public void AddStateToManager() { RoutineState routine = new RoutineState(); NPCStateManager stateManager = new NPCStateManager(); stateManager.AddState(routine); bool success = stateManager.CheckForState(routine); Assert.IsTrue(success); }
public void AddExistingStateToManager() { RoutineState routine = new RoutineState(); NPCStateManager stateManager = new NPCStateManager(); stateManager.AddState(routine); stateManager.AddState(routine); int success = 1; int check = stateManager.CurrentManagerStates().Count; Assert.AreEqual(success, check); }
private void MakeStateManager() { RoutineState routine = new RoutineState(player, gameObject); routine.AddTransition(Transition.PlayerLearning, StateID.InteractiveStateID); InteractiveState interactive = new InteractiveState(player, gameObject); interactive.AddTransition(Transition.SetPlayerTask, StateID.WaitingStateID); WaitingState waiting = new WaitingState(player, gameObject); waiting.AddTransition(Transition.PlayerTaskComplete, StateID.EndStateID); EndState end = new EndState(player, gameObject); end.AddTransition(Transition.AllDone, StateID.RoutineStateID); manager = new NPCStateManager(); manager.AddState(routine); manager.AddState(interactive); manager.AddState(waiting); manager.AddState(end); }