迁移测试文件,建立主程序集
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{
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"name": "GeometryTD.Tests.EditMode",
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"rootNamespace": "GeometryTD.Tests.EditMode",
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"references": [
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"GeometryTD.Runtime",
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"UnityGameFramework.Runtime"
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],
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"includePlatforms": [
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"Editor"
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],
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"GameFramework.dll"
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"TestAssemblies"
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}
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using System.Collections.Generic;
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using GeometryTD.CustomEvent;
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using GeometryTD.Definition;
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using GeometryTD.Procedure;
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using NUnit.Framework;
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namespace GeometryTD.Tests.EditMode
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{
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public sealed class RunStateTests
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{
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[Test]
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public void Factory_Creates_RunState_With_First_Node_Available()
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{
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BackpackInventoryData sourceInventory = new BackpackInventoryData
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{
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Gold = 120
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};
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sourceInventory.ParticipantTowerInstanceIds.Add(11);
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RunState runState = RunStateFactory.Create(
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LevelThemeType.Plain,
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sourceInventory,
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new List<RunNodeSeed>
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{
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new RunNodeSeed { NodeType = RunNodeType.Combat, LinkedLevelId = 1 },
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new RunNodeSeed { NodeType = RunNodeType.Event },
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new RunNodeSeed { NodeType = RunNodeType.BossCombat, LinkedLevelId = 4 }
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},
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"run-test");
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Assert.That(runState.RunId, Is.EqualTo("run-test"));
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Assert.That(runState.ThemeType, Is.EqualTo(LevelThemeType.Plain));
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
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Assert.That(runState.IsCompleted, Is.False);
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Assert.That(runState.Nodes.Count, Is.EqualTo(3));
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Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Available));
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Assert.That(runState.Nodes[1].Status, Is.EqualTo(RunNodeStatus.Locked));
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(120));
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sourceInventory.Gold = 1;
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sourceInventory.ParticipantTowerInstanceIds[0] = 99;
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(120));
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Assert.That(runState.RunInventorySnapshot.ParticipantTowerInstanceIds[0], Is.EqualTo(11));
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}
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[Test]
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public void AdvanceService_Completes_Run_And_Unlocks_Next_Node()
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{
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RunState runState = RunStateFactory.Create(
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LevelThemeType.Plain,
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new BackpackInventoryData { Gold = 50 },
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new[]
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{
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new RunNodeSeed { NodeId = 101, NodeType = RunNodeType.Combat, LinkedLevelId = 1 },
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new RunNodeSeed { NodeId = 102, NodeType = RunNodeType.Shop },
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new RunNodeSeed { NodeId = 103, NodeType = RunNodeType.BossCombat, LinkedLevelId = 4 }
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});
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bool firstCompleted = RunStateAdvanceService.TryCompleteCurrentNode(
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runState,
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true,
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new BackpackInventoryData { Gold = 80 });
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Assert.That(firstCompleted, Is.True);
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Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Completed));
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(1));
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Assert.That(runState.Nodes[1].Status, Is.EqualTo(RunNodeStatus.Available));
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(80));
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RunStateAdvanceService.TryCompleteCurrentNode(runState, true, new BackpackInventoryData { Gold = 95 });
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RunStateAdvanceService.TryCompleteCurrentNode(runState, true, new BackpackInventoryData { Gold = 130 });
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Assert.That(runState.IsCompleted, Is.True);
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(3));
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Assert.That(runState.CompletedNodeCount, Is.EqualTo(3));
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(130));
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}
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[Test]
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public void AdvanceService_Failure_Marks_Current_Node_Failed_Without_Completing_Run()
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{
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RunState runState = RunStateFactory.Create(
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LevelThemeType.Plain,
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new BackpackInventoryData { Gold = 20 },
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new[]
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{
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new RunNodeSeed { NodeType = RunNodeType.Combat }
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});
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bool result = RunStateAdvanceService.TryCompleteCurrentNode(
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runState,
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false,
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new BackpackInventoryData { Gold = 5 });
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Assert.That(result, Is.True);
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Assert.That(runState.IsCompleted, Is.False);
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
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Assert.That(runState.CurrentNode.Status, Is.EqualTo(RunNodeStatus.Failed));
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(5));
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}
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[Test]
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public void NodeCompleteEventArgs_Clones_Inventory_And_Clears_State()
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{
