public void MakeProgress_GivenAchievementConditionThatNeedsACountOf1_IsCompleted() { // Arrange AchievementCondition ac = new AchievementCondition("", "", 1); IAchievementCondition reportedAchievementConditionProgressChanged = null; int reportedProgressCount = 0; ac.ProgressChanged += delegate(IAchievementCondition iac, AchievementConditionProgressChangedArgs args) { reportedAchievementConditionProgressChanged = iac; reportedProgressCount = args.ProgressCount; }; IAchievementCondition reportedAchievementConditionCompleted = null; ac.ConditionCompleted += delegate(IAchievementCondition iac) { reportedAchievementConditionCompleted = iac; }; // Act ac.MakeProgress(); // Assert Assert.AreEqual(100, ac.Progress); Assert.AreEqual(1, ac.ProgressCount); Assert.AreEqual(ac, reportedAchievementConditionProgressChanged); Assert.AreEqual(1, reportedProgressCount); Assert.AreEqual(ac, reportedAchievementConditionCompleted); }
private static void AchievementProgressTest() { // create AcheivementCondition AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 3); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; // create Achievement and wire event Achievement a = new Achievement(uniqueId, atitel, adescription, achievementCondition); a.ProgressChanged += AProgressChanged; // check if no progress is made yet Debug.Assert(!progress, "!progress"); // MakeProgress achievementCondition.MakeProgress(); // check if progress is made Debug.Assert(progress, "progress"); // achievementCondition has a count of 3. so making one step should raise the progress of the achievement to 33% Debug.Assert(a.Progress == 33, "a.Progress==33"); }
public MainWindow() { InitializeComponent(); AchievementManager achievementManager = AchievementManager.GetInstance(); AchievementCondition clickConditionOne = new AchievementCondition("ClickedOne", "Click1", 3); Achievement a1 = new Achievement("a1", "Clicked ONE", "You clicked on ONE", clickConditionOne, "/sebingel.sharpchievements;component/Images/award71.png"); AchievementCondition clickConditionTwo = new AchievementCondition("ClickedTwo", "Click2", 1); Achievement a2 = new Achievement("a2", "Clicked TWO", "You clicked on TWO", clickConditionTwo); AchievementCondition clickConditionThree = new AchievementCondition("ClickedThree", "Click3", 1); Achievement a3 = new Achievement("a3", "Clicked THREE", "You clicked on THREE", clickConditionThree); AchievementCondition clickConditionFour = new AchievementCondition("SpecialOne", "Click1", 1); AchievementCondition clickConditionFive = new AchievementCondition("SpecialTwo", "Click2", 3); Achievement a4 = new Achievement("a4", "SPECIAL!!!", "You clicked on ONE", new List <AchievementCondition> { clickConditionFour, clickConditionFive }); achievementManager.RegisterAchievement(a1); achievementManager.RegisterAchievement(a2); achievementManager.RegisterAchievement(a3); achievementManager.RegisterAchievement(a4); achievementManager.RegisterAchievementCondition(clickConditionOne); achievementManager.RegisterAchievementCondition(clickConditionTwo); achievementManager.RegisterAchievementCondition(clickConditionThree); achievementManager.RegisterAchievementCondition(clickConditionFour); achievementManager.RegisterAchievementCondition(clickConditionFive); achievementManager.AchievementCompleted += AchievementManagerAchievementCompleted; }
public static void serialize(AchievementCondition value, XSteam steam) { // null boolBuffer.serialize(value == null, steam); if (value == null) { return; } // type intBuffer.serialize(value.type, steam); // count intBuffer.serialize(value.count, steam); // param intBuffer.serialize(value.param, steam); // compareType intBuffer.serialize(value.compareType, steam); }
