void Update() { if (!isLocalPlayer && useHistoricalLerping) // if we are not local player then we may have to move so call interface functions { myRigidbody.position = playerSync.CallHistoricalLerpPosition(myRigidbody.position); myRigidbody.rotation = playerSync.CallHistoricalLerpRotation(myRigidbody.rotation); } else if (!isLocalPlayer) { myRigidbody.position = playerSync.CallLerpPosition(syncPos); myRigidbody.rotation = playerSync.CallLerpRotation(syncRot); } }
public void CallLerpPosition() { // Arrange PlayerSync playerSync = new PlayerSync(); var playerSyncInterface = GetPlayerSyncMock(); playerSync.SetPlayerSync(playerSyncInterface); Vector3 testVector = new Vector3(1, 1, 1); // Act playerSync.CallLerpPosition(testVector); // Assert playerSyncInterface.Received().LerpPosition(testVector, 15f); }
public void CallLerpPosition() { // Arrange PlayerSync playerSync = new PlayerSync(); var playerSyncInterface = GetPlayerSyncMock(); playerSync.SetPlayerSync(playerSyncInterface); Vector3 testVector = new Vector3(1, 1, 1); // Act playerSync.CallLerpPosition(testVector); // Assert playerSyncInterface.Received().LerpPosition(testVector, 15f); }