public void Make_given_invalid_weapon_returns_null() { var factory = new WeaponFactory(); var weapon = factory.Make("Pan Galactic Gargle Blaster"); Assert.Null(weapon); }
private Player GeneratePlayer() { Player p = new Player("Hero Alba", "A hero on a journey", new Point(5, 5), 125, 15); p.EquipNewGear(GearFactory.GetGear(GearType.Chest)); p.EquipNewWeapon(WeaponFactory.GetWeapon(WeaponType.MainHand, AttackType.Blunt)); return(p); }
public void Make_given_CrossBow_returns_Crossbow() { var factory = new WeaponFactory(); var weapon = factory.Make("CrossBow"); Assert.IsType <Crossbow>(weapon); }
public void Available_returns_Crossbow_Grenade_Sword() { var factory = new WeaponFactory(); var weapons = factory.Available(); Assert.Equal(new[] { "Crossbow", "Grenade", "Spear", "Sword" }, weapons); }
public Engine(IReader reader, IWriter writer) { this.reader = reader; this.writer = writer; this.weaponFactory = new WeaponFactory(); this.gemFactory = new GemFactory(); this.weapons = new Dictionary <string, IWeapon>(); }
public void SetWeapon(WeaponType weaponType, int damage, float range, float delay) { this.weaponType = weaponType; this.damage = damage; this.range = range; this.delay = delay; SetWeaponPattern(WeaponFactory.GetWeaponPattern(weaponType)); }
public void Make_given_grenade_returns_Grenade() { var factory = new WeaponFactory(); var weapon = factory.Make("grenade"); Assert.IsType <Grenade>(weapon); }
private static void AbstractFactoryExample() { var weaponFamily = WeaponType.Heavy; var weapon = WeaponName.Bazooka; var factory = WeaponFactory.CreateFactory(weaponFamily); var createdWeapon = factory.CreateWeapon(weapon); }
public void Make_given_SWORD_returns_Sword() { var factory = new WeaponFactory(); var weapon = factory.Make("SWORD"); Assert.IsType <Sword>(weapon); }
public void If_the_player_get_a_weapon__the_first__the_weapon_is_in_his_hand() { WeaponFactory factory = new WeaponFactory(); Player player = new Player(null, new Vector(0, 0), 1, 1); player.GetNewWeapon(factory.CreateAssaultRifle(player)); Assert.That(player.CurrentWeapon, Is.EqualTo(player.Weapons[0])); }
public void Run() { while (true) { string userInput = Console.ReadLine(); string[] data = userInput.Split(";"); string commandName = data[0]; if (commandName == "Create") { string[] weaponInfo = data[1].Split(" "); string weaponRarity = weaponInfo[0]; string weaponType = weaponInfo[1]; string weaponName = data[2]; var weapon = WeaponFactory.CreateWeapon(weaponType, weaponRarity, weaponName); this.repository.AddWeapon(weapon); } else if (commandName == "Add") { string weaponName = data[1]; IWeapon weapon = this.repository.GetWeapon(weaponName); int gemSocketIndex = int.Parse(data[2]); string[] gemInfo = data[3].Split(" "); string gemClarity = gemInfo[0]; string gemType = gemInfo[1]; var gem = GemFactory.CreateGem(gemType, gemClarity); weapon.AddGem(gem, gemSocketIndex); } else if (commandName == "Remove") { string weaponName = data[1]; IWeapon weapon = this.repository.GetWeapon(weaponName); int socketToRemoveIndex = int.Parse(data[2]); weapon.RemoveGem(socketToRemoveIndex); } else if (commandName == "Print") { string weaponName = data[1]; var weapon = this.repository.GetWeapon(weaponName); Console.WriteLine(weapon.ToString()); } else if (commandName == "END") { break; } } }
public CommandInterpreter(Dictionary <string, IWeapon> weapons, ClarityFactory clarityFactory, GemFactory gemFactory, RarityFactory rarityFactory, WeaponFactory weaponFactory, ref List <string> printOrder) { this.weapons = weapons; this.clarityFactory = clarityFactory; this.gemFactory = gemFactory; this.rarityFactory = rarityFactory; this.weaponFactory = weaponFactory; this.printOrder = printOrder; }
