public override void generateActionCombat(Creature user, List <GameObject> creatures) { //SelectionList() if (!setup) { AI.waitingForInput = true; CombatList temp = new CombatList(new List <object>(user.abilities)); temp.Add("Back"); temp.Name = "Abilities"; Client.OverlordObject.Children.ToList()[0].GetComponent <SelectionListComponent>().ListObjects = new List <object>() { temp, "Ble", "Bla" }; Client.OverlordObject.Children.ToList()[0].GetComponent <SelectionListComponent>().currentlySelected = true; setup = true; } if (AI.abilityInput != null && AI.targetInput != -1) { this.nextAbility = AI.abilityInput; this.nextTarget = AI.targetInput; foreach (var item in Client.OverlordObject.Children) { item.GetComponent <SelectionListComponent>().cleanup(); } AI.abilityInput = null; AI.targetInput = -1; AI.waitingForInput = false; setup = false; } }
public void TestNoObjects() { var fixture = new Fixture().Customize(new AutoNSubstituteCustomization()); var combatObject = Substitute.For <ICombatObject>(); CombatList list = fixture.Create <CombatList>(); List <CombatList.Target> result; CombatList.BestTargetResult targetResult = list.GetBestTargets(1, combatObject, out result, 1, 0); result.Should().BeEmpty(); targetResult.Should().Be(CombatList.BestTargetResult.NoneInRange); }
public override void generateActionCombat(Creature user, List<GameObject> creatures) { //SelectionList() if (!setup) { AI.waitingForInput = true; CombatList temp = new CombatList(new List<object>(user.abilities)); temp.Add("Back"); temp.Name = "Abilities"; Client.OverlordObject.Children.ToList()[0].GetComponent<SelectionListComponent>().ListObjects = new List<object>() { temp, "Ble", "Bla" }; Client.OverlordObject.Children.ToList()[0].GetComponent<SelectionListComponent>().currentlySelected = true; setup = true; } if (AI.abilityInput != null && AI.targetInput != -1) { this.nextAbility = AI.abilityInput; this.nextTarget = AI.targetInput; foreach (var item in Client.OverlordObject.Children) { item.GetComponent<SelectionListComponent>().cleanup(); } AI.abilityInput = null; AI.targetInput = -1; AI.waitingForInput = false; setup = false; } }