public PlayerGunShootingEngine(IRayCaster rayCaster, ITime time) { _rayCaster = rayCaster; _time = time; _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine(StandardSchedulers.physicScheduler); _taskRoutine.SetEnumerator(Tick()); }
public void SetUp() { hitObjects = new List<IPhysicsComponent>(); stubRayCaster = MockRepository.GenerateStub<IRayCaster>(); stubRayCaster.Stub(me => me.ShootRay(Arg<Vector2>.Is.Anything, Arg<Vector2>.Is.Equal(Vector2.One), out Arg<Vector2>.Out(Vector2.Zero).Dummy)).Return(hitObjects); railGun = new RailGun(stubRayCaster); }
public RailGun(IRayCaster rayCaster) { _rayCaster = rayCaster; Slugs = new List<Slug>(); this.Damage = 50; }
public PlayerGunShootingEngine(ISequencer damageSequence, IRayCaster rayCaster, ITime time) { _enemyDamageSequence = damageSequence; _rayCaster = rayCaster; _time = time; _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(Tick()) .SetScheduler(StandardSchedulers.physicScheduler); }
public PlayerGunShootingEngine(EnemyKilledObservable enemyKilledObservable, ISequencer damageSequence, IRayCaster rayCaster, ITime time, Factories.IGameObjectFactory gameobjectFactory, IEntityFactory entityFactory) { _enemyKilledObservable = enemyKilledObservable; _enemyDamageSequence = damageSequence; _rayCaster = rayCaster; _time = time; _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(Tick()) .SetScheduler(StandardSchedulers.physicScheduler); _gameObjectFactory = gameobjectFactory; _entityFactory = entityFactory; }
.GetMask("Floor"); // A layer mask so that a ray can be cast just at gameobjects on the floor layer. public PlayerMovementEngine(IRayCaster raycaster, ITime time) { _rayCaster = raycaster; _time = time; }
public PlayerGunShootingEngine(IRayCaster rayCaster, ITime time) { _rayCaster = rayCaster; _time = time; }
public PlayerMovementEngine(IRayCaster raycaster, ITime time) { _rayCaster = raycaster; _time = time; _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(PhysicsTick()).SetScheduler(StandardSchedulers.physicScheduler); }
public GunShootingEngine(IRayCaster rayCaster) { m_RayCaster = rayCaster; }
const float camRayLength = 100f; // The length of the ray from the camera into the scene. public PlayerMovementEngine(IRayCaster raycaster) { _rayCaster = raycaster; _tick = Tick(); }