// create set text fields' values to the values for the given weapon type void prebuildWeapon(int type) { WeaponFactory factory = new WeaponFactory(); factory.addDefaultWeapons(); this.templateWeapon = factory.makeWeapon(type); this.updateFieldsFromWeapon(); this.costUpdated = true; }
public void If_the_player_has_already_a_weapon_and_he_get_a_new_one_his_new_weapon_is_in_his_hand() { WeaponFactory factory = new WeaponFactory(); Player player = CreatePlayer(factory); Assert.That(player.CurrentWeapon, Is.EqualTo(player.Weapons[2])); player.GetNewWeapon(factory.CreateShotgun(player)); Assert.That(player.CurrentWeapon, Is.EqualTo(player.Weapons[3])); }
public void AddWeapon(string[] args) { var weapon = WeaponFactory.CreateWeapon(args); if (!this.weapons.Any(x => x.Name == weapon.Name)) { this.weapons.Add(weapon); } }
public ShipManager() { this.shipFactory = new ShipFactory(); this.weaponFactory = new WeaponFactory(); this.ships = new List <IShip>(); this.shipTypes = (ShipType[])Enum.GetValues(typeof(ShipType)); this.weaponTypes = (WeaponType[])Enum.GetValues(typeof(WeaponType)); this.rnd = new Random(); }
public CommandDispatcher() { this.outHandler = new OutputHandler(); this.weapons = new List <IWeapon>(); this.inHandler = new InputHandler(); this.weaponFactory = new WeaponFactory(); this.gemFactory = new GemFactory(); this.weaponAttribute = (WeaponAttribute)typeof(Weapon).GetCustomAttributes(true).First(); }
public WeaponFactory getWeaponFact() { if (!weaponFact) { weaponFact = GetComponent <WeaponFactory>(); } return(weaponFact); }
public CommandInterpreter( IDatabase <Weapon> repository, WeaponFactory weaponFactory, GemFactory gemFactory) { this.repository = repository; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; }
public void ConstructSucceeds() { // Compilation error because the constructor is inaccessible //WeaponFactory factory = new WeaponFactory(); WeaponFactory factory = WeaponFactory.Instance; Assert.IsNotNull(factory); }
public RemoveGemFromWeaponCommand( IDatabase <Weapon> repository, WeaponFactory weaponFactory, GemFactory gemFactory, string weaponName, int socketIndex) : base(repository, weaponFactory, gemFactory, weaponName) { this.socketIndex = socketIndex; }
public override void Execute() { string rarity = this.Data[1].Split()[0]; string type = this.Data[1].Split()[1]; string name = this.Data[2]; IWeapon weapon = WeaponFactory.CreateWeapon(rarity, type, name); this.Repository.AddWeapon(weapon); }
void Start() { policeScript = GetComponent <PoliceScript>(); weaponManager = GetComponent <WeaponManager>(); rb2d = GetComponent <Rigidbody2D>(); weaponManager.AddWeapon(WeaponFactory.GetWeapon("Gun 1")); weaponManager.NextWeapon(); weapon = weaponManager.CurrentWeapon.GetComponent <IWeapon>(); }
public override void Execute() { string[] currentWeaponArgs = this.args[1].Split(); string weaponRarity = currentWeaponArgs[0]; string weaponType = currentWeaponArgs[1]; string weaponName = this.args[2]; IWeapon newWeapon = WeaponFactory.GenerateWeapon(weaponType, weaponName, weaponRarity); this.weapons.Add(newWeapon); }
public override void Ecexute() { string name = this.Tokens[1]; string rarityType = this.Tokens[0].Split().ToArray()[0]; string type = this.Tokens[0].Split().ToArray()[1]; IWeapon weapon = WeaponFactory.GetWeapon(name, rarityType, type); this.Database.Weapons.Add(weapon); }