private static void CheckAchievementUnlockStatusTest() { AchievementManager am = new AchievementManager(); // Create a new AchievementCondition with an obnoxiously long name to minimize the chance of having a duplicate AchievementCondition checkAchievementUnlockStatusTestAchievementCondition = new AchievementCondition("checkAchievementUnlockStatusTestAchievementCondition", "checkAchievementUnlockStatusTestAchievementCondition", 1); // Register the AchievementCondition with the obnoxiously long name am.RegisterAchievementCondition(checkAchievementUnlockStatusTestAchievementCondition); // Report Progress and unlock the AchievementCondition with the obnoxiously long name am.ReportProgress("checkAchievementUnlockStatusTestAchievementCondition"); // After completing the AchievementCondition with the obnoxiously long name add it to a new Achievement with an obnoxiously long name (to minimize the chance of having a duplicate, you know?) Achievement checkAchievementUnlockStatusTestAchievement = new Achievement("CheckAchievementUnlockStatusTestAchievement", "Achievement with an obnoxiously long name", "DUMMY", checkAchievementUnlockStatusTestAchievementCondition); // The new Achievement is still locked Debug.Assert(!checkAchievementUnlockStatusTestAchievement.Unlocked, "!CheckAchievementUnlockStatusTestAchievement.Unlocked"); // ReEvaluate Lock-Status checkAchievementUnlockStatusTestAchievement.CheckUnlockStatus(); // The Achievement should now be unlocked Debug.Assert(checkAchievementUnlockStatusTestAchievement.Unlocked, "CheckAchievementUnlockStatusTestAchievement.Unlocked"); }
public static AchievementCondition[] CreateMany(params short[] npcs) { AchievementCondition[] nPCKilledCondition = new AchievementCondition[(int)npcs.Length]; for (int i = 0; i < (int)npcs.Length; i++) { nPCKilledCondition[i] = new NPCKilledCondition(npcs[i]); } return(nPCKilledCondition); }
public static AchievementCondition[] CreateMany(params short[] npcs) { AchievementCondition[] array = new AchievementCondition[npcs.Length]; for (int i = 0; i < npcs.Length; i++) { array[i] = new NPCKilledCondition(npcs[i]); } return(array); }
/// <summary> /// Creates an AchievementCondition /// </summary> private static void CreateAchievementCondition() { AchievementCondition ac = GetNewAchievementCondition(); Debug.Assert(ac.UniqueId == uniqueId, "ac.UniqueId==uniqueId"); Debug.Assert(ac.Unlocked == false, "ac.Unlocked==false"); Debug.Assert(ac.AchievementConditionKey == achievementConditionKey, "ac.AchievementConditionKey==achievementConditionKey"); Debug.Assert(ac.CountToUnlock == 5, "ac.CountToUnlock==5"); }
public static AchievementCondition[] CreateMany(params short[] npcs) { AchievementCondition[] achievementConditionArray = new AchievementCondition[npcs.Length]; for (int index = 0; index < npcs.Length; ++index) { achievementConditionArray[index] = (AchievementCondition) new NPCKilledCondition(npcs[index]); } return(achievementConditionArray); }
public static AchievementCondition[] CreateMany(params short[] items) { AchievementCondition[] itemCraftCondition = new AchievementCondition[(int)items.Length]; for (int i = 0; i < (int)items.Length; i++) { itemCraftCondition[i] = new ItemCraftCondition(items[i]); } return(itemCraftCondition); }
public static AchievementCondition[] CreateMany(params short[] items) { AchievementCondition[] achievementConditionArray = new AchievementCondition[items.Length]; for (int index = 0; index < items.Length; ++index) { achievementConditionArray[index] = (AchievementCondition) new ItemPickupCondition(items[index]); } return(achievementConditionArray); }
public static AchievementCondition[] CreateMany(params short[] items) { AchievementCondition[] array = new AchievementCondition[items.Length]; for (int i = 0; i < items.Length; i++) { array[i] = new ItemPickupCondition(items[i]); } return(array); }
public static AchievementCondition[] CreateMany(params short[] items) { var achievementConditionArray = new AchievementCondition[items.Length]; for (var index = 0; index < items.Length; ++index) { achievementConditionArray[index] = new ItemCraftCondition(items[index]); } return(achievementConditionArray); }
public IActionResult GetByPage(int pi, int ps, AchievementCondition condition = null) { var result = _achievementService.GetByPage(pi, ps, null, condition); return(Ok(new { Total = result.Total, List = Mapper.Map <List <AchievementDto> >(result.Data) })); }
public void Constructor_CreateInstance_CanCreateInstance() { // Arrange AchievementCondition ac; // Act ac = new AchievementCondition("", "", 0); // Assert Assert.IsNotNull(ac); }
