public void Constructor27() { List<SurgeAbility> list; List<Ability> list1_; Equipment equipment; PotionMarker potionMarker; SurgeAbility[] surgeAbilitys = new SurgeAbility[0]; list = new List<SurgeAbility>((IEnumerable<SurgeAbility>)surgeAbilitys); Ability[] abilitys = new Ability[0]; list1_ = new List<Ability>((IEnumerable<Ability>)abilitys); equipment = new Equipment(0, (string)null, EquipmentType.Weapon, EAttackType.NONE, EquipmentRarity.Common, 0, list, 0, list1_, (List<Dice>)null); potionMarker = this.Constructor(0, "\0", (Texture2D)null, 0, equipment); Assert.IsNotNull((object)potionMarker); Assert.AreEqual<int> (0, ((global::Descent.Model.Board.Marker.Marker)potionMarker).Id); Assert.AreEqual<string> ("\0", ((global::Descent.Model.Board.Marker.Marker)potionMarker).Name); Assert.IsNull(((global::Descent.Model.Board.Marker.Marker)potionMarker).Texture); Assert.AreEqual<int> (0, ((global::Descent.Model.Board.Marker.Marker)potionMarker).MovementPoints); }
/// <summary> /// Draws a visualization of a SurgeAbility on a target GUIElement. By using this method /// to draw the SurgeAbility, you're sure it's drawn the same way every time. /// </summary> /// <param name="target">The GUIElement to draw the SurgeAbility on.</param> /// <param name="ability">The SurgeAbility to display.</param> /// <param name="xPosition">The top-left x-coordinate to start drawing from.</param> /// <param name="yPosition">The top-left y-coordinate to start drawing from.</param> /// <param name="small">True if the surge ability should be drawn as compact as possible, else false.</param> public static void DrawSurgeAbility(GUIElement target, SurgeAbility ability, int xPosition, int yPosition, bool small) { Contract.Requires(target != null); Contract.Requires(ability != null); Contract.Requires(target.HasPoint(target.Bound.X + xPosition, target.Bound.Y + yPosition)); // icons int cost = ability.Cost; int costX = target.Bound.X + xPosition; while (cost > 0) { Image img = new Image(target.Game.Content.Load<Texture2D>("Images/Other/surge")); target.AddDrawable(target.Name, img, new Vector2(costX, target.Bound.Y + yPosition)); cost--; costX += img.Texture.Width + (small ? -5 : +2); } // text costX += 10; string s = ability.Ability.ToString(); if (small) s = s.Replace("Damage", "Dmg"); target.AddText(target.Name, ":" + s, new Vector2(costX - target.Bound.X, yPosition)); }