static void Main(string[] args) { var weaponFactory = new WeaponFactory(); var gemfactory = new GemFactory(); var repository = new Repository(); var engine = new Engine(weaponFactory, gemfactory, repository); engine.Run(); }
static void Main() { IRepository repository = new WeaponRepository(); IWeaponFactory weaponFactory = new WeaponFactory(); IGemFactory gemFactory = new GemFactory(); Engine engine = new Engine(repository, weaponFactory, gemFactory); engine.Run(); }
private void Awake() { health = new HealthHandler(PlayerProperties.playerTotalHealth); health.HealthUpdate += OnHealthUpdate; health.Died += OnPlayerDied; OnHealthUpdate(PlayerProperties.playerTotalHealth); weaponFactory = new WeaponFactory(); IntializeStateMachine(); }
public override void Load() { WeaponFactory weaponFactory = new WeaponFactory(); //Bind<IWeapon>().To<Sword>(); Bind <IWeapon>().ToMethod(x => { return(weaponFactory.GetWeapon()); }); }
public static void Main() { IGemFactory gemFactory = new GemFactory(); IWeaponFactory weaponFactory = new WeaponFactory(); IRepository weaponRepository = new WeaponRepository(); ICommandInterpreter commandInterpreter = new CommandInterpreter(weaponRepository, weaponFactory, gemFactory); IRunnable engine = new Engine(commandInterpreter); engine.Run(); }
/// <summary> /// Loads the fields according to the save file. /// </summary> public void LoadFromSave() { weaponFactory = new WeaponFactory(); _score = Camera.main.GetComponent<Score>(); setUnActive (); setActive (); setTextOfLockUnlock (); for (int i = 0; i < 8; i ++) { unitCostWeaponTexts[i].text = weaponCost[i] + " Units"; } playerAnimator = gameObject.GetComponent<Animator> (); pSys1.enableEmission = false; pSys2.enableEmission = false; PlayerSounds = gameObject.GetComponent<SoundsPlayer>(); WeaponsSounds = gameObject.GetComponent<SoundsWeapons>(); WeaponsSounds.loadGunSounds(gameObject); if (currentWeaponInt == 1){ currentWeapon = weaponFactory.getPistol(); playerAnimator.SetInteger("weapon", 1); currentWeaponInt = 1; setAllWeaponsUnactive(); weapons[0].SetActive(true); } if (currentWeaponInt == 2){ currentWeapon = weaponFactory.getShrimpPistol(); currentWeaponInt = 2; playerAnimator.SetInteger("weapon", 1); setAllWeaponsUnactive(); weapons[1].SetActive(true); } if (currentWeaponInt == 3){ currentWeapon = weaponFactory.getStingerGun(); currentWeaponInt = 3; playerAnimator.SetInteger("weapon", 1); setAllWeaponsUnactive(); weapons[2].SetActive(true); } if (currentWeaponInt == 4){ currentWeapon = weaponFactory.getWeaponizedEel(); currentWeaponInt = 4; playerAnimator.SetInteger("weapon", 3); setAllWeaponsUnactive(); weapons[3].SetActive(true); } if (currentWeaponInt == 5){ currentWeapon = weaponFactory.getWunderwuffen(); currentWeapon.setType(new Type(1)); currentWeaponInt = 5; playerAnimator.SetInteger("weapon", 1); setAllWeaponsUnactive(); weapons[4].SetActive(true); } if (currentWeaponInt == 6){ currentWeapon = weaponFactory.getBatteringRam(); currentWeaponInt = 6; playerAnimator.SetInteger("weapon", 3); setAllWeaponsUnactive(); weapons[5].SetActive(true); } if (currentWeaponInt == 7){ currentWeapon = weaponFactory.getSwordfish(); currentWeaponInt = 7; playerAnimator.SetInteger("weapon", 2); setAllWeaponsUnactive(); weapons[6].SetActive(true); } if (currentWeaponInt == 8){ currentWeapon = weaponFactory.getBaseballBat(); currentWeaponInt = 8; playerAnimator.SetInteger("weapon", 2); setAllWeaponsUnactive(); weapons[7].SetActive(true); } }