public override void Update() { switch (CurrentState) { case BattlePlayerState.Waiting: if (this.shouldAct) { CurrentState = BattlePlayerState.FirstAction; } break; case BattlePlayerState.FirstAction: if (hasFinishedAction) { CurrentState = BattlePlayerState.SecondAction; hasFinishedAction = false; } break; case BattlePlayerState.SecondAction: if (hasFinishedAction) { CurrentState = BattlePlayerState.Waiting; hasFinishedAction = false; if (FinishedTurn != null) { FinishedTurn.Invoke(); } shouldAct = false; } break; } }
public BattlePlayer(SpellswordGame game, BattleScene currentScene, Player player) { this.CurrentSprite = game.Content.Load <Texture2D>(player.BattleImage); this.Location = Parameters.battlePlayerLocation; this.game = game; this.currentScene = currentScene; this.ThisEntity = player; this.CurrentState = BattlePlayerState.Waiting; }
public void Player_Is_Next() { BattlePlayerState playerState = new BattlePlayerState(); testBattleHero1 = new GameObject("testBattleHero1"); testBattleHero1.AddComponent <CharacterStats>(); testBattleHero1.GetComponent <CharacterStats>().characterDefinition = ScriptableObject.CreateInstance <CharacterStats_SO>(); testBattleHero1.GetComponent <CharacterStats>().characterDefinition.Enemy = false; _battleSystem.charactersInBattle.Add(testBattleHero1); //_battleSystem.WhosNext(); Assert.AreEqual(_battleSystem.CurrentState, playerState); }
public void BeforeEveryTest() { _battleSystem = new GameObject().AddComponent <BattleSystem>(); _battleSystem.statusText = new GameObject().AddComponent <Text>(); GameManger.gameManger = new GameObject().AddComponent <GameManger>(); GameManger.gameManger.areaData = new GameManger.AreaData(); GameManger.gameManger.party = new GameManger.PartyData(); testBattleHero1 = new GameObject("testBattleHero1"); GameManger.gameManger.party.PlayerParty.Add(testBattleHero1); BattleStartState startState = new BattleStartState(); BattleEnemyState enemyState = new BattleEnemyState(); BattlePlayerState playerState = new BattlePlayerState(); }
public void BeforeEveryTest() { _battlePlayerState = new BattlePlayerState(); _battleSystem = new GameObject().AddComponent <BattleSystem>(); testPlayerGo = new GameObject("Player"); testPlayerGo.AddComponent <CharacterStats>(); testPlayerGo.GetComponent <CharacterStats>().characterDefinition = ScriptableObject.CreateInstance <CharacterStats_SO>(); testPlayerGo.GetComponent <CharacterStats>().characterDefinition.currentAttack = 5; testPlayerGo.GetComponent <CharacterStats>().characterDefinition.currentSpeed = 2; //_battleSystem.playerGO1 = testPlayerGo; testEnemyGo = new GameObject("Enemy"); testEnemyGo.AddComponent <CharacterStats>(); testEnemyGo.GetComponent <CharacterStats>().characterDefinition = ScriptableObject.CreateInstance <CharacterStats_SO>(); testEnemyGo.GetComponent <CharacterStats>().characterDefinition.currentHealth = 10; testEnemyGo.GetComponent <CharacterStats>().characterDefinition.currentSpeed = 1; //_battleSystem.enemyGO1 = testEnemyGo; //_battleSystem.PopulateCharactersInBattle(); //_battleSystem.PopulatePrefabsInBattle(); }