// function called when an item button on the items panel is pressed void selectItem(InventoryItems.itemTypes itemType) { selectAbility(InventoryItems.itemAbility(itemType)); if (InventoryItems.itemConsumedOnUse(itemType)) { state.changeItem(itemType, -1); } }
public IEnumerator InventoryTestSimplePasses() { // A simple test to check that inventory items return the correct attack when used //Based on Evil Geese's preexisting combat test and GameStateTest setupGameStateManagerForTests(); yield return(null); GameStateManager state = GameStateManager.getGameStateManager(); state.state = new GameState(); //reset the gamestate InventoryItems.itemTypes[] items = (InventoryItems.itemTypes[])Enum.GetValues(typeof(InventoryItems.itemTypes)); CombatCharacter c1 = new CombatCharacter(100, 100, 100, 100, new SimpleAttack(20, 20, "melee")); CombatCharacter c2 = new CombatCharacter(100, 100, 100, 100, InventoryItems.itemAbility(items[0])); Assert.AreEqual(100, c1.health); List <CombatCharacter> l = new List <CombatCharacter> (); l.Add(c1); c2.basicAttack.doAbility(l, c2); Assert.AreEqual(85, c1.health); }