public void GetAnimState_ReturnsExpected_BasedOnState(GamePieceStates i_state, string i_expectedValue) { GamePiecePM systemUnderTest = CreateSystem(); string state = systemUnderTest.GetAnimState(i_state); Assert.AreEqual(i_expectedValue, state); }
public void IsSelectable_ReturnsAsExpected(GamePieceStates i_state, bool i_expected) { GamePiece systemUnderTest = SystemFactory.Create(0, 0); systemUnderTest.State = i_state; bool isSelectable = systemUnderTest.IsSelectable(); Assert.AreEqual(i_expected, isSelectable); }
public string GetAnimState(GamePieceStates i_state) { switch (i_state) { case GamePieceStates.Correct: return(CHAIN_COMPLETE_TRIGGER); case GamePieceStates.Incorrect: return(CHAIN_DROPPED_TRIGGER); default: return(string.Empty); } }
private void SetPieceState(GamePieceStates i_state) { State = i_state; }
public GamePiece(int i_pieceType, int i_pieceIndex) { Index = i_pieceIndex; PieceType = i_pieceType; State = GamePieceStates.Selectable; }