public void WhenReceivingDungeonData_GameSceneIsLoaded() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); systemUnderTest.OnDungeonGameSessionResponse(mockData); MockSceneManager.Received().LoadScene("Combat"); }
private void SetCurrentDungeonToAllowStraightLinesOnly(bool i_allow) { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.StraightMovesOnly().Returns(i_allow); MockCurrentDungeon.Data.Returns(mockData); }
public void WhenReceivingDungeonData_SetsDataOnCurrentDungeonManager() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); systemUnderTest.OnDungeonGameSessionResponse(mockData); MockCurrentDungeon.Received().SetData(mockData); }
private void SetCurrentDungeonToAllowDiagonals(bool i_allow) { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.AllowDiagonals().Returns(i_allow); MockCurrentDungeon.Data.Returns(mockData); }
public void IsGauntletInSession_ReturnsFalse_IfCurrentDungeonDataIsNull() { IDungeonGameSessionData mockData = null; MockDungeonManager.Data.Returns(mockData); CurrentGauntletManager systemUnderTest = CreateSystem(); Assert.IsFalse(systemUnderTest.IsGauntletSessionInProgress()); }
public void IsGauntletInSession_ReturnsFalse_IfCurrentDungeonModeIsNotGauntlet() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.GetGameMode().Returns("NotGauntlet"); MockDungeonManager.Data.Returns(mockData); CurrentGauntletManager systemUnderTest = CreateSystem(); Assert.IsFalse(systemUnderTest.IsGauntletSessionInProgress()); }
public void IsGauntletInSession_ReturnsTrue_IfCurrentDungeonModeIsGauntlet() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.GetGameMode().Returns(EnterGauntletPM.GAUNTLET_GAME_TYPE); MockDungeonManager.Data.Returns(mockData); CurrentGauntletManager systemUnderTest = CreateSystem(); Assert.IsTrue(systemUnderTest.IsGauntletSessionInProgress()); }
public void WhenSettingData_RewardsAreGenerated() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.GetRewards().Returns(new List <IGameRewardData>() { Substitute.For <IGameRewardData>() }); systemUnderTest.SetData(mockData); Assert.AreEqual(1, systemUnderTest.Rewards.Count); }
public void WhenSettingData_DataIsSaved() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.GetMonsters().Returns(new List <string>() { "a", "b", "c" }); MockMonsterData.GetData(Arg.Any <string>()).Returns(Substitute.For <IMonsterData>()); systemUnderTest.SetData(mockData); Assert.AreEqual(mockData, systemUnderTest.Data); }
public void OnDungeonGameSessionResponse(IDungeonGameSessionData i_data) { // this check is bare minimum work to not hang/crash/freeze the app if something is wrong with dungeon session if (i_data != null) { mCurrentDungeonData.SetData(i_data); mSceneManager.LoadScene("Combat"); } else { mLoadingPM.Hide(); } }
public void WhenSettingData_MonstersAreGenerated() { IDungeonGameSessionData mockData = Substitute.For <IDungeonGameSessionData>(); mockData.GetMonsters().Returns(new List <string>() { "a", "b", "c" }); mockData.GetNumWaves().Returns(3); MockMonsterData.GetData(Arg.Any <string>()).Returns(Substitute.For <IMonsterData>()); systemUnderTest.SetData(mockData); Assert.AreEqual(3, systemUnderTest.Monsters.Count); }
public void SetData(IDungeonGameSessionData i_data) { Data = i_data; SetMonsters(); SetRewards(); }