public void PlayerVictory(bool first, bool spawn) { if (first) { Scene.ActorWait(); } SyncMessages.Clear(); int tileX = first ? 18 : 17; Actor deadMan = (Actor)Scene.Tiles[tileX][2].TempObject; if (spawn) { Scene.CreateActor(Scene.Players.ToArray()[0], "test_actor", "test_roleModel", Scene.Tiles[4][4], null, null, null); } Scene.ActorAttack(Scene.TempTileObject.Id, tileX, 2); Scene.ActorAttack(Scene.TempTileObject.Id, tileX, 2); Assert.That(!deadMan.IsAlive, Is.True, "Actor killed"); Assert.That(SyncMessages.Count, Is.EqualTo(3), "Count of syncMessages"); Assert.That(SyncMessages[2].Action, Is.EqualTo(ProjectArena.Engine.Helpers.SceneAction.EndGame)); Assert.That(Scene.Players.ToArray()[first ? 0 : 1].Status, Is.EqualTo(ProjectArena.Engine.Helpers.PlayerStatus.Victorious)); Assert.That(Scene.Players.ToArray()[first ? 1 : 0].Status, Is.EqualTo(ProjectArena.Engine.Helpers.PlayerStatus.Defeated)); Assert.That(Scene.Actors.Count, Is.EqualTo(1), "Count of actors"); }
public async void SyncAsync() { SyncMessages.Add(await UploadUserWorkoutsAsync(NetworkService)); SyncMessages.Add(await UploadUserDoneWorkoutsAsync(NetworkService)); SyncMessages.Add(await DownloadUserWorkoutsAsync(NetworkService)); MessagingCenter.Send(this, MessagingKeys.SyncDone, SyncMessages); var user = _context.Users.SingleOrDefault(u => u.Id.Equals(_userId)); user.LastSucessfulSync = DateTime.Now; await _context.SaveChangesAsync(); }
public void Death() { int i = 0; while (_effect.Duration > 0 && i < 100) { Scene.ActorWait(); } Assert.That(i > 400, Is.False, "Cycle error"); Assert.That((int)Scene.Actors.Find(x => SceneHelper.GetOrderByGuid(x.ExternalId) == 1).DamageModel.Health, Is.EqualTo(70), "Actor health after impact"); Assert.That(_effect.Duration, Is.LessThanOrEqualTo(0), "Effect duration"); Assert.That(_effect.IsAlive, Is.False, "Is alive"); Assert.That(SyncMessages[SyncMessages.Count() - 1].SyncInfo.DeletedEffects.Count(), Is.EqualTo(1), "Count of deleted effects"); }