protected override void TearDown() { factory = null; turnState = null; stateMachine = null; enemy = null; }
private void Test_Constructor_SunnyDay() { TurnStateMachine machine = null; Assert.DoesNotThrow(() => machine = new TurnStateMachine(factory)); Assert.IsNotNull(machine); }
public void StateMachine_SwitchState_AsksForTransitionAllowed() { // Arrange var player1 = new Player(new PlayerActions(), new PlayerResources(3, 0)); var stateMachine = new TurnStateMachine(new WaitingForTurnState()); var nextState = new ResolvingBattleState(); // Act & Assert Assert.Throws <InvalidOperationException>(() => stateMachine.SwitchState(nextState)); }
private void CompleteTurn(TurnStateMachine fsm, IPlayerStatus status, IEnemy enemy) { int currentTurn = status.NumberOfTurnsPassed; while (status.NumberOfTurnsPassed == currentTurn) { Assert.DoesNotThrow(() => fsm.TakeTurn(status, enemy)); } }
void Start() { turn = FindObjectOfType <TurnStateMachine>(); main_cam = FindObjectOfType <Camera>(); player = FindObjectOfType <PlayerHealth>(); enemies = FindObjectsOfType <EnemyHealth>(); visible_enemies = new List <EnemyHealth>(); }
public void StateMachine_SwitchState_SwitchesState() { // Arrange var player1 = new Player(new PlayerActions(), new PlayerResources(3, 0)); var stateMachine = new TurnStateMachine(new WaitingForTurnState()); var nextState = new RestoringResourcesState(player1.PlayerResources); // Act stateMachine.SwitchState(nextState); // Assert Assert.That(stateMachine.CurrentState, Is.EqualTo(nextState)); }
void Initialize() { goal = GameObject.FindWithTag("Goal"); rightBorder = goal.transform.position.x; turnStateMachine = GetComponent <TurnStateMachine>(); mainCamera = Camera.main; narrator = GetComponent <Narrator>(); touchInput = mainCamera.GetComponent <TouchInput>(); triggers.AddRange(Object.FindObjectsOfType <Trigger>()); foreach (var t in triggers) { t.gameObject.SetActive(true); } }
private void SimThread(IPlayer player, IEnemy enemy) { TurnStateFactory factory = new TurnStateFactory(); TurnStateMachine stateMachine = new TurnStateMachine(factory); GunSlingerSimulation simulator = new GunSlingerSimulation(stateMachine, rng, numTurns); List <SimulationSummary> summaries = new List <SimulationSummary>(numSimsPerThread); for (int i = 0; i < numSimsPerThread; i++) { summaries.Add(simulator.Simulate(player, enemy)); } sims.Add(summaries); }
protected override void Setup() { turnState = new MockTurnState() { ReturnExecute = states }; factory = new MockTurnStateFactory() { ReturnState = turnState }; stateMachine = new TurnStateMachine(factory); player = new Player(always10, 11, 11, FightingStyle.Archery, mh, ohs, feats, buffs); status = new MockPlayerStatus(); enemy = new Enemy(14); }
public void StateMachine_SwitchState_ExecutesStateLeavingBehavior() { // Arrange var player1 = new Player(new PlayerActions(), new PlayerResources(3, 0)); var stateMachine = new TurnStateMachine(new WaitingForTurnState()); var nextState = new RestoringResourcesState(player1.PlayerResources); var nextState2 = new PlayingCardsPhase(player1.PlayerActions); var nextState3 = new ResolvingBattleState(); // Act & Assert Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(false)); stateMachine.SwitchState(nextState); stateMachine.SwitchState(nextState2); Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(true)); stateMachine.SwitchState(nextState3); Assert.That(player1.PlayerActions.CanPlayActions, Is.EqualTo(false)); }
// Use this for initialization void Start() { state = FindObjectOfType <TurnStateMachine>(); anim = GetComponentInChildren <Animator>(); }
void Start() { state = FindObjectOfType <TurnStateMachine>(); }