public MainWindow() { InitializeComponent(); am = new AchievementManager(); AchievementCondition con1 = new AchievementCondition("con1", "con1", 1); AchievementCondition con2 = new AchievementCondition("con2", "con2", 2); AchievementCondition con3 = new AchievementCondition("con3", "con3", 1); Achievement a1 = new Achievement("a1", "a1", "a1Desc", con1) { ImagePath = "/sebingel.sharpchievements;component/Images/award71.png" }; Achievement a2 = new Achievement("a2", "a2", "a2Desc\nWrap", con2) { ImagePath = "/sebingel.sharpchievements;component/Images/award71.png" }; Achievement a3 = new Achievement("a3", "a3", "a2Desc\nWrap", con3) { ImagePath = "/sebingel.sharpchievements;component/Images/award71.png", Hidden = true }; //Achievement a4 = new Achievement("a4", "a4", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/question30.png"); //Achievement a5 = new Achievement("a5", "a5", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a6 = new Achievement("a6", "a6", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a7 = new Achievement("a7", "a7", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a8 = new Achievement("a8", "a8", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a9 = new Achievement("a9", "a9", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a10 = new Achievement("a10", "a10", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); //Achievement a11 = new Achievement("a11", "a11", "a2Desc\nWrap", con1, "/sebingel.sharpchievements;component/Images/award71.png"); am.RegisterAchievementCondition(con1); am.RegisterAchievementCondition(con2); am.RegisterAchievementCondition(con3); am.RegisterAchievement(a1); am.RegisterAchievement(a2); am.RegisterAchievement(a3); //am.RegisterAchievement(a4); //am.RegisterAchievement(a5); //am.RegisterAchievement(a6); //am.RegisterAchievement(a7); //am.RegisterAchievement(a8); //am.RegisterAchievement(a9); //am.RegisterAchievement(a10); //am.RegisterAchievement(a11); am.AchievementCompleted += AmAchievementCompleted; AchievementOverviewControl.Refresh(); }
/// <summary> /// Checks of progression of an AchievementCondition works as designed /// </summary> private static void DoAchievementConditionProgress() { // Create AchievementCondition and wire events AchievementCondition ac = GetNewAchievementCondition(); ac.ProgressChanged += AcProgressChanged; // MakeProgress ac.MakeProgress(); Debug.Assert(ac.Progress == 20, "ac.Progress==20"); Debug.Assert(ac.ProgressCount == 1, "ac.ProgressCount==1"); // Check of progress was made Debug.Assert(madeProgress, "madeProgress"); }
/// <summary> /// Checks the Constructors of Achievement /// </summary> private static void CreateAchievementTest() { // Create AchievementCondition AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 5); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; string aImagepath = "aImagepath"; #region Constructor 1 Achievement a = new Achievement(uniqueId, atitel, adescription, achievementCondition); Debug.Assert(!a.Unlocked, "!a.Unlocked"); Debug.Assert(a.Conditions.ToList()[0] == achievementCondition, "a.Conditions[0]==achievementCondition"); Debug.Assert(a.Description == adescription, "a.Description==adescription"); Debug.Assert(String.IsNullOrEmpty(a.ImagePath), "String.IsNullOrEmpty(a.ImagePath)"); Debug.Assert(a.Progress == 0, "a.Progress==0"); Debug.Assert(a.Titel == atitel, "a.Titel==atitel"); Debug.Assert(a.UniqueId == uniqueId, "a.UniqueId == uniqueId"); Debug.Assert(a.Conditions.Any(), "a.Conditions.Count == 1"); Debug.Assert(!a.Hidden, "!a.Hidden"); #endregion #region Constructor 2 a = new Achievement(uniqueId, atitel, adescription, new List <AchievementCondition> { achievementCondition }); Debug.Assert(!a.Unlocked, "!a.Unlocked"); Debug.Assert(a.Conditions.ToList()[0] == achievementCondition, "a.Conditions[0]==achievementCondition"); Debug.Assert(a.Description == adescription, "a.Description==adescription"); Debug.Assert(String.IsNullOrEmpty(a.ImagePath), "String.IsNullOrEmpty(a.ImagePath)"); Debug.Assert(a.Progress == 0, "a.Progress==0"); Debug.Assert(a.Titel == atitel, "a.Titel==atitel"); Debug.Assert(a.UniqueId == uniqueId, "a.UniqueId == uniqueId"); Debug.Assert(a.Conditions.Any(), "a.Conditions.Count == 1"); Debug.Assert(!a.Hidden, "!a.Hidden"); #endregion a.ImagePath = aImagepath; a.Hidden = true; Debug.Assert(a.ImagePath == aImagepath, "a.ImagePath == aImagepath"); Debug.Assert(a.Hidden, "a.Hidden"); }
