public void Test_CreateCollector() { var player = new StubPlayer(); player.Components.Add(new SolidBody(player)); Collector collector = new Collector(player); }
public Vector3 Evade(StubPlayer Pursuer) { Vector3 ToPursuer = Pursuer.transform.position - Boid.transform.position; float LookAheadTime = ToPursuer.magnitude / (Boid.MaxSpeed + Pursuer.Velocity.magnitude); return(Flee(Pursuer.transform.position + Pursuer.Velocity * LookAheadTime)); }
public void Test_CreatMovement() { var player = new StubPlayer(); player.Components.Add(new SolidBody(player)); player.Setup(); Movement movement = new Movement(player, 8); }
public void Test_CreateCurrentWeapon() { var player = new StubPlayer(); player.Components.Add(new SolidBody(player)); player.Components.Add(new Collector(player)); player.Setup(); CurrentWeapon currentWeapon = new CurrentWeapon(player); }
public void Test_GetWeapon() { var player = new StubPlayer(); player.Components.Add(new SolidBody(player)); Collector collector = new Collector(player); player.Setup(); Assert.IsNull(collector.GetWeapon(TypesWeapon.Gun)); }
public void Test_StateCurrentWeaponNull() { var weapon = new StubPlayer(); weapon.Components.Add(new SolidBody(weapon)); weapon.Components.Add(new Collector(weapon)); CurrentWeapon currentWeapon = new CurrentWeapon(weapon); Assert.IsNull(currentWeapon.State); }
public void Test_CollectorState() { var player = new StubPlayer(); player.Components.Add(new SolidBody(player)); Collector collector = new Collector(player); player.Setup(); Assert.IsNotNull(collector.State); }
public void PlayShouldUseMovesFromPlayerUntilGameIsOver() { var game = new Game(); ui.SetPlayer("X", StubPlayer.FromMoves("1", "2", "3")); ui.SetPlayer("O", StubPlayer.FromMoves("4", "5")); ui.Play(game); Assert.That(game.IsOver()); Assert.That(game.MovesFor("X"), Is.EqualTo(new[] { "1", "2", "3" })); Assert.That(game.MovesFor("O"), Is.EqualTo(new[] { "4", "5" })); }