private ICivilization BuildCiv( int goldStockpile, IEnumerable <ICity> cities, ICivilizationTemplate template, params IUnit[] units ) { var mockCiv = new Mock <ICivilization>(); mockCiv.SetupAllProperties(); mockCiv.Setup(civ => civ.Template).Returns(template); var newCiv = mockCiv.Object; newCiv.GoldStockpile = goldStockpile; foreach (var city in cities) { MockCityPossessionCanon.Setup(canon => canon.GetOwnerOfPossession(city)).Returns(newCiv); } MockCityPossessionCanon.Setup(canon => canon.GetPossessionsOfOwner(newCiv)).Returns(cities); foreach (var unit in units) { MockUnitPossessionCanon.Setup(canon => canon.GetOwnerOfPossession(unit)).Returns(newCiv); } return(newCiv); }
public void PopulateValidTemplatesDropdown( IEnumerable <ICivilizationTemplate> allTemplates, HashSet <ICivilizationTemplate> chosenTemplates, ICivilizationTemplate selectedTemplate ) { ValidTemplatesDropdown.ClearOptions(); var validTemplates = allTemplates.Where( template => template == selectedTemplate || !chosenTemplates.Contains(template) ); List <Dropdown.OptionData> options = validTemplates.Select( template => new Dropdown.OptionData(template.Name) ).ToList(); ValidTemplatesDropdown.AddOptions(options); var selectedDropdown = ValidTemplatesDropdown.options.Where( option => option.text.Equals(selectedTemplate.Name) ).FirstOrDefault(); if (selectedDropdown != null) { ValidTemplatesDropdown.value = ValidTemplatesDropdown.options.IndexOf(selectedDropdown); } }
public ICivilization Create(ICivilizationTemplate template, IEnumerable <ITechDefinition> startingTechs) { if (template == null) { throw new ArgumentNullException("template"); } var newCivilization = Container.InstantiateComponentOnNewGameObject <Civilization>(); newCivilization.Template = template; if (CivContainer != null) { newCivilization.transform.SetParent(CivContainer, false); } allCivilizations.Add(newCivilization); foreach (var tech in startingTechs) { TechCanon.SetTechAsDiscoveredForCiv(tech, newCivilization); } Signals.NewCivilizationCreated.OnNext(newCivilization); return(newCivilization); }
private ICivilization BuildCiv(ICivilizationTemplate template) { var mockCiv = new Mock <ICivilization>(); mockCiv.Setup(civ => civ.Template).Returns(template); return(mockCiv.Object); }
private Mock <ICivilization> BuildMockCiv(ICivilizationTemplate template) { var mockCiv = new Mock <ICivilization>(); mockCiv.Setup(civ => civ.Template).Returns(template); AllCivs.Add(mockCiv.Object); return(mockCiv); }
private ICivilization BuildCiv(ICivilizationTemplate template, int goldStockpile) { var mockCiv = new Mock <ICivilization>(); mockCiv.SetupAllProperties(); mockCiv.Setup(civ => civ.Template).Returns(template); var newCiv = mockCiv.Object; newCiv.GoldStockpile = goldStockpile; return(newCiv); }
private ICivilization BuildCiv(ICivilizationTemplate template) { var mockCiv = new Mock <ICivilization>(); mockCiv.Name = template.Name; mockCiv.Setup(civ => civ.Template).Returns(template); var newCiv = mockCiv.Object; AllCivs.Add(newCiv); return(newCiv); }
private ICivilization BuildCiv(ICivilizationTemplate template, params IHexCell[] visibleCells) { var mockCiv = new Mock <ICivilization>(); mockCiv.Setup(civ => civ.Template).Returns(template); var newCiv = mockCiv.Object; foreach (var cell in visibleCells) { MockVisibilityCanon.Setup(canon => canon.IsCellVisibleToCiv(cell, newCiv)).Returns(true); } AllCivs.Add(newCiv); return(newCiv); }
private ICivilization BuildCivilization( ICivilizationTemplate template, int goldStockpile, int cultureStockpile ) { var mockCiv = new Mock <ICivilization>(); mockCiv.SetupAllProperties(); mockCiv.Setup(civ => civ.Template).Returns(template); mockCiv.Setup(civ => civ.TechQueue).Returns(new Queue <ITechDefinition>()); var newCiv = mockCiv.Object; newCiv.GoldStockpile = goldStockpile; newCiv.CultureStockpile = cultureStockpile; AllCivilizations.Add(newCiv); return(newCiv); }
public void UpdateSelectedCivTemplate(int optionIndex) { var templateName = CivTemplateDropdown.options[optionIndex].text; SelectedTemplate = CivTemplates.Where(template => template.Name.Equals(templateName)).FirstOrDefault(); }
/// <inheritdoc/> public ICivilization Create(ICivilizationTemplate template) { return(Create(template, new List <ITechDefinition>())); }