// 指定位置に針を生成 private void bindNeedle(Vector2 position) { var instance = Needle.instance(position); NeedleList.Add(instance); Debug.Log("針で綴じた。"); Debug.Log(string.Format("position.x:{0} position.y:{1}", position.x, position.y)); }
public void judge_error(int xCode, int yCode) { // 針を生成し、当たり判定許容範囲を取得する var instance = Needle.instance(new Vector2(0, 0)); var range = getRange(instance); // 当たり判定(xとyに1か-1を掛けた上で加算し上限超過と下限未満を調べる) var result = instance.isCollision(new Vector2(range * xCode + xCode, range * yCode + yCode)); Assert.IsFalse(result); }
public void judge_normal(int xCode, int yCode) { // 針を生成し、当たり判定許容範囲を取得する var instance = Needle.instance(new Vector2(0, 0)); var range = getRange(instance); // 当たり判定(xとyに1か-1を掛けて上限と下限を調べる) var result = instance.isCollision(new Vector2(range * xCode, range * yCode)); Assert.IsTrue(result); }
public void instance() { const float x = 0; const float y = 0; var instance = Needle.instance(new Vector2(x, y)); // 生成した針の座標が正しいか確認 var targetPosition = getPosition(instance); Assert.AreEqual(targetPosition.x, x); Assert.AreEqual(targetPosition.y, y); }
// target.NeedleListに針を追加 private Needle instanceNeedle(Paper target, Vector2 position) { // NeedleListを取得 List <Needle> needleList = getNeedleList(target); // NeedleListに同じpositionのものがないことを確認 foreach (var needle in needleList) { if (needle.isCollision(position)) { return(null); } } // needleListに新たな針を追加 var instance = Needle.instance(position); needleList.Add(instance); return(instance); }