public IEnumerator TestTriggerCollider()
    {
        ballTrigger         = (GameObject)gameScene.DebugSpawnBallTrigger(new Vector3(0, 0, 0));
        checkCollisionCount = GameSceneScript.GetCollisionCount();
        checkTriggerCount   = GameSceneScript.GetTriggerCount();
        Debug.Log("(PlayTest - TestTriggerCollider - Before) - checkCollisionCount: " + checkCollisionCount);
        Debug.Log("(PlayTest - TestTriggerCollider - Before) - checkTriggerCount: " + checkTriggerCount);
        Assert.True(checkCollisionCount == 0);
        Assert.True(checkTriggerCount == 0);

        debugSpawnBoxProjectile = (GameObject)gameScene.DebugSpawnBoxProjectile(new Vector3(0, 0, 0));
        // initially ball trigger is set to Trigger
        yield return(new WaitForSeconds(1f));

        Debug.Log("(PlayTest - TestTriggerCollider - AfterTrigger) - checkCollisionCount: " + GameSceneScript.GetCollisionCount());
        Debug.Log("(PlayTest - TestTriggerCollider - AfterTrigger) - checkTriggerCount: " + GameSceneScript.GetTriggerCount());
        Assert.True(GameSceneScript.GetCollisionCount() == checkCollisionCount); // check that it's same as before, no change
        Assert.True(GameSceneScript.GetTriggerCount() > checkTriggerCount);

        /*
         * checkCollisionCount = GameSceneScript.GetCollisionCount();
         * checkTriggerCount = GameSceneScript.GetTriggerCount();
         *
         * CircleCollider2D col = ballTrigger.gameObject.GetComponent<CircleCollider2D>();
         * col.isTrigger = false;
         * yield return new WaitForSeconds(1f);
         * Debug.Log("(PlayTest - TestTriggerCollider - AfterCollision) - checkCollisionCount: " + GameSceneScript.GetCollisionCount());
         * Debug.Log("(PlayTest - TestTriggerCollider - AfterCollision) - checkTriggerCount: " + GameSceneScript.GetTriggerCount());
         * Assert.True(GameSceneScript.GetCollisionCount() > checkCollisionCount);
         * Assert.True(GameSceneScript.GetTriggerCount() == checkTriggerCount);
         *
         * yield return new WaitForSeconds(1f);
         */
    }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     collisionValue.text = GameSceneScript.GetDestroyedPickupAmt().ToString();
     triggerValue.text   = GameSceneScript.GetTriggerCount().ToString();
 }