public void ShouldBuildMonster() { var creator = new CharacterCreator(new MonsterBuilder()); creator.CreateCharacter(); var monster = creator.GetCharacter(); Assert.That(monster.Head == "Monster Head" && monster.Body == "Monster Body" && monster.Leg == "Monster Leg"); }
public void ShouldBuildHuman() { var creator = new CharacterCreator(new HumanBuilder()); creator.CreateCharacter(); var human = creator.GetCharacter(); Assert.That(human.Head == "Human Head" && human.Body == "Human Body" && human.Leg == "Human Leg"); }
private void LateUpdate() { //input for friendly spawns if (Input.GetKeyDown(KeyCode.Alpha1) == true) { //check to see if player has enough points if (player.GetComponent <PlayerController>().specialAmmo >= 3) { //dec points player.GetComponent <PlayerController>().FriendlySpawned(3); characterCreator = new FriendlyCharacter(); currentCharacterSpawn = characterCreator.CreateCharacter("walker"); //spawn walker currentCharacterSpawn = Instantiate(currentCharacterSpawn, player.transform.position, player.transform.rotation); //add walker script currentCharacterSpawn.AddComponent <FriendlyWalker>(); //make friendly currentCharacterSpawn.GetComponent <Character>().friendly = true; //set rotation to zero currentCharacterSpawn.transform.rotation = Quaternion.identity; } } if (Input.GetKeyDown(KeyCode.Alpha2) == true) { //check to see if player has enough points if (player.GetComponent <PlayerController>().specialAmmo >= 5) { //dec points player.GetComponent <PlayerController>().FriendlySpawned(5); characterCreator = new FriendlyCharacter(); currentCharacterSpawn = characterCreator.CreateCharacter("runner"); //spawn runner currentCharacterSpawn = Instantiate(currentCharacterSpawn, player.transform.position, player.transform.rotation); //add runner script currentCharacterSpawn.AddComponent <FriendlyRunner>(); //make friendly currentCharacterSpawn.GetComponent <Character>().friendly = true; //set rotation to zero currentCharacterSpawn.transform.rotation = Quaternion.identity; } } }
private void SpawnEnemy() { characterCreator = new EnemyCharacter(); //get spawn point int spawnIndex = Random.Range(0, spawners.Count); //get enemy type string enemyType = enemyTypeArray[Random.Range(0, enemyTypeArray.Length)]; //get character currentCharacterSpawn = characterCreator.CreateCharacter(enemyType); //spawn character currentCharacterSpawn = Instantiate(currentCharacterSpawn, spawners[spawnIndex].position, spawners[spawnIndex].rotation); //add script if (enemyType == "walker") { //add walker script currentCharacterSpawn.AddComponent <EnemyWalker>(); } else { //add runner script currentCharacterSpawn.AddComponent <EnemyRunner>(); } //inc currentSpawnCount++; //check to see if max spawns has been reached if (maxSpawns == currentSpawnCount) { //stop spawning CancelInvoke(); //start end game winState = true; } }