public void CheckAndActCondition_NoEnemies_ChangesGameStateToWon() { //Arrange SceneManager.CurrentScene = Scene.None; List <List <Map> > map = A.Map; var enemiesDeadCondition = new EnemiesDeadCondition(); //Act enemiesDeadCondition.CheckAndAct(map); //Assert SceneManager.CurrentScene.Should().Be(Scene.WonScene); }
public void CheckAndActCondition_WithEnemies_GameStateDoesntChange() { //Arrange var expectedScene = Scene.None; SceneManager.CurrentScene = expectedScene; List <List <Map> > map = A.Map.ContainsEntity(new Enemy()); var enemiesDeadCondition = new EnemiesDeadCondition(); //Act enemiesDeadCondition.CheckAndAct(map); //Assert SceneManager.CurrentScene.Should().Be(expectedScene); }