public IEnumerator OnePass()
        {
            Cutscene      nextScene    = new Cutscene((passKitten, null), backgrounds[0]);
            Asset         asset        = new Asset(assetName, assetPosition, new PaCElement(nextScene));
            PointandClick currentScene = new PointandClick(new List <Asset> {
                asset
            }, backgrounds[1]);

            GameObject aPanel      = GameObject.FindWithTag("AssetsPanel");
            GameObject eventSystem = GameObject.FindWithTag("EventSystem");

            SceneNavigator sNavi   = eventSystem.GetComponent <SceneNavigator>();
            AssetViewer    aViewer = eventSystem.GetComponent <AssetViewer>();

            currentScene.show();
            sNavi.setCurrentScene(currentScene);

            sNavi.addConditions(asset,
                                new List <Conditional>
            {
                new HasBeenClicked(asset)
            });

            yield return(new WaitForSeconds(1f));

            Asset sceneAsset = aViewer.getSceneAssetFrom(aPanel.transform.GetChild(0).gameObject);

            sceneAsset.getState().Click(sceneAsset);

            yield return(new WaitForSeconds(3f));

            Assert.AreEqual(nextScene, sNavi.getCurrentScene());
        }
        public IEnumerator OneFail()
        {
            Asset failKitten = new Asset("CP [Kitten]",
                                         new Vector3(0, 0),
                                         new Character("Kitten", "We're missing an important item."));

            Cutscene      nextScene    = new Cutscene((passKitten, null), backgrounds[0]);
            Cutscene      errorScene   = new Cutscene((failKitten, null), backgrounds[1]);
            Asset         asset        = new Asset(assetName, assetPosition, new PaCElement(nextScene));
            PointandClick currentScene = new PointandClick(new List <Asset> {
                asset
            }, backgrounds[1]);

            GameObject aPanel      = GameObject.FindWithTag("AssetsPanel");
            GameObject eventSystem = GameObject.FindWithTag("EventSystem");

            SceneNavigator sNavi    = eventSystem.GetComponent <SceneNavigator>();
            AssetViewer    aViewer  = eventSystem.GetComponent <AssetViewer>();
            DialogueViewer dlViewer = eventSystem.GetComponent <DialogueViewer>();

            currentScene.show();
            sNavi.setCurrentScene(currentScene);

            HasBeenClicked     clickedCondition = new HasBeenClicked(asset);
            List <Conditional> conditionals     = new List <Conditional> {
                clickedCondition
            };

            sNavi.addConditions(asset, conditionals);
            sNavi.addErrorScene(asset, clickedCondition, errorScene);

            yield return(new WaitForSeconds(1f));

            sNavi.changeSceneIfSatisfied(aViewer.getSceneAssetFrom(aPanel.transform.GetChild(0).gameObject));

            yield return(new WaitForSeconds(3f));

            Assert.AreEqual(errorScene, sNavi.getCurrentScene());

            Asset navButton = dlViewer.getNavButton();

            navButton.getState().Click(navButton);

            Assert.AreEqual(currentScene, sNavi.getCurrentScene());

            yield return(new WaitForSeconds(3f));
        }
        public IEnumerator OnePassOneFail()
        {
            Asset e1kitten = new Asset("CP [Kitten]",
                                       new Vector3(0, 0),
                                       new Character("Kitten", "I should not be here."));

            Asset e2kitten = new Asset("CP [Kitten]",
                                       new Vector3(50, 0),
                                       new Character("Kitten", "Oops!"));

            List <Cutscene> errorScenes = new List <Cutscene>
            {
                new Cutscene((e1kitten, null), backgrounds[1]),
                new Cutscene((e2kitten, null), backgrounds[1])
            };

            Asset passingAsset = new Asset(
                assetName,
                assetPosition,
                new PaCElement(null));

            Asset placeholderAsset = new Asset(
                assetName,
                new Vector3(275, 147),
                new PaCElement(null));

            List <Asset> assets = new List <Asset>()
            {
                passingAsset,
                placeholderAsset
            };

            PointandClick currentScene = new PointandClick(assets, backgrounds[1]);

            GameObject aPanel      = GameObject.FindWithTag("AssetsPanel");
            GameObject eventSystem = GameObject.FindWithTag("EventSystem");

            SceneNavigator sNavi    = eventSystem.GetComponent <SceneNavigator>();
            AssetViewer    aViewer  = eventSystem.GetComponent <AssetViewer>();
            DialogueViewer dlViewer = eventSystem.GetComponent <DialogueViewer>();

            currentScene.show();
            sNavi.setCurrentScene(currentScene);

            HasBeenClicked     passingCondition = new HasBeenClicked(passingAsset);
            HasBeenClicked     failingCondition = new HasBeenClicked(placeholderAsset);
            List <Conditional> conditionals     = new List <Conditional>
            {
                passingCondition,
                failingCondition
            };

            sNavi.addConditions(passingAsset, conditionals);

            sNavi.addErrorScene(passingAsset, passingCondition, errorScenes[0]);
            sNavi.addErrorScene(passingAsset, failingCondition, errorScenes[1]);

            yield return(new WaitForSeconds(1f));

            Asset sceneAsset = aViewer.getSceneAssetFrom(aPanel.transform.GetChild(0).gameObject);

            sceneAsset.getState().Click(sceneAsset);

            yield return(new WaitForSeconds(3f));

            Assert.AreEqual(errorScenes[1], sNavi.getCurrentScene());

            Asset navButton = dlViewer.getNavButton();

            navButton.getState().Click(navButton);

            Assert.AreEqual(currentScene, sNavi.getCurrentScene());

            yield return(new WaitForSeconds(3f));
        }