private void Start() { rbd = GetComponent <Rigidbody>(); stats = GetComponent <Stats>(); movementDirection = setCameraDirection(cameraView); animatorFacade = new AnimatorFacade(GetComponentInChildren <ICharacterAnimator>(), this); initMovements(); movement = movements[MovementEnum.Ground]; healthComponent = new HealthComponent(this); armour = new Armour(this); attackManager = new AttackManager(animatorFacade, this); }
//public Transform camPivot; //public Animator anim; //public float damageMultiply = 1f; //public Collider axeBoundingBox; private void Start() { //camPivot = GameObject.FindGameObjectWithTag("CamPivot").transform; //anim = GetComponent<Animator>(); IsRunning = false; rbd = GetComponent <Rigidbody>(); stats = GetComponent <Stats>(); animator = new AnimatorFacade(GetComponent <ICharacterAnimator>()); movement = new GroundMovement(this); attackManager = GetComponent <IAttack>(); movementDirection = new ThridPersonCamera(); }
private void Start() { _rbd = GetComponent <Rigidbody>(); _stats = GetComponent <Stats>(); _movementDirection = SetCameraDirection(cameraView); _animatorFacade = new AnimatorFacade(GetComponentInChildren <ICharacterAnimator>(), this); InitMovements(); // creating all movements _movement = _movements[MovementEnum.Ground]; // setting the current movement as Ground One _healthComponent = new HealthComponent(this); _armour = new Armour(this); _attackManager = new AttackManager(_animatorFacade, this); }
public IPosition MoveInDirection(IMovementDirection direction) { if (direction == null) { throw new ArgumentNullException("direction"); } var nextRow = this.Row + direction.DeltaRow; var nextCol = this.Col + direction.DeltaCol; var resultingPosition = new Position(nextRow, nextCol); return(resultingPosition); }
public void GetNext_ShouldReturnTheFirstElement_AfterDirectionSequenceLengthInvokations() { var basicSequence = new BasicPathDirectionSequence(InstantiatingMethods.CreateDirection); var firstDirection = basicSequence.GetNextDirection(); IMovementDirection actualDirection = null; for (int runs = 0; runs < basicSequence.DirectionSequenceLength; runs++) { actualDirection = basicSequence.GetNextDirection(); } Assert.That(actualDirection.DeltaRow, Is.EqualTo(firstDirection.DeltaRow)); Assert.That(actualDirection.DeltaCol, Is.EqualTo(firstDirection.DeltaCol)); }
public IEnumerator moveTest() { IMovementDirection moveDirection = For <IMovementDirection>(); var direction = new Vector3(0, 0, 1); player.changeMovementDirection(moveDirection); moveDirection.getDirection().Returns(direction); Vector3 playerInitPosition = playerGo.transform.position; Assert.True(player.getMovement() is GroundMovement); yield return(new WaitForSeconds(1f)); Vector3 expectedPosition = playerInitPosition + direction * (player.getStats().speed * 1f); Assert.True(Vector3.Distance(expectedPosition, playerGo.transform.position) <= 2f); Assert.True(player.getMovement() is GroundMovement); }
public IEnumerator SlideTest() { IMovementDirection moveDirection = For <IMovementDirection>(); var direction = new Vector3(0, 0, 1); player.ChangeMovementDirection(moveDirection); moveDirection.GetDirection().Returns(direction); player.ChangeMovement(MovementEnum.Slide); Vector3 playerInitPosition = playerGo.transform.position; Assert.True(player.getMovement() is SlidingMovement); yield return(new WaitForSeconds(1f)); Vector3 expectedPosition = playerInitPosition + direction * player.getStats().slidingSpeed; Assert.True(Vector3.Distance(expectedPosition, playerGo.transform.position) <= 1f); Assert.True(player.getMovement() is SlidingMovement); }
public void changeMovementDirection(CameraView cameraView) { movementDirection = setCameraDirection(cameraView); }
public void changeMovementDirection(IMovementDirection movementDirection) { this.movementDirection = movementDirection; }