public void TestGetValue_NullValue() { CharacterScore characterScore = new CharacterScore(ScoreType.Fortitude); Assert.That(() => characterScore.GetValue(null), Throws.TypeOf<ArgumentNullException>().And.Property("ParamName").EqualTo("character")); }
public void TestGetValue() { CharacterScore characterScore = new CharacterScore(ScoreType.Fortitude); Assert.That(characterScore.GetValue(Level01Characters.Clip), Is.EqualTo(17)); }
public void TestConstructor() { ScoreType scoreType = ScoreType.Fortitude; CharacterScore characterScore = new CharacterScore(scoreType); Assert.That(characterScore.ScoreType, Is.EqualTo(scoreType)); }
// Add new character Score of a certain Character public void addCharacter(Character objectPointer) { objectPointer.OnDead.AddListener(CharacterDeadScoreHandler); objectPointer.OnDead.AddListener(ScoreDebug); CharacterScore newCharacterScore = new CharacterScore(objectPointer); characterScores.Add(newCharacterScore); }
/// <summary> /// Create a new <see cref="DiceDamageEffect"/>. /// </summary> /// <param name="target"> /// The <see cref="Target"/> this effect component acts on. This /// cannot be null. /// </param> /// <param name="score"> /// The <see cref="CharacterScore"/> that gains the bonus. This /// cannot be null. /// </param> /// <param name="modifier"> /// A score that, when calculated, gives the bonus or penalty. /// </param> /// <param name="until"> /// When the bonus ends. /// </param> /// <exception cref="ArgumentNullException"> /// No argument can be null. /// </exception> public GainModifierEffect(Target target, CharacterScore score, ICharacterScoreValue modifier, Until until) : base(target) { if (score == null) { throw new ArgumentNullException("score"); } if (modifier == null) { throw new ArgumentNullException("modifier"); } this.Scores = new List<CharacterScore>(new [] { score }); this.Modifier = modifier; this.Until = until; }
public void addCharacterScore(Character characterObject) { characterScore[numberOfCharacter] = new CharacterScore(characterObject); numberOfCharacter++; }
/// <summary> /// Create a new <see cref="DiceDamageEffect"/>. /// </summary> /// <param name="target"> /// The <see cref="Target"/> this effect component acts on. This /// cannot be null. /// </param> /// <param name="score"> /// The <see cref="CharacterScore"/> that gains the bonus. This /// cannot be null. /// </param> /// <param name="bonus"> /// The amount of the bonus. /// </param> /// <param name="until"> /// Then the bonus ends. /// </param> /// <exception cref="ArgumentNullException"> /// No argument can be null. /// </exception> public GainModifierEffect(Target target, CharacterScore score, int bonus, Until until) : this(target, score, new ConstantValue(bonus), until) { // Do nothing }