Beispiel #1
0
    void onPlayerShoot(SocketIOEvent socketIOEvent)
    {
        string    data      = socketIOEvent.data.ToString();
        ShootJSON shootData = ShootJSON.CreateFromJSON(data);

        GameObject   p = GameObject.Find(shootData.name);
        TankShooting s = p.GetComponent <TankShooting> ();

        s.setCurrentLaunchForce(shootData.launchForce);
        s.CmdFire();
    }
Beispiel #2
0
    public void TestMinShooting()
    {
        string     playerName = "player1";
        GameObject player     = GameObject.CreatePrimitive(PrimitiveType.Cube);

        Vector3    position = new Vector3(-3, 0, 30);
        Quaternion rotation = Quaternion.Euler(0f, 180f, 0f);

        GameObject shell = GameObject.CreatePrimitive(PrimitiveType.Cube);

        shell.AddComponent <Rigidbody> ();

        Assert.That(shell != null);

        GameObject p = UnityEngine.Object.Instantiate(player);

//		GameObject p = GameObject.CreatePrimitive(PrimitiveType.Cube);
        p.name = playerName;
        p.transform.position = position;
        p.transform.rotation = rotation;

        Assert.That(p != null);

        p.AddComponent <TankMovement> ();
        p.AddComponent <TankShooting> ();
        p.AddComponent <TankHealth> ();

        TankShooting shooting = p.GetComponent <TankShooting> ();

        shooting.playerName      = playerName;
        shooting.m_FireTransform = p.transform;
        shooting.m_Shell         = shell.GetComponent <Rigidbody>();

        TankShooting s = p.GetComponent <TankShooting> ();

        s.setCurrentLaunchForce(TankShooting.m_MinLaunchForce);
        // Gets an NullReferenceException when trying to test for number of shells created
//		s.CmdFire ();
//		object[] explosions = UnityEngine.Object.FindObjectsOfType (typeof(ShellExplosion));
//		Assert.That (explosions.Length == 1);
    }