Beispiel #1
0
 public TeleportationTarget(Transform target, MeshRenderer meshRenderer, IRaycast raycast, bool enabled)
 {
     _target       = target;
     _meshRenderer = meshRenderer;
     Raycast       = raycast;
     Enabled       = enabled;
 }
Beispiel #2
0
    //Main
    public void OnAwake()
    {
        Debug.Log("Here");
        _raycastTo2D       = EZInject.Class.NoParams <I2DRaycast>();
        _raycastTo3D       = EZInject.Class.NoParams <I3DRaycast>();
        _moveVirtualCursor = EZInject.Class.NoParams <IMoveVirtualCursor>();
        _interactWithUi    = EZInject.Class.NoParams <IInteractWithUi>();

        UseEZServiceLocator();
    }
Beispiel #3
0
        public void BeforeEveryTest()
        {
            _raycast = new TestableRaycast(true);

            _teleportPosition             = Vector3.back;
            _transformToTeleport          = new GameObject().transform;
            _originPosition               = Vector3.back;
            _transformToTeleport.position = _originPosition;

            var bufferGameObject = new GameObject();

            _transform           = bufferGameObject.transform;
            _teleportPosition    = _transform.position;
            _meshRenderer        = bufferGameObject.AddComponent <MeshRenderer>();
            _teleportationTarget = new TeleportationTarget(_transform, _meshRenderer, _raycast, false);
        }
Beispiel #4
0
 /// <summary>
 /// Do a raycast against all Renderers
 /// </summary>
 /// <param name="ray">The ray to use for the raycast</param>
 /// <param name="hit">Hit information</param>
 /// <param name="go">The gameobject which was hit, if any</param>
 /// <param name="maxDistance">The maximum distance of the raycast</param>
 /// <param name="ignoreList">(optional) A list of Renderers to ignore</param>
 /// <returns></returns>
 public static bool Raycast(this IRaycast obj, Ray ray, out RaycastHit hit, out GameObject go, float maxDistance = Mathf.Infinity, List <GameObject> ignoreList = null)
 {
     return(raycast(ray, out hit, out go, maxDistance, ignoreList));
 }