminishing.");
    }
Esempio n. 4
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    public IEnumerator UseLastShotToHitCapsuleAndTakeBullets()
    {
        GameState gameState = GameState.Create(0);
        Camera    camera    = new GameObject().AddComponent <Camera>();
        Player    player    = Player.Create(
            health: Player.MAXIMUM_HEALTH,
            camera: camera,
            ammo: 1,
            gameState: gameState);

        string[] data = new string[] {
            "<?xml version=\"1.0\" encoding=\"UTF-8\"?>",
            "",
            "<spawnerconfiguration>",
            "\t<level>",
            "\t\t<spawnable type=\"Crasher\">",
            "\t\t\t<pattern>",
            "\t\t\t\t<limit>1</limit>",
            "\t\t\t\t<rate>0</rate>",
            "\t\t\t\t<delay>0</delay>",
            "\t\t\t\t<maxDistance>5000</maxDistance>",
            "\t\t\t\t<minDistance>5000</minDistance>",
            "\t\t\t</pattern>",
            "\t\t</spawnable>",
            "\t\t<spawnable type=\"BulletCapsule\">",
            "\t\t\t<pattern>",
            "\t\t\t\t<limit>1</limit>",
            "\t\t\t\t<rate>0</rate>",
            "\t\t\t\t<delay>0</delay>",
            "\t\t\t\t<maxDistance>20</maxDistance>",
            "\t\t\t\t<minDistance>10</minDistance>",
            "\t\t\t</pattern>",
            "\t\t</spawnable>",
            "\t</level>",
            "</spawnerconfiguration>"
        };

        File.WriteAllLines(file, data);

        GameManager.Create(player, gameState);

        yield return(new WaitForFixedUpdate());

        player.Ammo = 1;

        yield return(new WaitUntil(() => gameState.RoundStarted));

        Spawner capsuleSpawner = null;

        do
        {
            var ss = Object.FindObjectsOfType <Spawner>();
            foreach (var s in ss)
            {
                if (s.ObjectToSpawn == typeof(BulletCapsule))
                {
                    capsuleSpawner = s;
                    break;
                }
            }
            yield return(new WaitForFixedUpdate());
        } while (capsuleSpawner is null);
        yield return(new WaitUntil(() => capsuleSpawner.SpawnCount > 0));

        BulletCapsule capsule = Object.FindObjectOfType <BulletCapsule>();

        capsule.StopMoving();
        capsule.transform.Translate(new Vector3(10f, 10f, 10f));
        camera.transform.LookAt(capsule.transform);

        Assert.NotZero(Spawnable.Pool <Bullet> .Instance.Count);
        Assert.IsNotNull(player.Shoot());

        yield return(new WaitWhile(() => capsule.isActiveAndEnabled));

        yield return(new WaitForFixedUpdate());

        Assert.NotZero(player.Ammo, "Player should have bullets at the end.");
        Assert.False(gameState.GameOver,
                     "The game must not end if restocked on bullets.");
    }