public static AchievementCondition deserialize(byte[] buffer, ref uint offset) { // null bool _null = boolBuffer.deserialize(buffer, ref offset); if (_null) { return(null); } // type int _type = intBuffer.deserialize(buffer, ref offset); // count int _count = intBuffer.deserialize(buffer, ref offset); // param int _param = intBuffer.deserialize(buffer, ref offset); // compareType int _compareType = intBuffer.deserialize(buffer, ref offset); AchievementCondition _AchievementCondition = new AchievementCondition(); _AchievementCondition.type = _type; _AchievementCondition.count = _count; _AchievementCondition.param = _param; _AchievementCondition.compareType = _compareType; return(_AchievementCondition); }
/// <summary> /// Checks if clearing of an Achievement works as designed /// </summary> private static void ClearAchievementTest() { // create AchievementConditions AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 5); AchievementCondition achievementCondition2 = new AchievementCondition("acUniqueId2", "acKey", 5); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; // create Achievement Achievement a = new Achievement(uniqueId, atitel, adescription, new List <AchievementCondition> { achievementCondition, achievementCondition2 }); // check of Achievement has both AchievementConditions Debug.Assert(a.Conditions.Count() == 2, "a.Conditions.Count == 2"); // clear Achievement a.Clear(); // Check if Conditions are gone Debug.Assert(!a.Conditions.Any(), "!a.Conditions.Any()"); }
/// <summary> /// Tests if the completion of an Achievement works as designed /// </summary> private static void CompleteAchievementTest() { // create AcheivementCondition AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 1); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; // create Achievement and wire event Achievement a = new Achievement(uniqueId, atitel, adescription, achievementCondition); a.AchievementCompleted += AAchievementCompleted; // check if not completed yet Debug.Assert(!completed, "!completed"); // MakeProgress achievementCondition.MakeProgress(); // check if completed/unlocked Debug.Assert(completed, "completed"); Debug.Assert(a.Unlocked, "a.Unlocked"); }
/// <summary> /// Tests if the completion of an AchievementCondition works as designed /// </summary> private static void CompleteAchievementCondition() { // create the AchievementCondition and wire event AchievementCondition ac = GetNewAchievementCondition(); ac.ConditionCompleted += AcConditionCompleted; // MakeProgress ac.MakeProgress(); ac.MakeProgress(); ac.MakeProgress(); ac.MakeProgress(); // check if AchievementCondition is not completed/unlocked Debug.Assert(!completed, "!completed"); Debug.Assert(!ac.Unlocked, "!ac.Unlocked"); // make final prograss that completes/unlocks the AchievementCondition ac.MakeProgress(); // check if AchievementCondition is completed/unlocked Debug.Assert(completed, "completed"); Debug.Assert(ac.Unlocked, "ac.Unlocked"); }
/// <summary> /// 分页方法 /// </summary> /// <param name="page"></param> /// <param name="size"></param> /// <param name="sort"></param> /// <param name="condition"></param> /// <returns></returns> public PageModel <Achievement> GetByPage(int page, int size, string sort, AchievementCondition condition) { var dbCondition = new List <DbCondition <Achievement> >(); return(_unitOfWork.AchievementManage.GetByPage(page, size, sort, dbCondition)); }
