public IEnumerator CompleteWhenTouched()
        {
            // Setup object with mocked grabbed property and activate
            GameObject            obj            = new GameObject("T1");
            TouchablePropertyMock mockedProperty = obj.AddComponent <TouchablePropertyMock>();

            yield return(new WaitForFixedUpdate());

            TouchedCondition condition = new TouchedCondition(mockedProperty);

            condition.LifeCycle.Activate();

            while (condition.LifeCycle.Stage != Stage.Active)
            {
                yield return(null);

                condition.Update();
            }

            // When the object is touched
            mockedProperty.SetTouched(true);

            yield return(null);

            condition.Update();

            // Assert that condition is now completed
            Assert.IsTrue(condition.IsCompleted);
        }
        public IEnumerator ConditionNotCompleted()
        {
            // Setup object with mocked grabbed property and activate
            GameObject            obj            = new GameObject("T1");
            TouchablePropertyMock mockedProperty = obj.AddComponent <TouchablePropertyMock>();
            TouchedCondition      condition      = new TouchedCondition(mockedProperty);

            condition.LifeCycle.Activate();

            float startTime = Time.time;

            while (Time.time < startTime + 0.1f)
            {
                yield return(null);

                condition.Update();
            }

            // Assert after doing nothing the condition is not completed.
            Assert.IsFalse(condition.IsCompleted);
        }
        public IEnumerator FastForwardDoesNotCompleteCondition()
        {
            // Given a touched condition,
            GameObject            obj            = new GameObject("T1");
            TouchablePropertyMock mockedProperty = obj.AddComponent <TouchablePropertyMock>();

            yield return(new WaitForFixedUpdate());

            TouchedCondition condition = new TouchedCondition(mockedProperty);

            bool wasTouched   = false;
            bool wasUntouched = false;

            mockedProperty.Touched += (sender, args) =>
            {
                wasTouched = true;
                mockedProperty.Untouched += (unsender, unargs) => wasUntouched = true;
            };

            // When you activate it,
            condition.LifeCycle.Activate();

            while (condition.LifeCycle.Stage != Stage.Active)
            {
                yield return(null);

                condition.Update();
            }

            // When you fast-forward it
            condition.LifeCycle.MarkToFastForward();

            // Then nothing happens.
            Assert.AreEqual(Stage.Active, condition.LifeCycle.Stage);
            Assert.IsFalse(condition.IsCompleted);
            Assert.IsFalse(wasUntouched);
            Assert.IsFalse(wasTouched);
        }
        public IEnumerator CompleteWhenItIsDoneOnStart()
        {
            // Setup object with mocked grabbed property and activate
            GameObject            obj            = new GameObject("T1");
            TouchablePropertyMock mockedProperty = obj.AddComponent <TouchablePropertyMock>();

            mockedProperty.SetTouched(true);

            yield return(new WaitForFixedUpdate());

            TouchedCondition condition = new TouchedCondition(mockedProperty);

            condition.LifeCycle.Activate();

            while (condition.IsCompleted == false)
            {
                yield return(null);

                condition.Update();
            }

            // Assert that condition is now completed due IsGrabbed being true
            Assert.IsTrue(condition.IsCompleted);
        }
        public IEnumerator AutoCompleteActive()
        {
            // Given a touched condition,
            GameObject            obj            = new GameObject("T1");
            TouchablePropertyMock mockedProperty = obj.AddComponent <TouchablePropertyMock>();

            yield return(new WaitForFixedUpdate());

            TouchedCondition condition = new TouchedCondition(mockedProperty);

            bool wasTouched   = false;
            bool wasUntouched = false;

            mockedProperty.Touched += (sender, args) =>
            {
                wasTouched = true;
                mockedProperty.Untouched += (unsender, unargs) => wasUntouched = true;
            };

            // When you activate and autocomplete it,
            condition.LifeCycle.Activate();

            while (condition.LifeCycle.Stage != Stage.Active)
            {
                yield return(null);

                condition.Update();
            }

            condition.Autocomplete();

            // Then it is completed.
            Assert.AreEqual(Stage.Active, condition.LifeCycle.Stage);
            Assert.IsTrue(wasTouched);
            Assert.IsTrue(wasUntouched);
        }