示例#1
0
    public void TestArmorName(EquipmentManager.EquipSlot slot, int armorRatingPosition)
    {
        ArmorItem armor = new ArmorItem(slot);

        double[] minArmor = new double[6];
        double[] maxArmor = new double[6];
        minArmor[armorRatingPosition] = 1;
        maxArmor[armorRatingPosition] = 5;

        double[] minSpeed = new double[6];
        double[] maxSpeed = new double[6];
        minSpeed[armorRatingPosition] = 1;
        maxSpeed[armorRatingPosition] = 5;

        double[] minDamage = new double[6];
        double[] maxDamage = new double[6];
        minDamage[armorRatingPosition] = 1;
        maxDamage[armorRatingPosition] = 5;

        string name = ItemSpawner.GenerateArmorName(5, armor, minArmor, maxArmor, minSpeed, maxSpeed, minDamage, maxDamage);
    }
示例#2
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    public void TestArmorNameByRarity(EquipmentManager.EquipSlot slot, int armorRatingPosition, GameItem.ItemRarity rarity, string description)
    {
        ArmorItem armor = new ArmorItem(rarity, slot);

        double[] minArmor = new double[6];
        double[] maxArmor = new double[6];
        minArmor[armorRatingPosition] = 1;
        maxArmor[armorRatingPosition] = 5;

        double[] minSpeed = new double[6];
        double[] maxSpeed = new double[6];
        minSpeed[armorRatingPosition] = 1;
        maxSpeed[armorRatingPosition] = 5;

        double[] minDamage = new double[6];
        double[] maxDamage = new double[6];
        minDamage[armorRatingPosition] = 1;
        maxDamage[armorRatingPosition] = 5;

        string name = ItemSpawner.GenerateArmorName(5, armor, minArmor, maxArmor, minSpeed, maxSpeed, minDamage, maxDamage);

        string[] ssize = name.Split(null);
        Assert.AreEqual(ssize[0], description);
    }
示例#3
0
 /// <summary>
 /// Constructor that only requires the slot information.
 /// </summary>
 /// <param name="newSlot">Slot to place the item into for equipment.</param>
 public EquippableItem(EquipmentManager.EquipSlot newSlot = EquipmentManager.EquipSlot.CHEST) : base()
 {
     this.slot = newSlot;
 }
示例#4
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 /// <summary>
 /// Constructor for an EquippableItem.
 /// Overrides the item quantity and max stack count to 1 since equippables cannot stack.
 /// </summary>
 /// <param name="gui">Sprite representing the item in the inventory interface.</param>
 /// <param name="ground">Sprite representing the item on the ground.</param>
 /// <param name="newName">Name of the item.</param>
 /// <param name="newDesc">Description of the item.</param>
 /// <param name="val">Value of the item in whatever unit.</param>
 /// <param name="rareness">Rarity of the item for rareness systems.</param>
 /// <param name="newMaxStack">Maximum times the item can stack in an inventory slot.</param>
 /// <param name="itemQuantity">Amount of items in this stack.</param>
 /// <param name="itemID">The ID of the item.</param>
 /// <param name="newSlot">Slot the equippable can be fit into. Defaults to chest.</param>
 public EquippableItem(Sprite gui, Sprite ground, string newName, string newDesc, double val, ItemRarity rareness, int itemQuantity = 1, int newMaxStack = 1, int itemID = -1, EquipmentManager.EquipSlot newSlot = EquipmentManager.EquipSlot.CHEST) : base(gui, ground, newName, newDesc, val, rareness, 1, 1, itemID)
 {
     this.slot = newSlot;
 }
示例#5
0
 /// <summary>
 /// Base Equippable Item constructor.
 /// </summary>
 public EquippableItem() : base()
 {
     this.slot = EquipmentManager.EquipSlot.CHEST;
 }
示例#6
0
    public void TestArmorDescription(EquipmentManager.EquipSlot slot, string description)
    {
        ArmorItem armor = new ArmorItem(slot);

        Assert.AreEqual(description, ItemSpawner.GenerateArmorDesc(5, armor));
    }
示例#7
0
 /// <summary>
 /// Constructor for an EquippableItem.
 /// Overrides the item quantity and max stack count to 1 since equippables cannot stack.
 /// </summary>
 /// <param name="gui">Sprite representing the item in the inventory interface.</param>
 /// <param name="ground">Sprite representing the item on the ground.</param>
 /// <param name="newName">Name of the item.</param>
 /// <param name="newDesc">Description of the item.</param>
 /// <param name="val">Value of the item in whatever unit.</param>
 /// <param name="rareness">Rarity of the item for rareness systems.</param>
 /// <param name="newMaxStack">Maximum times the item can stack in an inventory slot.</param>
 /// <param name="itemQuantity">Amount of items in this stack.</param>
 /// <param name="itemID">The ID of the item.</param>
 /// <param name="newSlot">Slot the equippable can be fit into. Defaults to chest.</param>
 public ArmorItem(Sprite gui, Sprite ground, string newName, string newDesc, double val, ItemRarity rareness, int itemQuantity = 1, int newMaxStack = 1, int itemID = -1, EquipmentManager.EquipSlot newSlot = EquipmentManager.EquipSlot.CHEST, double armor = 1.0, double speedModifier = 0.0, double damageModifier = 0.0) : base(gui, ground, newName, newDesc, val, rareness, 1, 1, itemID, newSlot)
 {
     InitArmor(armor, speedModifier, damageModifier);
 }
示例#8
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 /// <summary>
 /// Base Equippable Item constructor with rarity option.
 /// <param name="armor">Armor Value.</param>
 /// <param name="speedModifier">How much this armor affects the player's velocity. (0 = 0% boost; 100.0 = 100% boost)</param>
 /// <param name="damageModifier">How much this armor affects the player's damage output. (0 = 0% boost; 100.0 = 100% boost)</param>
 /// </summary>
 public ArmorItem(ItemRarity rarity = ItemRarity.COMMON, EquipmentManager.EquipSlot slot = EquipmentManager.EquipSlot.CHEST, double armor = 1.0, double speedModifier = 0.0, double damageModifier = 0.0) : base(slot)
 {
     InitArmor(armor, speedModifier, damageModifier, rarity);
 }
示例#9
0
 /// <summary>
 /// Armor constructor.
 /// <param name="slot">The slot the item can be placed into.</param>
 /// <param name="armor">Armor Value.</param>
 /// <param name="speedModifier">How much this armor affects the player's velocity. (0 = 0% boost; 100.0 = 100% boost)</param>
 /// <param name="damageModifier">How much this armor affects the player's damage output. (0 = 0% boost; 100.0 = 100% boost)</param>
 /// </summary>
 public ArmorItem(EquipmentManager.EquipSlot slot = EquipmentManager.EquipSlot.CHEST, double armor = 1.0, double speedModifier = 0.0, double damageModifier = 0.0) : base(slot)
 {
     InitArmor(armor, speedModifier, damageModifier);
 }