public void TestControl_MultiplePlayers() { var testPlayer1 = new TestPlayer("P1"); var testPlayer2 = new TestPlayer("P2"); var testPlayer3 = new TestPlayer("P3"); var testPlayer4 = new TestPlayer("P4"); var order = new[] { testPlayer1, testPlayer2, testPlayer3, testPlayer4 }; var control = new TurnBasedControl <TestPlayer>(order); control.Players.Should().HaveCount(order.Count()); control.TurnOrder().ShouldAllBeEquivalentTo(order); control.PreviousPlayer.Should().BeNull(); control.CurrentPlayer.Should().Be(testPlayer1); control.NextPlayer.Should().Be(testPlayer2); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer1); control.CurrentPlayer.Should().Be(testPlayer2); control.NextPlayer.Should().Be(testPlayer3); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer2); control.CurrentPlayer.Should().Be(testPlayer3); control.NextPlayer.Should().Be(testPlayer4); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer3); control.CurrentPlayer.Should().Be(testPlayer4); control.NextPlayer.Should().Be(testPlayer1); }
// Have external be listening for events- depending on the string attached? void Awake() { mv = GetComponent <MovementType>(); hexQueuedMovement = GetComponent <HexQueuedCntrl>(); discreteMovement = GetComponent <DiscreteMovement>(); hexhexControl = GetComponent <HexToHexControl>(); disQueuedMovement = GetComponent <QueuedControl>(); turnControl = GetComponent <TurnBasedControl>(); simulatedControl = GetComponent <SimulatedControl>(); replayControl = GetComponent <ReplayControl>(); }
void Awake() { discreteQueued = GetComponent<QueuedControl>(); continousControl = GetComponent<ContinuousControl>(); hexesControl = GetComponent<HexToHexControl>(); discreteControl = GetComponent<DiscreteMovement>(); hexQueuedControl = GetComponent<HexQueuedCntrl>(); turnControl = GetComponent<TurnBasedControl>(); simulatedControl = GetComponent<SimulatedControl>(); replayControl = GetComponent<ReplayControl>(); }
public void TestControl_OnePlayer() { var testPlayer = new TestPlayer(); var control = new TurnBasedControl <TestPlayer>(new[] { testPlayer }); control.Players.Should().HaveCount(1); control.PreviousPlayer.Should().BeNull(); control.CurrentPlayer.Should().Be(testPlayer); control.NextPlayer.Should().Be(testPlayer); control.MoveToNextPlayer(); control.PreviousPlayer.Should().Be(testPlayer); control.CurrentPlayer.Should().Be(testPlayer); control.NextPlayer.Should().Be(testPlayer); }