public void TestAdd() { //Arrange CustomMaths maths = new CustomMaths(6, 5); //Act int result = maths.Add(); //Assert Assert.AreEqual <int>(11, result); }
private void KillNeighbours(Enemy enemy) { EnemyKilled?.Invoke(); // remove the enemy reference from the grid array activeEnemies[enemy.Index.x, enemy.Index.y] = null; // enable firing for the closest enemy to the player in the collumn for (int y = 0; y < settings.Levels[settings.CurrentLevel].GridRows; y++) { if (activeEnemies[enemy.Index.x, y] != null) { activeEnemies[enemy.Index.x, y].CurrentlyShooting = true; break; } } matchedEnemies.Add(enemy); int remainingNeighbours = 0; foreach (Enemy matched in matchedEnemies) { remainingNeighbours += GetNeighbours(matched).Count(); } if (remainingNeighbours <= 0) { // adding fibonacci points PointManager.Instance.AddScore(matchedEnemies.Count * CustomMaths.CalculateFibonacci(matchedEnemies.Count) * 10); matchedEnemies.Clear(); if (ActiveEnemies() <= 0) { SetState?.Invoke(GameState.NextLevel); } SetActiveCollums(); return; } // get all valid neighbours and destroy them foreach (Enemy neighbour in GetNeighbours(enemy)) { neighbour.Die(); } SetActiveCollums(); }