public void T03bUpdateMovementDirection_ReturnsBackward() { var inputs = new Vector3(1, 1, 1); //Any Vector that's not zeromeans it's moving. var angleOfMovementDirectionFromSightDirection = backwardWalkRestrictinAngle; var mock = new PlayerControlMock(inputs); var sut = new PlayerMovementController( mock, walkRestrictionArgs ); sut.UpdateMovementDirection(angleOfMovementDirectionFromSightDirection); Assert.AreEqual( PlayerMovementController.MovementDirection.BACKWARD, sut.movementDirection ); }
public void T05aUpdateMovementDirection_ReturnsRight() { var inputs = new Vector3(1, 1, 1); //Any Vector that's not zeromeans it's moving. var angleOfMovementDirectionFromSightDirection = 90f; var mock = new PlayerControlMock(inputs); var sut = new PlayerMovementController( mock, walkRestrictionArgs ); sut.UpdateMovementDirection(angleOfMovementDirectionFromSightDirection); Assert.AreEqual( PlayerMovementController.MovementDirection.RIGHT, sut.movementDirection ); }