public void Test_CharacterInteraction1() { TestCharacter testCharacter = new TestCharacter(); testCharacter.InitChar(true); GetPlayerManager.AddCharacterToList(testCharacter.m_Character); Debug.Log("Test Character made and added to the character list"); Debug.Log(testCharacter.m_Character.GetCharacterName() + ": has health stat of " + testCharacter.m_Character.GetCharacterHealth()); testCharacter.m_Character.ListUsableActions(); }
public void Test_AffixInteraction() { TestAffix1 testAffix1 = new TestAffix1(); testAffix1.InitAffix(); ActionData.AFFIX_DICTIONARY.Add(ActionData.AFFIX_LIST_ID.TEST_AFFIX_1, testAffix1); TestAction1 testAction1 = new TestAction1(); testAction1.SetInitPropertiesSelfTarget(); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_BASIC, testAction1); Test_ListAllAffixesInDictionary(); TestCharacter testChar1 = new TestCharacter(); testChar1.InitChar(true); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); testChar2.m_Character.SetCharacterName("Enemy Test"); GetPlayerManager.AddCharacterToList(testChar1.m_Character); GetPlayerManager.AddCharacterToList(testChar2.m_Character); PerformActionDataModel testDataModel = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_BASIC, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar1.m_Character, testChar2.m_Character); GetCombatManager.ProcessAction(testDataModel); for (int i = 0; i < GetPlayerManager.GetCharacterList().Count; i++) { Debug.Log("Health - " + GetPlayerManager.GetCharacterList()[i].GetCharacterName() + " : " + GetPlayerManager.GetCharacterList()[i].GetCharacterHealth()); } GetCombatManager.ProcessAffix(); Debug.Log("Affixes Processed"); for (int i = 0; i < GetPlayerManager.GetCharacterList().Count; i++) { Debug.Log("Health - " + GetPlayerManager.GetCharacterList()[i].GetCharacterName() + " : " + GetPlayerManager.GetCharacterList()[i].GetCharacterHealth()); } Debug.Log("Test Case Over"); }
public void Test_CharacterInteraction2() { TestCharacter testChar1 = new TestCharacter(); testChar1.InitChar(true); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); testChar2.m_Character.SetCharacterName("Enemy Test"); PerformActionDataModel testDataModel = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_BASIC, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar1.m_Character, testChar2.m_Character); GetCombatManager.ProcessAction(testDataModel); }
public void Test_ActionInteraction() { TestCharacter testChar1 = new TestCharacter(); testChar1.InitChar(true); testChar1.m_Character.SetCharacterName("Player"); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); TestCharacter testChar3 = new TestCharacter(); testChar3.InitChar(false); GetPlayerManager.AddCharacterToList(testChar1.m_Character); GetPlayerManager.AddCharacterToList(testChar2.m_Character); GetPlayerManager.AddCharacterToList(testChar3.m_Character); PerformActionDataModel testActionSelfTarget = new PerformActionDataModel(ActionData.ACTION_LIST_ID.SHIELD_ONE, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar1.m_Character); PerformActionDataModel testActionAllTarget = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_ONE, GenericActionModel.ACTION_TARGET_AMOUNT.ALL_TARGETS, testChar1.m_Character); PerformActionDataModel testActionMultiOffensive = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_TWO, GenericActionModel.ACTION_TARGET_AMOUNT.MULTI_TARGET_OFFENSIVE, testChar1.m_Character); PerformActionDataModel testActionMultiDefensive = new PerformActionDataModel(ActionData.ACTION_LIST_ID.SHIELD_TWO, GenericActionModel.ACTION_TARGET_AMOUNT.MULTI_TARGET_DEFENSIVE, testChar1.m_Character); GetCombatManager.ProcessAction(testActionSelfTarget); GetCombatManager.ProcessAction(testActionAllTarget); GetCombatManager.ProcessAction(testActionMultiOffensive); GetCombatManager.ProcessAction(testActionMultiDefensive); for (int i = 0; i < GetPlayerManager.GetCharacterList().Count; i++) { Debug.Log("Health - " + GetPlayerManager.GetCharacterList()[i].GetCharacterName() + " : " + GetPlayerManager.GetCharacterList()[i].GetCharacterHealth()); } Debug.Log("Test Case Over"); }
public void Test_UIAndCharacterInteraction() { //Test_CharacterInteraction1(); //Test_ListAllAbilitiesInDictionary(); //Test_ActionInteraction(); //Test_AffixInteraction(); TestCharacter testChar = new TestCharacter(); testChar.InitChar(true); TestCharacter testChar2 = new TestCharacter(); testChar2.InitChar(false); TestAffix1 testAffix1 = new TestAffix1(); testAffix1.InitAffix(); ActionData.AFFIX_DICTIONARY.Add(ActionData.AFFIX_LIST_ID.TEST_AFFIX_1, testAffix1); TestAction1 testAction1 = new TestAction1(); testAction1.SetInitPropertiesSelfTarget(); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_BASIC, testAction1); TestAction1 testAction2 = new TestAction1(); testAction2.SetInitPropertiesSelfTarget(); testAction2.SetName("Action 2 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_ONE, testAction2); TestAction1 testAction3 = new TestAction1(); testAction3.SetInitPropertiesSelfTarget(); testAction3.SetName("Action 3 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_TWO, testAction3); TestAction1 testAction4 = new TestAction1(); testAction4.SetInitPropertiesSelfTarget(); testAction4.SetName("Action 4 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_THREE, testAction4); TestAction1 testAction5 = new TestAction1(); testAction5.SetInitPropertiesSelfTarget(); testAction5.SetName("Action 5 Test"); ActionData.ABILITY_DICTIONARY.Add(ActionData.ACTION_LIST_ID.ATTACK_FOUR, testAction5); GetPlayerManager.AddCharacterToList(testChar.m_Character); GetPlayerManager.AddCharacterToList(testChar2.m_Character); m_CombatManager.m_CurrentPlayer = testChar.m_Character; //PerformActionDataModel testDataModel = new PerformActionDataModel(ActionData.ACTION_LIST_ID.ATTACK_BASIC, GenericActionModel.ACTION_TARGET_AMOUNT.SINGLE_TARGET, testChar.m_Character, testChar2.m_Character); //GetCombatManager.ProcessAction(testDataModel); cbIntTest.CreateCharacterInformationDisplay(testChar.m_Character); cbIntTest.CreateCharacterInformationDisplay(testChar2.m_Character); }