protected override void TearDown() { base.TearDown(); turnEvent = null; mockStatus = null; mockGun = null; }
protected override void Setup() { base.Setup(); turnEvent = new ActionEvent(); mockGun = new MockGunStatus(); mockPlayer = new MockPlayer(); mockStatus = new MockPlayerStatus() { MainHand = mockGun, PlayerBase = mockPlayer }; }
protected override void Setup() { turnState = new MockTurnState() { ReturnExecute = states }; factory = new MockTurnStateFactory() { ReturnState = turnState }; stateMachine = new TurnStateMachine(factory); player = new Player(always10, 11, 11, FightingStyle.Archery, mh, ohs, feats, buffs); status = new MockPlayerStatus(); enemy = new Enemy(14); }
public TurnStateEnum Execute(IPlayerStatus player, IEnemy enemy) { if (ReturnExecute[current] == TurnStateEnum.End) { MockPlayerStatus mockPlayer = (MockPlayerStatus)player; mockPlayer.NumberOfTurnsPassed++; TurnComplete = true; } else { TurnComplete = false; } TurnStateEnum next = GetNext(); return(next); }