public IEnumerator SpawnGangMemberTest()
        {
            // create a new gameobject and add the tileinteraction object
            GameObject gameObject = new GameObject();

            gameObject.AddComponent <TileInteraction>();
            TileInteraction tileInteractionTest = gameObject.GetComponent <TileInteraction>();

            //Assign
            // create a gangmember object
            GameObject testGangMember = Resources.Load("Animator/gooseani1_0") as GameObject;

            // set it
            tileInteractionTest.SetGangMemberSprite(testGangMember);
            tileInteractionTest.CreateGangMember();

            // skip one frame
            yield return(null);

            //Action - retrieve the spawned gangMember
            GameObject SpawnedGangMember = GameObject.FindGameObjectWithTag("GangMember") as GameObject;

            //Assert
            Assert.NotNull(SpawnedGangMember);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Creates a Map of given size and populates it with Tiles and a random PVCTile.
        /// </summary>
        /// <param name="width">The width of the map.</param>
        /// <param name="height">The height of the map.</param>
        /// <param name="sprites">The sprites to draw the map with.</param>
        /// <param name="tilePrefab">The prefab to use for creating tiles as GameObjects.</param>
        /// <param name="gangMemberSprite">The sprite to use to represent gang members.</param>
        public Map(int width, int height, Sprite[] sprites, GameObject tilePrefab, GameObject gangMemberSprite)
        {
            // Initialise the map
            this.tilePrefab       = tilePrefab;
            this.size             = width * height;
            this.gangMemberSprite = gangMemberSprite;
            this.width            = width;
            this.height           = height;

            // Create the arrays to store the Tiles and correponding GameObjects
            tiles       = new Tile[size];
            tileObjects = new GameObject[size];

            // Create an object to hold all of the map tiles
            GameObject mapPivot = new GameObject();

            mapPivot.name = "Map Pivot";
            mapPivot.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

            // Create the map
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    // Instantiate the new tile
                    GameObject gob = GameObject.Instantiate <GameObject>(tilePrefab) as GameObject;
                    gob.name             = "tile_" + x + "x" + y;
                    gob.transform.parent = mapPivot.transform;

                    // Get the renderer and set the tile sprite
                    SpriteRenderer rend = gob.GetComponent <SpriteRenderer>();
                    rend.sprite = sprites[x + (y * width)];

                    // Set the tile position
                    gob.transform.localPosition = new Vector3((0.75f * x), -(0.75f * y), 0.0f);

                    // Add the interaction script to the tile
                    TileInteraction interact = gob.AddComponent <TileInteraction>() as TileInteraction;
                    // Set the sprite to use for gang members
                    interact.SetGangMemberSprite(gangMemberSprite);


                    // Create a new Tile object to hold the properties of this tile
                    Tile tile = new Tile(x + (y * width), gob);
                    tile.x = x;
                    tile.y = y;
                    tiles[x + (y * width)]       = tile;
                    tileObjects[x + (y * width)] = gob;

                    // Set the tile property of the TileInteraction component
                    interact.tile = tile;
                }
            }

            // Set the maximum width and height positions of the camera
            GameObject.FindGameObjectWithTag("MainCamera").transform.parent.gameObject.GetComponent <MapCamera>().SetMaxCoord(0.75f * width, 0.75f * height);

            // Create a PVC tile
            //generatePVC();
        }