public IEnumerator InventoryViewUpdateItemListAfterPurchase() { yield return(null); //Find inventory view, set active to be sure, find script on GO GameObject inventoryView = GameObject.Find("InventoryGridView"); inventoryView.SetActive(true); ShopGridView inventoryGrid = inventoryView.GetComponent <ShopGridView>(); //Store itemCount before trying to add an item to the grid int itemCountBefore = inventoryGrid.GetGridItemListCount(); //Perform buying operation ShopCreator.Instance.shopModel.ConfirmTransactionSelectedItem(ShopActions.PURCHASED); //Update icon view, should be with the bought item inventoryGrid.RepopulateItemIconView(); //Store the new item count int itemCountAfter = inventoryGrid.GetGridItemListCount(); //Execute assert Assert.That(itemCountAfter, Is.EqualTo(itemCountBefore + 1)); }
public IEnumerator SetupTests() { yield return (null); //yield return null skips one frame, this is to make sure that this happens after the scene is loaded //The shop scene only contains one grid buy view, we use Resources.FindObjectsOfTypeAll to get the reference to it, //Resources.FFindObjectsOfTypeAll is used instead of GameObject.Find because the later can't find disabled objects gridView = Resources.FindObjectsOfTypeAll <ShopGridView>()[0]; //Active the gridView game object to initialize the class, if we don't do this 'void Start()' won't be called //You should active all the game objects that are involved in the test before testing the functions from their components gridView.gameObject.SetActive(true); }
public IEnumerator ShopViewUpdateItemListAfterSell() { yield return(null); //Find the InventoryGridView GameObject & ShopGridView component. ShopGridView gridView = GameObject.Find("InventoryGridView").GetComponent <ShopGridView>(); //Store the ListCount before performing any altering actions int countBeforeTransaction = gridView.GetGridItemListCount(); //Pass on correct Shop Action parameter to Inventory Model (which has the "selling" functionality) ShopCreator.Instance.inventoryModel.ConfirmTransactionSelectedItem(ShopActions.SOLD); //Store the ListCount after performing the ListCount-altering action. int countAfterTransaction = gridView.GetGridItemListCount(); //Compare the 2 ListCounts, saying that 2nd ListCount is 1 less than the 1st. Assert.That(countAfterTransaction, Is.EqualTo(countBeforeTransaction - 1)); }
public IEnumerator ShopViewUpdateItemListAfterPurchase() { yield return(null); //Find the ShopGridView GameObject & component. ShopGridView gridView = GameObject.Find("ShopGridView").GetComponent <ShopGridView>(); //Store the ListCount before performing any altering actions int countBefore = gridView.GetGridItemListCount(); //Pass on correct Shop Action parameter ShopCreator.Instance.shopModel.ConfirmTransactionSelectedItem(ShopActions.PURCHASED); //Store the ListCount after performing the ListCount-altering action. int countAfter = gridView.GetGridItemListCount(); //Compare the 2 ListCounts, saying that 2nd ListCount is 1 less than the 1st. Assert.That(countAfter, Is.EqualTo(countBefore - 1)); }