コード例 #1
0
    public void SetUp()
    {
        m_settlerUnitPrefab = Resources.Load <GameObject>("Prefabs/UnitPrefabs/Settler");
        m_mapGridPrefab     = Resources.Load <GameObject>("Prefabs/MapGrid");
        m_playerPrefab      = Resources.Load <GameObject>("Prefabs/Player");

        GameObject mapGridObject = GameObject.Instantiate(m_mapGridPrefab, Vector2.zero, Quaternion.identity);

        m_mapGrid = mapGridObject.GetComponent <MapGrid>();
        m_mapGrid.SetSize(10, 15);
        m_mapGrid.CreateMap();

        for (int x = 1; x < 8; x++)
        {
            for (int y = 1; y < 13; y++)
            {
                m_mapGrid.m_grid[x][y].SetTileType(TileType.Land);
            }
        }

        GameObject playerObject = GameObject.Instantiate(m_playerPrefab);

        m_player = playerObject.GetComponent <Player>();

        m_player.Initialize(0, Color.red, m_mapGrid);
        m_player.TurnStart();
        m_player.AddUnitToPlayer(m_settlerUnitPrefab, new MapIndex(1, 1));
        m_settlerUnit = m_player.GetUnits()[m_player.GetUnits().Count - 1].GetComponent <SettlerUnit>();

        GameplayManager.InitCityNames();
    }
コード例 #2
0
    public IEnumerator OneSettlerPerTile()
    {
        m_player.AddUnitToPlayer(m_settlerUnitPrefab, new MapIndex(2, 1));

        SettlerUnit settlerUnit2 = m_player.GetUnits()[m_player.GetUnits().Count - 1].GetComponent <SettlerUnit>();

        Assert.True(settlerUnit2.GetCurrentTile() == m_mapGrid.GetTile(new MapIndex(2, 1)));

        m_player.SelectUnit(new MapIndex(2, 1));
        m_player.SelectUnit(m_settlerUnit.GetCurrentTile().GetTileID());

        Assert.True(m_settlerUnit.GetCurrentTile() != settlerUnit2.GetCurrentTile());

        yield return(null);
    }
コード例 #3
0
    public IEnumerator TooCloseToSettle()
    {
        int cityCount = m_player.GetCities().Count;

        m_player.AddUnitToPlayer(m_settlerUnitPrefab, new MapIndex(3, 1));

        SettlerUnit settlerUnit2 = m_player.GetUnits()[m_player.GetUnits().Count - 1].GetComponent <SettlerUnit>();

        settlerUnit2.Kill();

        yield return(new WaitForSeconds(1));

        Assert.True(settlerUnit2 != null);
        Assert.True(m_player.GetCities().Count == cityCount);

        yield return(null);
    }