/** * Test, if wound in Stone is draggable and if the workshop slot is empty */ public void TestConditionsBeforeToWorkshop() { var leanSelectable = CurrentStone.gameObject.GetComponent <LeanSelectable>(); Assert.IsNotNull(leanSelectable, $"Player {_currentPlayer}: Stone is not selectable in the inventory"); Assert.IsTrue(WorkshopSlot.GetComponent <Workshop>().IsEmpty(), $"Player {_currentPlayer}: workshop is already full"); }
/** * Move current stone to current workshop slot and test, if stone is in workshop */ public IEnumerator MoveToWorkshopSlot() { // ReSharper disable once Unity.InefficientPropertyAccess yield return(AssertMovement(WorkshopSlot.transform.position + Vector3.up, WorkshopSlot.transform.position, $"Player {_currentPlayer}: Stone is not in center of workshop")); Assert.IsFalse(WorkshopSlot.GetComponent <Workshop>().IsEmpty(), $"Player {_currentPlayer}: Workshop slot should be full"); }