public void Config_SetResourceRequirements() { List <CraftingMap> defaultListRequirements = shopCraftingSystemBehaviour.system.craftingSubSubSystem.craftingRequirement; List <CraftingMap> newListRequirements = new List <CraftingMap>(); foreach (CraftingMap craftingMap in defaultListRequirements) { CraftingChoice newCraftingChoice = craftingMap.choice; UsableItem newResultingItem = craftingMap.resource.resultingItem; float newTimeToCreation = craftingMap.resource.timeToCreation; List <ResourceRequirement> newResourcesRequirements = new List <ResourceRequirement>(); foreach (ResourceRequirement resourceRequirement in craftingMap.resource.resourcesRequirements) { CraftingResources newType = resourceRequirement.type; int newNumber = UnityEngine.Random.Range(1, 10); newResourcesRequirements.Add(new ResourceRequirement(newType, newNumber)); } CraftingRequirements newCraftingRequirements = new CraftingRequirements { resultingItem = newResultingItem, timeToCreation = newTimeToCreation, resourcesRequirements = newResourcesRequirements }; CraftingMap newCraftingMap = new CraftingMap { choice = newCraftingChoice, resource = newCraftingRequirements }; newListRequirements.Add(newCraftingMap); } configSystem.SetResourceRequirements(newListRequirements); Assert.AreEqual(shopCraftingSystemBehaviour.system.craftingSubSubSystem.craftingRequirement, newListRequirements); Assert.AreNotEqual(defaultListRequirements, newListRequirements); }
public CraftingInfo(CraftingMap craftingMap, CraftingInventory craftingInventory) { this.craftingMap = craftingMap; this.craftingInventory = craftingInventory; }