public static AchievementConfig deserialize(byte[] buffer, ref uint offset) { // null bool _null = boolBuffer.deserialize(buffer, ref offset); if (_null) { return(null); } // Id int _Id = intBuffer.deserialize(buffer, ref offset); // Name int _Name = intBuffer.deserialize(buffer, ref offset); // Desc int _Desc = intBuffer.deserialize(buffer, ref offset); // Icon int _Icon = intBuffer.deserialize(buffer, ref offset); // Difficulty int _Difficulty = intBuffer.deserialize(buffer, ref offset); // Condition AchievementCondition _Condition = AchievementConditionBuffer.deserialize(buffer, ref offset); // RewardItem int _RewardItem_length = intBuffer.deserialize(buffer, ref offset); RewardItem[] _RewardItem = new RewardItem[_RewardItem_length]; for (int i = 0; i < _RewardItem_length; i++) { _RewardItem[i] = RewardItemBuffer.deserialize(buffer, ref offset); } // Buff IdPair _Buff = IdPairBuffer.deserialize(buffer, ref offset); // NeedAchievement int _NeedAchievement = intBuffer.deserialize(buffer, ref offset); // TargetSystem TargetSystem _TargetSystem = TargetSystemBuffer.deserialize(buffer, ref offset); // Group int _Group = intBuffer.deserialize(buffer, ref offset); AchievementConfig _AchievementConfig = new AchievementConfig(); _AchievementConfig.Id = _Id; _AchievementConfig.Name = _Name; _AchievementConfig.Desc = _Desc; _AchievementConfig.Icon = _Icon; _AchievementConfig.Difficulty = _Difficulty; _AchievementConfig.Condition = _Condition; _AchievementConfig.RewardItem = _RewardItem; _AchievementConfig.Buff = _Buff; _AchievementConfig.NeedAchievement = _NeedAchievement; _AchievementConfig.TargetSystem = _TargetSystem; _AchievementConfig.Group = _Group; return(_AchievementConfig); }
/// <summary> /// Executes the Test /// </summary> internal static void Execute() { // ---- ATTENTION ---- // Since AchievementManager is a Singleton testing is a bit tricky. // We can not just create a new instance for each test so we have to test everything in regard // of the current state of AchievementManager // path for the test of the Save() and Load() methods string saveFilePath = "./achievementSaveTest.bin"; // clear possible remains if (File.Exists(saveFilePath)) { File.Delete(saveFilePath); } AchievementManager am = new AchievementManager(); am.AchievementCompleted += AmAchievementCompleted; am.AchievementRegistered += AmAchievementRegistered; // create and register first Achievement/AchievementCondition AchievementCondition achievementCondition1 = new AchievementCondition("aCUniqueId1", "aCConditionKey1", 1); Achievement achievement1 = new Achievement("aUniqueId1", "aTitel", "aDescription", achievementCondition1); am.RegisterAchievementCondition(achievementCondition1); am.RegisterAchievement(achievement1); Debug.Assert(registered, "registered"); // Check if first Achievement is in place Debug.Assert(am.AchievementList.Count == 1, "am.AchievementList().Count == 1"); Debug.Assert(am.AchievementList.Contains(achievement1), "am.AchievementList().Contains(achievement1)"); // create and register second Achievement/AchievementCondition AchievementCondition achievementCondition5 = new AchievementCondition("aCUniqueId5", "aCConditionKey5", 5); Achievement achievement5 = new Achievement("aUniqueId2", "aTitel", "aDescription", achievementCondition5); am.RegisterAchievementCondition(achievementCondition5); am.RegisterAchievement(achievement5); // check if second Achievement is in place Debug.Assert(am.AchievementList.Count == 2, "am.AchievementList().Count == 2"); Debug.Assert(am.AchievementList.Contains(achievement5), "am.AchievementList().Contains(achievement5)"); // check progression Debug.Assert(completed == null, "completed==null"); am.ReportProgress("aCConditionKey1"); Debug.Assert(completed == achievement1, "completed==achievement1"); Debug.Assert(achievement1.Unlocked, "achievement1.Unlocked"); // check deletion am.DeleteAchievementByUniqueId("aUniqueId1"); Debug.Assert(am.AchievementList.Count == 1, "am.AchievementList().Count==1"); Debug.Assert(!am.AchievementList.Contains(achievement1)); // check progression again am.ReportProgress("aCConditionKey5"); am.ReportProgress("aCConditionKey5"); am.ReportProgress("aCConditionKey5"); am.ReportProgress("aCConditionKey5"); am.ReportProgress("aCConditionKey5"); Debug.Assert(completed == achievement5, "completed==achievement5"); Debug.Assert(achievement5.Unlocked, "achievement5.Unlocked"); // check saving am.SaveAchiements(saveFilePath); Debug.Assert(File.Exists(saveFilePath), "File.Exists('achievementSaveTest.bin')"); // check resetting