public void EnemyHealthLoweredWhenBulletHitsEnemy_Test() { // Temporarily commented out because of code refactoring // Arrange var enemyTriangle = new EnemyTriangle(); var bullet = new Bullet(); enemyTriangle.health = 4; //original health of enemy bullet.damage = 2; //damage dealt per bullet //Act enemyTriangle.Hit(bullet.damage); // Assert //the health of enemy is expected to be deducted by 1 when hit by a bullet Assert.True(enemyTriangle.health == 2); //Arrange var enemyOctagon = new EnemyOctagonPurple(); enemyOctagon.health = 5; //Act enemyOctagon.Hit(bullet.damage); // Assert //the health of enemy is expected to be deducted by 1 when hit by a bullet Assert.True(enemyOctagon.health == 3); }
public void HitTriangleTest2() { // Arrange var enemyTriangle = new EnemyTriangle(); var bullet = new Bullet(); enemyTriangle.health = 5; bullet.damage = 2; // Act enemyTriangle.Hit(bullet.damage); // Assert Assert.True(enemyTriangle.health == 3); }
private void OnTriggerEnter2D(Collider2D collision) { //Shield shield = collision.GetComponent<Shield>(); //if () EnemyTriangle enemyTriangle = collision.GetComponent<EnemyTriangle>(); if (enemyTriangle != null) { AudioSource.PlayClipAtPoint(hitSound, new Vector3(0, 0, -5)); enemyTriangle.Hit(damage); Destroy(gameObject); return; } EnemyOctagonPurple enemyOctagonPurple = collision.GetComponent<EnemyOctagonPurple>(); if (enemyOctagonPurple != null) { AudioSource.PlayClipAtPoint(hitSound, new Vector3(0, 0, -5)); enemyOctagonPurple.Hit(damage); Destroy(gameObject); return; } EnemyHeartPink enemyHeartPink = collision.GetComponent<EnemyHeartPink>(); if (enemyHeartPink != null) { AudioSource.PlayClipAtPoint(hitSound, new Vector3(0, 0, -5)); enemyHeartPink.Hit(damage); Destroy(gameObject); return; } EnemyCircleMaroon enemyCircleMaroon = collision.GetComponent<EnemyCircleMaroon>(); if (enemyCircleMaroon != null) { AudioSource.PlayClipAtPoint(hitSound, new Vector3(0, 0, -5)); enemyCircleMaroon.Hit(damage); Destroy(gameObject); return; } }