public void TestIfRowOneWinsP1() { regions[0].state = 1; regions[1].state = 1; regions[2].state = 1; Assert.That(WinStateManager.PlayerWon(regions), Is.EqualTo(1)); }
public void Row1HasWonP1() { regions[0].State = 1; regions[1].State = 1; regions[2].State = 1; Assert.That(WinStateManager.WhichPlayerWon(regions), Is.EqualTo(1)); }
public void TestIfDiaTwoWinsP2() { TestSetup(); regions[2].state = -1; regions[4].state = -1; regions[6].state = -1; Assert.That(WinStateManager.PlayerWon(regions), Is.EqualTo(-1)); }
public void TestIfDiaOneWinsP1() { TestSetup(); regions[0].state = 1; regions[4].state = 1; regions[8].state = 1; Assert.That(WinStateManager.PlayerWon(regions), Is.EqualTo(1)); }
public void Diag2HasWonP2() { TestSetup(); regions[2].State = -1; regions[4].State = -1; regions[6].State = -1; Assert.That(WinStateManager.WhichPlayerWon(regions), Is.EqualTo(-1)); }
public void Diag1HasWonP1() { TestSetup(); regions[0].State = 1; regions[4].State = 1; regions[8].State = 1; Assert.That(WinStateManager.WhichPlayerWon(regions), Is.EqualTo(1)); }
public void TestIfP1WinsOnGlobalVar() { TestSetup(); regions[0].state = 1; regions[4].state = 1; regions[8].state = 1; WinStateManager.Update(regions); Assert.That(WinStateManager.PlayerWhoWon, Is.EqualTo(1)); }
public void TestIfP2WinsStr() { TestSetup(); regions[0].state = -1; regions[4].state = -1; regions[8].state = -1; WinStateManager.Update(regions); Assert.That(WinStateManager.PlayerStr, Is.EqualTo("Player 2 Wins")); }
public void CantKeepPlayingWhenNoPlayerWon(int x) { TestSetup(); regions[0].State = x; regions[4].State = x; regions[8].State = x; WinStateManager.Update(regions); Assert.That(WinStateManager.CanKeepPlaying, Is.EqualTo(false)); }
public void Player2HasWonMessage() { TestSetup(); regions[0].State = -1; regions[4].State = -1; regions[8].State = -1; WinStateManager.Update(regions); Assert.That(WinStateManager.PlayerWhoWon, Is.EqualTo("P2 Wins")); }
// Start is called before the first frame update void Start() { height = new Vector3(0, gameObject.transform.lossyScale.y / 2, 0); _renderer = gameObject.GetComponent <Renderer>(); _collider = gameObject.GetComponent <Collider>(); _interaction = bookShelf.GetComponent <BookShelfInteraction>(); _lookedAt = bookShelf.GetComponent <BookShelfIsLookedAt>(); _winStateManager = bookShelf.GetComponent <WinStateManager>(); _winStateManager.RegisterPuzzleObject(); _interactableObject = gameObject.GetComponent <InteractableObject>(); }
void Start() { Players = GameObject.FindGameObjectsWithTag("Player"); timer = GameObject.FindGameObjectWithTag("GC").GetComponent <GameTimer>(); winState = GameObject.FindGameObjectWithTag("GC").GetComponent <WinStateManager>(); timerText = GameObject.FindGameObjectWithTag("TimerText").GetComponent <Text>(); playerColliders = new CapsuleCollider2D[4]; for (int i = 0; i < Players.Length; i++) { playerColliders[i] = Players[i].GetComponent <CapsuleCollider2D>(); } }
public void TestIfAllRegions0ReturnsFalseForWin() { Assert.That(WinStateManager.PlayerWon(regions), Is.EqualTo(0)); }
public void AllRegionsWith0NoVictoryPlayer() { Assert.That(WinStateManager.WhichPlayerWon(regions), Is.EqualTo(0)); }
public void KeepPlayingWhenNoPlayerWon() { TestSetup(); WinStateManager.Update(regions); Assert.That(WinStateManager.CanKeepPlaying, Is.EqualTo(true)); }
// Start is called before the first frame update void Start() { UIController = UICanvas.GetComponent <UI_Controller>(); _winStateManager = gameObject.GetComponent <WinStateManager>(); _winStateManager.RegisterPuzzleObject(); }