Ejemplo n.º 1
0
        public IEnumerator when_move_to_down_should_touch_collider_down()
        {
            ai.desire_direction = Vector3.back;
            yield return(new WaitForSeconds(2));

            down.assert_collision_enter(ai.gameObject);
            up.assert_not_collision_enter();
            left.assert_not_collision_enter();
            right.assert_not_collision_enter();
        }
Ejemplo n.º 2
0
        public IEnumerator if_the_desire_directin_is_zero_should_no_move()
        {
            bullet.desire_direction = Vector3.zero;
            yield return(new WaitForSeconds(1));

            tests_tool.assert.game_object.is_not_null(bullet);
            center.assert_not_collision_exit(bullet);

            left.assert_not_collision_enter();
            right.assert_not_collision_enter();
            back.assert_not_collision_enter();
            forward.assert_not_collision_enter();
        }
Ejemplo n.º 3
0
        public IEnumerator move_left_should_can_hit_left_assert()
        {
            controller.desire_direction = Vector3.left;
            yield return(new WaitForSeconds(1));

            controller.shot();
            yield return(new WaitForSeconds(1));

            left.assert_collision_enter();

            right.assert_not_collision_enter();
            forward.assert_not_collision_enter();
            back.assert_not_collision_enter();
        }
            public IEnumerator when_hit_should_destroy_the_bullet()
            {
                Linear_gun gun    = weapon.GetComponent <Linear_gun>();
                var        bullet = gun.shot();

                yield return(new WaitForSeconds(1));

                helper.game_object.comp.is_null(bullet);
                target.assert_not_collision_enter();
            }
Ejemplo n.º 5
0
                public IEnumerator agent_shold_touch_all_colliders()
                {
                    yield return(new WaitForSeconds(4));

                    touch_1.assert_collision_enter(player);
                    touch_2.assert_collision_enter(player);
                    touch_3.assert_collision_enter(player);

                    no_touch_1.assert_not_collision_enter(player);
                    no_touch_2.assert_not_collision_enter(player);
                    yield return(new WaitForSeconds(0.1f));
                }
        public IEnumerator multiple_shots()
        {
            yield return(new WaitForSeconds(1));

            controller.desire_direction = Vector3.right;
            yield return(new WaitForSeconds(1));

            var bullet = controller.shot();

            yield return(new WaitForSeconds(1));

            right.assert_collision_enter(bullet[0]);

            controller.desire_direction = Vector3.left;
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            left.assert_collision_enter(bullet[0]);

            controller.desire_direction = Vector3.back;
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            back.assert_collision_enter(bullet[0]);

            controller.desire_direction = Vector3.forward;
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            forward.assert_not_collision_enter();
        }