public void CheckForCollisions_CollidingTrack_RaisingSeparationEvent()
        {
            _detector.CheckForCollision(TrackList);

            //Test to see if correct event is raised.
            //Dependency to Point and CollisionPair must work correctly, because output is correct.
            Assert.That(separationWasRaised, Is.EqualTo(true));
        }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         Application.Quit();
     }
     // Check for colliding particles
     for (int i = 0; i < particleArray.Count; i++)
     {
         for (int j = i + 1; j < particleArray.Count; j++)
         {
             if (CollisionDetector.CheckForCollision(particleArray[i], particleArray[j]) && (particleArray[i].getParticleInstantiated() && particleArray[j].getParticleInstantiated()))
             {
                 // destroy both particles if colliding
                 Destroy(particleArray[i].gameObject);
                 Destroy(particleArray[j].gameObject);
             }
         }
     }
     if (CheckForHit())
     {
         ChangePos();
     }
     if (isScoring)   //Was here to mitigate errors, but I tihnk the project just didn't compile correctly since it's working fine now
     {
         ScoreText.text = SCORESTRING + score.ToString();
     }
 }