public void AttachLaserSightDecoratesGunWithLaserSight() { AbstractGun gun = gunShop.Buy(1); gun = gunShop.AttachLaserSight(gun as Gun); Assert.IsTrue(gun.ToString().ToLower().Contains("laser sight")); }
public void AttachHoloSightDecoratesGunWithHolographicSight() { AbstractGun gun = gunShop.Buy(1); gun = gunShop.AttachHoloSight(gun as Gun); Assert.IsTrue(gun.ToString().ToLower().Contains("holographic sight")); }
public void AttachSilencerDecoratesGunWithSilencer() { AbstractGun gun = gunShop.Buy(1); gun = gunShop.AttachSilencer(gun as Gun); Assert.IsTrue(gun.ToString().ToLower().Contains("silencer")); }
public void AddMultipleAttachments() { gun = new LaserSight(gun); gun = new HoloSight(gun); gun = new Silencer(gun); Assert.IsTrue(gun.ToString().Contains("Laser sight") && gun.ToString().Contains("Holographic sight") && gun.ToString().Contains("Silencer") && gun.Value() > gun.BasePrice); }
public AbstractGun GetNextGun(AbstractGun previousGun) { int nextGunIndex = guns.IndexOf(previousGun) + 1; if ((nextGunIndex + 1) > guns.Count) { return(guns[0]); } else { return(guns[nextGunIndex]); } }
void Start() { _currentGun = FindObjectOfType <AbstractGun>(); //subcrible to gunSwap event FindObjectOfType <DefaultTurretController>().gunSwap += FindCurrentGunOnTurret; _healthBar.maxValue = health; _healthBar.wholeNumbers = true; _healthBar.value = health; if (gameObject.CompareTag("AirEnemy")) { _enemyScore = 20; } else { _enemyScore = 10; } }
void Start() { _currentGun = FindObjectOfType <AbstractGun>(); FindObjectOfType <DefaultTurretController>().gunSwap += FindGunInfo; }
public Attachment(AbstractGun gun) { _gun = gun; }
protected void FindCurrentGunOnTurret() { _currentGun = FindObjectOfType <AbstractGun>(); }
public LaserSight(AbstractGun gun) : base(gun) { AdditionalValue = 100m; }
public Silencer(AbstractGun gun) : base(gun) { AdditionalValue = 50m; }
public void AddLaserSight() { gun = new LaserSight(gun); Assert.IsTrue(gun.ToString().Contains("Laser sight") && gun.Value() > gun.BasePrice); }
public void AddHolographicSight() { gun = new HoloSight(gun); Assert.IsTrue(gun.ToString().Contains("Holographic sight") && gun.Value() > gun.BasePrice); }
public void AddSilencer() { gun = new Silencer(gun); Assert.IsTrue(gun.ToString().Contains("Silencer") && gun.Value() > gun.BasePrice); }
public void Initialize() { gun = GunFactory.Instance.Construct(new AK47Builder()); }
public HoloSight(AbstractGun gun) : base(gun) { AdditionalValue = 150m; }
private void FindGunInfo() { _currentGun = FindObjectOfType <AbstractGun>(); }
public void NextGun() { currentGun = weaponList.GetNextGun(currentGun); ShowCurrentWeapon(true); }
public void SetGun(string gunName) { currentGun = weaponList.SetGun(gunName); ShowCurrentWeapon(true); }
public void Cleanup() { gun = null; }
public void Start() { currentGun = weaponList.GetDefaultWeapon(); }