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(); }
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); }
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); }