/// <summary> /// Startup logic /// </summary> /// <param name="e"></param> protected override void OnStartup(StartupEventArgs e) { //In a larger system this would be managed by a Dependency Injection container (or at least provided by a factory). //I decided to keep it simple here in the interest of time. var gameStateNavigator = new GameStateNavigator(); GameContext = new GameContext(gameStateNavigator); base.OnStartup(e); }
public void DoesGetActionByIdReturnNullWhenActionDoesNotExist() { //Arrange var navigator = new GameStateNavigator(); //Act var actual = navigator.GetActionById(this.TestGameState, "Unknown Action"); //Assert Assert.IsNull(actual); }
public void DoesGetActionByIdReturnExpectedActionRegardlessOfCase() { //Arrange var navigator = new GameStateNavigator(); //Act var actual = navigator.GetActionById(this.TestGameState, "CLEARHP"); //Assert Assert.IsNotNull(actual); Assert.AreEqual(actual.Id, "ClearHP"); }
public void DoesGetElementByIdReturnExpectedElementRegardlessOfCase() { //Arrange var navigator = new GameStateNavigator(); //Act var actual = navigator.GetElementById(this.TestGameState, "LEVEL"); //Assert Assert.IsNotNull(actual); Assert.AreEqual("1", actual.Value); }
public void DoesGetTriggersByTargetReturnExpectedTriggersRegardlessOfCase() { //Arrange var navigator = new GameStateNavigator(); //Act var actual = navigator.GetTriggersByTarget(this.TestGameState, "mode"); //Assert Assert.IsNotNull(actual); Assert.AreEqual(2, actual.Count); Assert.AreEqual("Mode", actual[0].TargetId); Assert.AreEqual("Mode", actual[1].TargetId); }