void Start() { gameparam = GameObject.FindGameObjectWithTag("gamemanager").GetComponent <GameParam>(); player = GameObject.FindGameObjectWithTag("Player"); _player = player.GetComponent <Player>(); StartCoroutine("UpdatePosition"); if (!gameparam.UsingItem2) { DirectionVector = _player.firstPosition - transform.position; } else { player = GameObject.FindGameObjectWithTag("FakePlayer"); _fakeplayer = player.GetComponent <FakePlayer> (); DirectionVector = _fakeplayer.firstPosition - transform.position; } float Enemyspeed = 1.0f; float DirectionSize = Mathf.Sqrt(DirectionVector.x * DirectionVector.x + DirectionVector.y * DirectionVector.y); DirectionVector = DirectionVector / DirectionSize * Enemyspeed; if (transform.position.y < -4.8f) { Destroy(this.gameObject); } }
public void RunOnZoningStopsPlayerFromRunning() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; var navigation = new Mock <INavigatorTools>(); navigation.Setup(x => x.Reset()); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome navigation.Verify(x => x.Reset(), Times.Once()); // Teardown }
public void RunOnZoningSetsZoneToNewZone() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; var navigation = new Mock <INavigatorTools>(); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome Assert.Equal(Zone.Valkurm_Dunes, sut.Zone); // Teardown }
private void SpawnPlayer(int a_id, int a_inputdir = 0) { GameObject gameObject = (GameObject)Object.Instantiate(position: new Vector3(Random.Range((0f - m_radius) * 0.8f, m_radius * 0.8f), 1f, Random.Range((0f - m_radius) * 0.8f, m_radius * 0.8f)), original: m_playerPrefab, rotation: Quaternion.identity); FakePlayer component = gameObject.GetComponent <FakePlayer>(); component.m_id = a_id; component.SetInput(a_inputdir); }
private void SpawnPlayer(int a_id, int a_inputdir = 0) { Vector3 position = new Vector3(UnityEngine.Random.Range(-this.m_radius * 0.8f, this.m_radius * 0.8f), 1f, UnityEngine.Random.Range(-this.m_radius * 0.8f, this.m_radius * 0.8f)); GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(this.m_playerPrefab, position, Quaternion.identity); FakePlayer component = gameObject.GetComponent <FakePlayer>(); component.m_id = a_id; component.SetInput(a_inputdir); }
private Executor CreateSut(FakeWindower windower, FakePlayer player) { var memory = new FakeMemoryAPI(); memory.Player = player; memory.Windower = windower; var sut = new Executor(memory); return(sut); }
private static BattleState CreateSut(FakeWindower windower, FakePlayer player) { var navigator = FindNavigator(); var sut = new BattleState(new FakeMemoryAPI() { Windower = windower, Player = player, Navigator = navigator }); return(sut); }
public override void OnInspectorGUI() { DrawDefaultInspector(); FakePlayer myTarget = (FakePlayer)target; if (GUILayout.Button("Run Me")) { ((FakePlayer)target).RunMe(); } if (GUILayout.Button("Continue")) { ((FakePlayer)target).Continue(); } }
public void CraftItem_RecipeIsComplete_AThousandTimes_() { var player = new FakePlayer(); var repetitions = 1000; Stopwatch sw = Stopwatch.StartNew(); for (int index = 0; index < repetitions; index++) { player.CraftItem(itemToCraftID); } var duration = sw.ElapsedMilliseconds; sw.Stop(); Assert.Warn($"{repetitions} executions of GamePlayer.CraftItem took {duration} ms."); }
private Executor CreateSut( FakeWindower windower, FakePlayer player, FakeNavigator navigator, FakeTarget target) { var memory = new FakeMemoryAPI(); memory.Player = player; memory.Windower = windower; memory.Navigator = navigator; memory.Target = target; var sut = new Executor(memory); return(sut); }
public void RunWhileZoningWaits() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 0 } }; var navigation = new Mock <INavigatorTools>(); navigation.Setup(x => x.Reset()); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api) { ZoningAction = () => { player.Stats = new Structures.PlayerStats { Str = 100 }; } }; player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome Assert.Equal(100, player.Stats.Str); // Teardown }
public void CheckIsTrueWhenPlayersStatsAreZero() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 0 } }; api.Player = player; var sut = new ZoneState(new StateMemory(api)); // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
public void CheckIsFalseWhenNotZoning() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; api.Player = player; var sut = new ZoneState(api);; // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
void ExplodeGrenade() { GameObject particle = Instantiate(particleEffect, transform.position, Quaternion.identity); Collider[] colliders = Physics.OverlapSphere(transform.position, radius); foreach (Collider nearObjects in colliders) { Rigidbody rb = nearObjects.GetComponent <Rigidbody>(); FakePlayer victimPlayer = nearObjects.gameObject.GetComponent <FakePlayer>(); if (grenade == GrenadeStates.impact) { Impact(rb); } if (grenade == GrenadeStates.damage) { if (victimPlayer != null) { float distance = (transform.position - nearObjects.transform.position).magnitude; victimPlayer.health -= (maxDamage * (1 / distance)); Impact(rb); } } if (grenade == GrenadeStates.time) { GameObject timeField = Instantiate(timeFieldObj, transform.position, transform.rotation); } } Object.Destroy(particle, 1); Destroy(gameObject); hasExploded = true; }
protected override void OnUpdate() { var entities = m_NetworkConnection.GetEntityArraySt(); for (int i = 0; i < entities.Length; ++i) { var ent = entities[i]; if (!EntityManager.HasComponent <NetworkStreamInGame>(ent)) { EntityManager.AddComponentData(ent, new NetworkStreamInGame()); } if (!EntityManager.HasComponent <PlayerCommandData>(ent)) { EntityManager.AddBuffer <PlayerCommandData>(ent); var ctc = EntityManager.GetComponentData <CommandTargetComponent>(ent); ctc.targetEntity = ent; EntityManager.SetComponentData(ent, ctc); } FakePlayer.PrepareFakePlayerIfNeeded(); var cmdBuf = EntityManager.GetBuffer <PlayerCommandData>(ent); PlayerCommandData inputData; cmdBuf.GetDataAtTick(m_ServerSimulationSystemGroup.ServerTick, out inputData); if (inputData.grenade != 0) { Debug.Log("LZ: Receive Grenade #" + inputData.grenade); if (FakePlayer.m_HeadTr) { NetCodeIntegration.GrenadeManager.CreateGrenade(FakePlayer.m_HeadTr); } } } }
public void CheckIsTrueWhenZoneChanges() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands }; api.Player = player; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; player.Stats = new Structures.PlayerStats { Str = 100 }; // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
private void Awake() { instance = this; keys = 0; }