public void WhenICallTankController_UpdateWithTheWorldInformation()
        {
            var worldTankInfo = new WorldTankInfo(Vector3.zero, _firePointPosition, _firePointForward, Vector3.forward,
                new Bounds());

            _context.TankController.Update(_context.Battlefield,worldTankInfo);
        }
        public void WhenICallATankController_UpdateAgain()
        {
            TankBase tank = _tankControllerContext.TankController.Tank;

            WorldTankInfo worldTankInfo = new WorldTankInfo(tank.Location.Position, Vector3.zero, Vector3.zero, Vector3.forward, new Bounds());
            _tankControllerContext.TankController.Update(_tankControllerContext.Battlefield, worldTankInfo);
        }
        public void WhenICallATankController_UpdateUntilTheTankIsFullyRotated()
        {
            TankBase tank = _tankControllerContext.TankController.Tank;

            while (tank.Location.RotationY.IsRotationRequired())
            {
                WorldTankInfo worldTankInfo = new WorldTankInfo(tank.Location.Position, Vector3.zero, Vector3.zero, Vector3.forward, new Bounds());
                _tankControllerContext.TankController.Update(_tankControllerContext.Battlefield, worldTankInfo);
            }
        }
        public void WhenICallATankController_UpdateTimesWithDirection(int framesCount, Vector3 currentDirection)
        {
            TankController tankController = _tankControllerContext.TankController;

            for (int i = 0; i < framesCount; i++)
            {
                Vector3 position = tankController.Tank.Location.Position;
                const float tankSize = 5f;

                var worldTankInfo = new WorldTankInfo(position, Vector3.zero, Vector3.zero, currentDirection,
                    new Bounds(position, new Vector3(tankSize, tankSize)));

                tankController.Update(_tankControllerContext.Battlefield, worldTankInfo);
            }
            _tankControllerContext.CurrentDirection = currentDirection;
            _tankControllerContext.FramesCountUpdate = framesCount;
        }