Esempio n. 1
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 protected override void TearDown()
 {
     factory      = null;
     turnState    = null;
     stateMachine = null;
     enemy        = null;
 }
Esempio n. 2
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        private void Test_Constructor_SunnyDay()
        {
            TurnStateMachine machine = null;

            Assert.DoesNotThrow(() => machine = new TurnStateMachine(factory));
            Assert.IsNotNull(machine);
        }
Esempio n. 3
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        public void StateMachine_SwitchState_AsksForTransitionAllowed()
        {
            // Arrange
            var player1      = new Player(new PlayerActions(), new PlayerResources(3, 0));
            var stateMachine = new TurnStateMachine(new WaitingForTurnState());
            var nextState    = new ResolvingBattleState();

            // Act & Assert
            Assert.Throws <InvalidOperationException>(() => stateMachine.SwitchState(nextState));
        }
Esempio n. 4
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        private void CompleteTurn(TurnStateMachine fsm,
                                  IPlayerStatus status,
                                  IEnemy enemy)
        {
            int currentTurn = status.NumberOfTurnsPassed;

            while (status.NumberOfTurnsPassed == currentTurn)
            {
                Assert.DoesNotThrow(() => fsm.TakeTurn(status, enemy));
            }
        }
    void Start()
    {
        turn = FindObjectOfType <TurnStateMachine>();

        main_cam = FindObjectOfType <Camera>();

        player = FindObjectOfType <PlayerHealth>();

        enemies = FindObjectsOfType <EnemyHealth>();

        visible_enemies = new List <EnemyHealth>();
    }
Esempio n. 6
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        public void StateMachine_SwitchState_SwitchesState()
        {
            // Arrange
            var player1      = new Player(new PlayerActions(), new PlayerResources(3, 0));
            var stateMachine = new TurnStateMachine(new WaitingForTurnState());
            var nextState    = new RestoringResourcesState(player1.PlayerResources);

            // Act
            stateMachine.SwitchState(nextState);

            // Assert
            Assert.That(stateMachine.CurrentState, Is.EqualTo(nextState));
        }
Esempio n. 7
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 void Initialize()
 {
     goal             = GameObject.FindWithTag("Goal");
     rightBorder      = goal.transform.position.x;
     turnStateMachine = GetComponent <TurnStateMachine>();
     mainCamera       = Camera.main;
     narrator         = GetComponent <Narrator>();
     touchInput       = mainCamera.GetComponent <TouchInput>();
     triggers.AddRange(Object.FindObjectsOfType <Trigger>());
     foreach (var t in triggers)
     {
         t.gameObject.SetActive(true);
     }
 }
Esempio n. 8
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        private void SimThread(IPlayer player, IEnemy enemy)
        {
            TurnStateFactory     factory      = new TurnStateFactory();
            TurnStateMachine     stateMachine = new TurnStateMachine(factory);
            GunSlingerSimulation simulator    = new GunSlingerSimulation(stateMachine, rng, numTurns);

            List <SimulationSummary> summaries = new List <SimulationSummary>(numSimsPerThread);

            for (int i = 0; i < numSimsPerThread; i++)
            {
                summaries.Add(simulator.Simulate(player, enemy));
            }

            sims.Add(summaries);
        }
Esempio n. 9
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        protected override void Setup()
        {
            turnState = new MockTurnState()
            {
                ReturnExecute = states
            };

            factory = new MockTurnStateFactory()
            {
                ReturnState = turnState
            };

            stateMachine = new TurnStateMachine(factory);
            player       = new Player(always10, 11, 11, FightingStyle.Archery, mh, ohs, feats, buffs);
            status       = new MockPlayerStatus();
            enemy        = new Enemy(14);
        }
Esempio n. 10
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        public void StateMachine_SwitchState_ExecutesStateLeavingBehavior()
        {
            // Arrange
            var player1      = new Player(new PlayerActions(), new PlayerResources(3, 0));
            var stateMachine = new TurnStateMachine(new WaitingForTurnState());
            var nextState    = new RestoringResourcesState(player1.PlayerResources);
            var nextState2   = new PlayingCardsPhase(player1.PlayerActions);
            var nextState3   = new ResolvingBattleState();

            // Act & Assert
            Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(false));
            stateMachine.SwitchState(nextState);
            stateMachine.SwitchState(nextState2);
            Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(true));
            stateMachine.SwitchState(nextState3);
            Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(false));
        }
Esempio n. 11
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    // Use this for initialization
    void Start()
    {
        state = FindObjectOfType <TurnStateMachine>();

        anim = GetComponentInChildren <Animator>();
    }
Esempio n. 12
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 void Start()
 {
     state = FindObjectOfType <TurnStateMachine>();
 }