am.Reset(); Debug.Assert(am.AchievementList.Count == 0, "am.AchievementList().Count==0"); // check loading am.LoadAchievements(saveFilePath, true); Debug.Assert(am.AchievementList.Count == 1, "am.AchievementList().Count==1"); Debug.Assert(am.AchievementList[0].Unlocked, "am.AchievementList()[0].Unlocked"); // clear remains File.Delete(saveFilePath); // Add new Achievements with old and unlocked AchievementConditions Achievement achievement = new Achievement("anotherObnoxiouslyLongUniqueIdToEnsureWeHaveNoDuplicates", "Name", "DUMMY", achievementCondition1); am.RegisterAchievement(achievement); Achievement achievement2 = new Achievement("anotherObnoxiouslyLongUniqueIdToEnsureWeHaveNoDuplicates2", "Name", "DUMMY", achievementCondition5); am.RegisterAchievement(achievement2); Achievement achievement3 = new Achievement("anotherObnoxiouslyLongUniqueIdToEnsureWeHaveNoDuplicates3", "Name", "DUMMY", new List <AchievementCondition> { achievementCondition1, achievementCondition5 }); am.RegisterAchievement(achievement3); Debug.Assert(!achievement.Unlocked, "!achievement.Unlocked"); Debug.Assert(!achievement2.Unlocked, "!achievement2.Unlocked"); Debug.Assert(!achievement3.Unlocked, "!achievement3.Unlocked"); am.ReevaluateUnlockStatus(); Debug.Assert(achievement.Unlocked, "achievement.Unlocked"); Debug.Assert(achievement2.Unlocked, "achievement2.Unlocked"); Debug.Assert(achievement3.Unlocked, "achievement3.Unlocked"); }
/// <summary> /// Checks the Constructors of Achievement /// </summary> private static void CreateAchievementTest() { // Create AchievementCondition AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 5); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; string aImagepath = "aImagepath"; #region Constructor 1 Achievement a = new Achievement(uniqueId, atitel, adescription, achievementCondition); Debug.Assert(!a.Unlocked, "!a.Unlocked"); Debug.Assert(a.Conditions.ToList()[0] == achievementCondition, "a.Conditions[0]==achievementCondition"); Debug.Assert(a.Description == adescription, "a.Description==adescription"); Debug.Assert(String.IsNullOrEmpty(a.ImagePath), "String.IsNullOrEmpty(a.ImagePath)"); Debug.Assert(a.Progress == 0, "a.Progress==0"); Debug.Assert(a.Titel == atitel, "a.Titel==atitel"); Debug.Assert(a.UniqueId == uniqueId, "a.UniqueId == uniqueId"); Debug.Assert(a.Conditions.Any(), "a.Conditions.Count == 1"); Debug.Assert(!a.Hidden, "!a.Hidden"); #endregion #region Constructor 2 a = new Achievement(uniqueId, atitel, adescription, new List<AchievementCondition> { achievementCondition }); Debug.Assert(!a.Unlocked, "!a.Unlocked"); Debug.Assert(a.Conditions.ToList()[0] == achievementCondition, "a.Conditions[0]==achievementCondition"); Debug.Assert(a.Description == adescription, "a.Description==adescription"); Debug.Assert(String.IsNullOrEmpty(a.ImagePath), "String.IsNullOrEmpty(a.ImagePath)"); Debug.Assert(a.Progress == 0, "a.Progress==0"); Debug.Assert(a.Titel == atitel, "a.Titel==atitel"); Debug.Assert(a.UniqueId == uniqueId, "a.UniqueId == uniqueId"); Debug.Assert(a.Conditions.Any(), "a.Conditions.Count == 1"); Debug.Assert(!a.Hidden, "!a.Hidden"); #endregion a.ImagePath = aImagepath; a.Hidden = true; Debug.Assert(a.ImagePath == aImagepath, "a.ImagePath == aImagepath"); Debug.Assert(a.Hidden, "a.Hidden"); }
/// <summary> /// Checks if clearing of an Achievement works as designed /// </summary> private static void ClearAchievementTest() { // create AchievementConditions AchievementCondition achievementCondition = new AchievementCondition("acUniqueId", "acKey", 5); AchievementCondition achievementCondition2 = new AchievementCondition("acUniqueId2", "acKey", 5); string uniqueId = "aUniqueId"; string atitel = "aTitel"; string adescription = "aDescription"; // create Achievement Achievement a = new Achievement(uniqueId, atitel, adescription, new List<AchievementCondition> { achievementCondition, achievementCondition2 }); // check of Achievement has both AchievementConditions Debug.Assert(a.Conditions.Count() == 2, "a.Conditions.Count == 2"); // clear Achievement a.Clear(); // Check if Conditions are gone Debug.Assert(!a.Conditions.Any(), "!a.Conditions.Any()"); }