public override void Instanciate_scenary() { base.Instanciate_scenary(); motor = helper.game_object.Find._ <Controller_npc>(scene, "npc"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); assert = helper.game_object.Find._ <Assert_colision>( scene, "assert"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); ai.use_max_speed = true; motor = helper.game_object.Find._ <Motor>(scene, "npc"); }
public IEnumerator when_desire_pos_is_righ_should_move_to_right() { Ai_walk ai = player.transform.GetComponent <Ai_walk>(); Vector3 initial_position = player.transform.position; ai.desire_direction = Vector2.right; yield return(new WaitForSeconds(1)); Assert.Greater(player.transform.position.x, initial_position.x); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); up = helper.game_object.Find._ <Assert_colision>(scene, "assert up"); down = helper.game_object.Find._ <Assert_colision>( scene, "assert down"); left = helper.game_object.Find._ <Assert_colision>( scene, "assert left"); right = helper.game_object.Find._ <Assert_colision>( scene, "assert right"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); ai.use_max_speed = true; }
public override void Instanciate_scenary() { base.Instanciate_scenary(); (up, down, left, right, jump) = helper.game_object.Find._ <Assert_colision>( scene, "assert up", "assert down", "assert left", "assert right", "assert jump 1"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); ai.gameObject.AddComponent <rol_sheet.Rol_sheet>(); var soldier = ai.gameObject.AddComponent <Soldier_controller>(); soldier.npc = ai.controller as Controller_npc; ai.controller = soldier; ai.use_max_speed = true; }