public void AnyCheckerIsSelectedTest3() { TurnSystem.InitializeData(); bool result = GameMechanics.AnyCheckerIsSelected(); GameMechanics.ResetGame(); Assert.AreEqual(false, result); }
public void AnyCheckerIsSelectedTest4() { TurnSystem.InitializeData(); CheckerManager.SelectChecker(CheckerManager.BlueCheckers[0].GameObj); bool result = GameMechanics.AnyCheckerIsSelected(); GameMechanics.ResetGame(); Assert.AreEqual(true, result); }
//Update is called once per frame void Update() { //Set checkers color depending on their state MaterialsManager.SetMaterialsToDefault(this); //If player cursor points on clickable object RaycastHit hit; if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100, clickableLayer.value)) { //Assign pointed object to variable GameObject selectedObject = hit.collider.gameObject; //Change cursor texture to "clickable" and change pointed checker color to white CursorManager.SetCursorToClickablePointer(this); MaterialsManager.ChangeObjectMaterialTo(this, selectedObject, 4); //If left mouse button was clicked if (Input.GetMouseButtonDown(0)) { if (selectedObject.tag == "Exit") { GameMechanics.Exit(); } if (selectedObject.tag == "Restart") { TurnSystem.StartGame(); } //If player tries to move or jump if (selectedObject.tag == "Field" && GameMechanics.AnyCheckerIsSelected()) { //Distance variable measures distance between selected checker, and field on which player wants to move //Basing on that distance, you can check if player tries to move or jump double distance = Vector3.Distance(CheckerManager.SelectedChecker().GameObj.transform.position, selectedObject.transform.position); //If player tries to move if (distance < 1.65f) { //If its players first move allow to move, otherwise if player already jumped, allow only next jumps(if they are possible) if (TurnSystem.FirstMove) { //Player have to always jump if its possible if (GameMechanics.IsAnyJumpPossible(CheckerManager.SelectedChecker().PlayerColor)) { Debug.Log("You have to jump."); } //If its first move and move is allowed, move player else if (GameMechanics.IsMovePossible(CheckerManager.SelectedChecker().GameObj, selectedObject)) { GameMechanics.Move(CheckerManager.SelectedChecker().GameObj, selectedObject.transform.position); TurnSystem.EndTurn(); } } //If player already jumped and tries to move instead of jumping else { Debug.Log("You have to jump."); } } //If player tries to jump if (distance > 1.65f && distance < 2.95f) { if (GameMechanics.IsJumpPossible(CheckerManager.SelectedChecker().GameObj, selectedObject)) { CheckerManager.RemoveEnemyBetween(CheckerManager.SelectedChecker().GameObj, selectedObject); GameMechanics.Move(CheckerManager.SelectedChecker().GameObj, selectedObject.transform.position); TurnSystem.FirstMove = false; //If selected checker after previous jump can do another jump, dont end turn and let user know that next move is possible if (GameMechanics.CanCheckerJump(CheckerManager.SelectedChecker())) { Debug.Log("Next move is possible"); } else { TurnSystem.EndTurn(); } } } } //If player didn't click on selected checker, deselect previous selected checker if (GameMechanics.AnyCheckerIsSelected() && CheckerManager.SelectedChecker().GameObj != selectedObject) { CheckerManager.DeselectCheckers(); } CheckerManager.SelectChecker(selectedObject); } } //If cursor doesn't point on anything clickable else { CursorManager.SetCursorToNormalPointer(this); if (Input.GetMouseButtonDown(0)) { CheckerManager.DeselectCheckers(); } } }