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BackpackInventoryData inventory = new BackpackInventoryData { Gold = 66 };
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NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create(
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"run-1",
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7,
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RunNodeType.Shop,
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3,
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true,
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inventory);
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inventory.Gold = 1;
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Assert.That(eventArgs.RunId, Is.EqualTo("run-1"));
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Assert.That(eventArgs.NodeId, Is.EqualTo(7));
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Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.Shop));
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Assert.That(eventArgs.SequenceIndex, Is.EqualTo(3));
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Assert.That(eventArgs.Succeeded, Is.True);
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Assert.That(eventArgs.InventorySnapshotAfterNode.Gold, Is.EqualTo(66));
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eventArgs.Clear();
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Assert.That(eventArgs.RunId, Is.Null);
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Assert.That(eventArgs.NodeId, Is.EqualTo(0));
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Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.None));
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Assert.That(eventArgs.SequenceIndex, Is.EqualTo(-1));
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Assert.That(eventArgs.Succeeded, Is.False);
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Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null);
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}
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[Test]
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public void FixedRunNodeSequenceBuilder_Builds_Plain_Ten_Node_Sequence()
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{
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IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Plain);
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Assert.That(nodeSeeds, Is.Not.Null);
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Assert.That(nodeSeeds.Count, Is.EqualTo(10));
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Assert.That(nodeSeeds[0].NodeType, Is.EqualTo(RunNodeType.Combat));
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Assert.That(nodeSeeds[1].NodeType, Is.EqualTo(RunNodeType.Event));
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Assert.That(nodeSeeds[2].NodeType, Is.EqualTo(RunNodeType.Combat));
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Assert.That(nodeSeeds[3].NodeType, Is.EqualTo(RunNodeType.Shop));
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Assert.That(nodeSeeds[4].NodeType, Is.EqualTo(RunNodeType.Combat));
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Assert.That(nodeSeeds[5].NodeType, Is.EqualTo(RunNodeType.Event));
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Assert.That(nodeSeeds[6].NodeType, Is.EqualTo(RunNodeType.Combat));
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Assert.That(nodeSeeds[7].NodeType, Is.EqualTo(RunNodeType.Shop));
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Assert.That(nodeSeeds[8].NodeType, Is.EqualTo(RunNodeType.Event));
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Assert.That(nodeSeeds[9].NodeType, Is.EqualTo(RunNodeType.BossCombat));
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Assert.That(nodeSeeds[0].LinkedLevelId, Is.EqualTo(1));
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Assert.That(nodeSeeds[2].LinkedLevelId, Is.EqualTo(2));
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Assert.That(nodeSeeds[4].LinkedLevelId, Is.EqualTo(3));
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Assert.That(nodeSeeds[6].LinkedLevelId, Is.EqualTo(1));
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Assert.That(nodeSeeds[9].LinkedLevelId, Is.EqualTo(4));
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Assert.That(nodeSeeds[1].LinkedLevelId, Is.EqualTo(0));
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Assert.That(nodeSeeds[3].LinkedLevelId, Is.EqualTo(0));
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}
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[Test]
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public void FixedRunNodeSequenceBuilder_Returns_Empty_For_Unsupported_Theme()
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{
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IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Volcano);
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Assert.That(nodeSeeds, Is.Not.Null);
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Assert.That(nodeSeeds.Count, Is.EqualTo(0));
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}
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[Test]
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public void CreateFixedRun_Creates_Ten_Node_Run_And_Completes_After_Ten_Advances()
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{
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RunState runState = RunStateFactory.CreateFixedRun(
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LevelThemeType.Plain,
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new BackpackInventoryData { Gold = 100 },
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"fixed-run");
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Assert.That(runState.RunId, Is.EqualTo("fixed-run"));
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Assert.That(runState.NodeCount, Is.EqualTo(10));
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
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Assert.That(runState.CurrentNode.NodeType, Is.EqualTo(RunNodeType.Combat));
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Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Available));
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Assert.That(runState.Nodes[9].Status, Is.EqualTo(RunNodeStatus.Locked));
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Assert.That(runState.GetNodeBySequenceIndex(9), Is.Not.Null);
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Assert.That(RunState.IsBossNode(runState.GetNodeBySequenceIndex(9)), Is.True);
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for (int i = 0; i < runState.NodeCount; i++)
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{
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bool advanced = RunStateAdvanceService.TryCompleteCurrentNode(
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runState,
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true,
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new BackpackInventoryData { Gold = 100 + i });
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Assert.That(advanced, Is.True);
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}
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Assert.That(runState.IsCompleted, Is.True);
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Assert.That(runState.CompletedNodeCount, Is.EqualTo(10));
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Assert.That(runState.CurrentNodeIndex, Is.EqualTo(10));
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Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(109));
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}
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}
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}
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@@ -0,0 +1,22 @@
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{
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"name": "GeometryTD.Tests.PlayMode",
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"rootNamespace": "GeometryTD.Tests.PlayMode",
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"references": [
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"GeometryTD.Runtime",
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"UnityGameFramework.Runtime"
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],
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"includePlatforms": [],
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