Esempio n. 1
0
    public IEnumerator AssignPunishmentCard_GivesPlayerANewPunishmentCard()
    {
        //Tests if AssignPunishmentCard adds a card to a player's punishment card list.
        Setup();

        //Get player1's current punishment card list
        Player      player1      = players [0];
        List <Card> player1Cards = new List <Card>(player1.GetPunishmentCards());    //Copy the current punishment card list

        cardDeck.AssignPunishmentCard(player1);                                      //Assign a card to player1

        Assert.AreNotEqual(player1Cards, player1.GetPunishmentCards());              //Has the list changed?
        Assert.AreEqual(player1Cards.Count + 1, player1.GetPunishmentCards().Count); //Has exactly 1 card been added?
        Assert.IsNotNull(player1.GetPunishmentCards() [0]);                          //Is the element a valid card (i.e. not null)?
        yield return(null);
    }
Esempio n. 2
0
    public void NextPlayer()
    {
        // set the current player to the next player in the order

        // deactivate the current player
        currentPlayer.SetActive(false);
        currentPlayer.GetGui().Deactivate();

        // find the index of the current player
        for (int i = 0; i < players.Length; i++)
        {
            if (players[i] == currentPlayer)
            {
                // set the next player's index
                int nextPlayerIndex = i + 1;

                // if end of player list is reached, loop back to the first player
                if (nextPlayerIndex == players.Length)
                {
                    currentPlayer = players[0];
                    players[0].SetActive(true);
                    players[0].GetGui().Activate();
                }

                // otherwise, set the next player as the current player
                else
                {
                    currentPlayer = players[nextPlayerIndex];
                    players[nextPlayerIndex].SetActive(true);
                    players[nextPlayerIndex].GetGui().Activate();
                    break;
                }
            }
        }
        //ASSESSMENT4 ADDITION ------------------------------
        // Check if any of the active cards need to be deactivated and deactivate them
        cardDeck.DeactivatePunishmentCards(currentPlayer);
        cardDeck.AssignPunishmentCard(currentPlayer);
        //---------------------------------------------------
    }