public void RestoreAllTest() { BaseCharacterState target = new BaseCharacterState(); // TODO: 初始化为适当的值 target.RestoreAll(); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedAccessLevelTest() { BaseCharacterState target = new BaseCharacterState(); // TODO: 初始化为适当的值 AccessLevel accessLevel = new AccessLevel(); // TODO: 初始化为适当的值 BaseCharacter creature = null; // TODO: 初始化为适当的值 target.OnUpdatedAccessLevel(accessLevel, creature); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedNetStateTest() { BaseCharacterState target = new BaseCharacterState(); // TODO: 初始化为适当的值 NetState netState = null; // TODO: 初始化为适当的值 BaseCharacter creature = null; // TODO: 初始化为适当的值 target.OnUpdatedNetState(netState, creature); Assert.Inconclusive("无法验证不返回值的方法。"); }
public override void OnBuff(BaseCharacterBehavior character, BaseCharacterBehavior caster, bool stackable = false, float updateValue = 0) { if (stackable) { stack++; valueOverLayer.Add(updateValue); } else { stack = 1; if (updateValue != 0) { valueOverLayer[0] = updateValue; } } this.caster = caster; ConsumedAttribute conAttr = character.status.GetConsumedAttrubute(this.attr3); int addMount = (int)(type == BuffType.Absolute ? valueOverLayer[stack - 1] : conAttr.baseValue * valueOverLayer[stack - 1]); conAttr.buffedValue += addMount; if (addMount != 0) { character.buffHt.SetText(conAttr.name.ToString() + (addMount > 0 ? " + " : " ") + addMount); } switch (attr3) { case ConsumedAttributeName.Health: character.Heal(addMount, caster); character.Heal(onceValue, caster); if (addMount + onceValue < 0) { caster.CurrentMakeDamage += -(addMount + onceValue); } break; case ConsumedAttributeName.Mana: character.ManaRecover(addMount); character.ManaRecover(onceValue); break; case ConsumedAttributeName.Energy: character.EnergyRecover(addMount); character.EnergyRecover(onceValue); break; default: break; } if (ofTimeValue != 0) { this.status = character.status; timer = Time.time; } }
public void IsUpdateAccessLevelTest() { BaseCharacterState target = new BaseCharacterState(); // TODO: 初始化为适当的值 bool expected = false; // TODO: 初始化为适当的值 bool actual; target.IsUpdateAccessLevel = expected; actual = target.IsUpdateAccessLevel; Assert.AreEqual(expected, actual); Assert.Inconclusive("验证此测试方法的正确性。"); }
public void OnUpdatingAccessLevelTest() { BaseCharacterState target = new BaseCharacterState(); // TODO: 初始化为适当的值 AccessLevel accessLevel = new AccessLevel(); // TODO: 初始化为适当的值 BaseCharacter creature = null; // TODO: 初始化为适当的值 bool expected = false; // TODO: 初始化为适当的值 bool actual; actual = target.OnUpdatingAccessLevel(accessLevel, creature); Assert.AreEqual(expected, actual); Assert.Inconclusive("验证此测试方法的正确性。"); }
public void BaseCharacterStateTest() { PrivateObject param0 = null; // TODO: 初始化为适当的值 BaseCharacter_Accessor target = new BaseCharacter_Accessor(param0); // TODO: 初始化为适当的值 BaseCharacterState expected = null; // TODO: 初始化为适当的值 BaseCharacterState actual; target.BaseCharacterState = expected; actual = target.BaseCharacterState; Assert.AreEqual(expected, actual); Assert.Inconclusive("验证此测试方法的正确性。"); }
// Use this for initialization protected virtual void Start() { npc = GetComponent <NPCController>(); status = npc.status; npc.OnDead += Dead; navAgent = gameObject.GetComponent <NavMeshAgent>(); //持續往某方向scan的時間 scanTimeStep = 1f; //設定視野 vision.radius = IsRanger ? VisionRadious * RANGER_VISION_DEPTH_FIX_RATIO : VisionRadious; minFallowWhenIdleDistance = controller.radius * 2 * FALLOW_WHEN_IDLE_MIN_DISTANCE_BY_BODY_LANGTH; navAgent.speed = MoveSpeed; navAgent.angularSpeed = RotationSpeed; navAgent.acceleration = status.GetSecondaryAttrubute(SecondaryAttributeName.MoveSpeed).AdjustedValue / 50; InGarrison = false; StartCoroutine("FSM"); InvokeRepeating("Rotate", 0, ROTATION_UPDATE); }
public override bool Cast(BaseCharacterBehavior target, BaseCharacterBehavior castTo = null) { lock (castLocker) { if (target.buffs.Contains(this, this)) { return(target.buffs.Find(b => b.skillName == this.skillName).Rebuff(target, this.buffs)); } bool result = base.Cast(target); this.status = target.status; this.model = target.model.transform; this.stackLayer++; buffTimer = Time.time; if (result) { for (int i = 0; i < buffs.Length; i++) { buffs[i].OnBuff(target, caster, Stackable); } } target.AddBuff(this); return(result); } }
public void BaseCharacterStateConstructorTest() { BaseCharacterState target = new BaseCharacterState(); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
// Use this for initialization void Start() { status = character.status; }
public void SetStatus(BaseCharacterState state) { this.status = state; }