public void Teardown() { cardUnit = null; cardBuilding = null; cardResource = null; C.Destroy(player.gameObject); }
public void Teardown() { Object.DestroyImmediate(buildingWithoutCard.gameObject); Object.DestroyImmediate(building1.gameObject); Object.DestroyImmediate(building2.gameObject); cardBuilding = null; }
public void Setup() { player = PlayerUTests.CreateTestPlayer(); cardUnit = CardUnitUTests.CreateTestCardUnit(); cardBuilding = CardBuildingUTests.CreateTestCardBuilding(); cardResource = CardResourceUTests.CreateTestFoodCardResource(); }
// Create starting castle public static GamePiece CreateCastle(Player player) { CardBuilding castle = Resources.Load <CardBuilding>(ENV.CASTLE_CARD_RESOURCE_PATH); GamePiece castlePiece = CreatePiece <Building>(castle, player); return(castlePiece); }
public void Setup() { buildingWithoutCard = BuildingUTests.CreateTestBuilding(); building1 = CreateTestBuildingWithCard(); building2 = CreateTestBuildingWithCard(); cardBuilding = CardBuildingUTests.CreateTestCardBuilding(); }
// Create test card building display public static CardBuildingDisplay CreateTestCardBuildingDisplay() { CardBuilding cardBuilding = CardBuildingUTests.CreateTestCardBuilding(); CardBuildingDisplay cardBuildingDisplay = CardBuildingDisplayUTests.CreateTestCardBuildingDisplay(); cardBuildingDisplay.SetCard(cardBuilding); return(cardBuildingDisplay); }
// Create test unit with card public static Building CreateTestBuildingWithCard() { CardBuilding cardBuilding = CardBuildingUTests.CreateTestCardBuilding(); Building building = BuildingUTests.CreateTestBuilding(); building.SetCard(cardBuilding); return(building); }
public static Card.ICard AllSpellDecision() { IOrderedEnumerable <Spell> troopCycleSpells = CardClassifying.TroopCycleCards; IOrderedEnumerable <Spell> damagingSpells = CardClassifying.Damaging; if (DamagingSpellDecision()) { var damagingSpell = damagingSpells.FirstOrDefault(); if (damagingSpell != null) { return(new CardSpell(damagingSpell.Name.Value, SpellType.SpellDamaging)); } } if (IsAOEAttackNeeded()) { var spell = CardClassifying.TroopAOEAttack.FirstOrDefault(); if (spell == null) { spell = CardClassifying.TroopGroundAttack.FirstOrDefault(); } if (spell != null) { return(new CardCharacter(spell.Name.Value, TroopType.AOEAttackGround)); } } if (IsFlyingAttackNeeded()) { var spell = CardClassifying.TroopAirAttack.FirstOrDefault(); if (spell != null) { return(new CardCharacter(spell.Name.Value, TroopType.AOEAttackFlying)); } } if (DeployBuildingDecision()) { // ToDo: Take right building and set right Building-Type CardBuilding spell = BuildingsSpellDecision(); if (spell != null) { return(new CardBuilding(spell.Name, spell.Type)); } } // ToDo: Ranger, Flying usw. if (troopCycleSpells.Count() > 1) { var spell = troopCycleSpells.FirstOrDefault(); return(new CardCharacter(spell.Name.Value, TroopType.Ranger)); } return(TroopPowerSpells()); }
// Set card public override void SetCard(Card card) { if (card is CardBuilding) { CardBuilding cardBuilding = (CardBuilding)card; this.cardBuilding = cardBuilding; Initialize(); } }
// Set card public override void SetCard(CardPiece cardPiece) { if (cardPiece is CardBuilding) { CardBuilding cardBuilding = (CardBuilding)cardPiece; this.cardBuilding = cardBuilding; pieceType = PieceType.Building; SetCardStats(cardBuilding); } }
public void PlayBuilding(Vector3 tileCoords) { Tile tile = map.GetTileFromCoords(tileCoords); CardBuilding card = (CardBuilding)Card.CreateCard(CardType.Building, deck.allCards[0]); Building building = (Building)GamePiece.CreatePiece(this, card, tile); map.AddBuilding(building); //hand.PlayCard(card); if (!deck.DrawButtonEnabled()) { deck.EnableDrawButton(); } }
// Start is called before the first frame update void Start() { // Create unit unitPrefab = Instantiate(unitPrefab); unit = unitPrefab.GetComponent <Unit>(); cardUnit = CardUnit.LoadTestCardUnit(); unit.SetCard(cardUnit); // Create building buildingPrefab = Instantiate(buildingPrefab); building = buildingPrefab.GetComponent <Building>(); cardBuilding = CardBuilding.LoadTestCardBuilding(); building.SetCard(cardBuilding); }
// Use this for initialization void Start() { players = new Player[GameSetupData.numPlayers]; cityPath = "Assets/Cards/Building Cards/City.asset"; CardBuilding city = (CardBuilding)Card.CreateCard(CardType.Building, cityPath); for (int i = 0; i < players.Length; i++) { players[i] = Instantiate(playerObject); players[i].playerIndex = i; players[i].transform.SetParent(this.transform); Building building = (Building)GamePiece.CreatePiece(players[i], city, map.GetTileFromCoords(startLocations[i])); map.AddBuilding(building); } }
// Load a test card building public static CardBuilding LoadTestCardBuilding() { CardBuilding newCard = Resources.Load <CardBuilding>(ENV.CARD_BUILDING_TEST_RESOURCE_PATH); return(newCard); }
public void Teardown() { cardBuilding = null; }
public void Setup() { cardBuilding = CreateTestCardBuilding(); }