public void CalculateShouldReturnExpectedVector3()
        {
            var player = new GameObject().AddComponent <PlayerController>();
            PlayerGroundMovement playerGroundMovement = new PlayerGroundMovement(player.transform, 12f);

            Vector3 expected = new Vector3(12f, 0f, 12f);

            Assert.AreEqual(expected, playerGroundMovement.Calculate(1f, 1f, 1f));
        }
Example #2
0
    private void Awake()
    {
        m_animator  = GetComponent <Animator>();
        m_rigidbody = GetComponent <Rigidbody2D>();
        m_renderer  = GetComponent <SpriteRenderer>();

        groundMovement   = GetComponent <PlayerGroundMovement>();
        airborneMovement = GetComponent <PlayerAirborneMovement>();
        zippingMovement  = GetComponent <PlayerZippingMovement>();
    }
    //handy way to make sure there's nothing wrong
    public void InitializePlayer()
    {
        try
        {
            rb = GetComponent <Rigidbody>();
        }
        catch
        {
            rb = this.gameObject.AddComponent <Rigidbody>();
        }

        //set up ground component
        try
        {
            //moveComponent = move.GetComponent<PlayerMovementv3>();
            moveComponent = move.GetComponent <PlayerGroundMovement>();
        }
        catch
        {
            GameObject go = new GameObject();
            go.transform.parent   = transform;
            go.transform.position = transform.position;
            move = go;
            //move.AddComponent<PlayerMovementv3>();
            move.AddComponent <PlayerGroundMovement>();
            //moveComponent = move.GetComponent<PlayerMovementv3>();
            moveComponent = move.GetComponent <PlayerGroundMovement>();
            move.name     = "move";
        }

        playerMovementArray[0] = move;

        //set up grapple component
        try
        {
            grappleComponent = grapple.GetComponent <GrappleComponent>();
        }
        catch
        {
            GameObject go = new GameObject();
            go.transform.parent   = transform;
            go.transform.position = transform.position;
            grapple = go;
            grapple.AddComponent <GrappleComponent>();
            grappleComponent = grapple.GetComponent <GrappleComponent>();
            grapple.name     = "grapple";
        }

        grappleComponent.Initialize();
        playerMovementArray[1] = grapple;

        //set up crouch component
        try
        {
            crouchComponent = crouch.GetComponent <Crouch>();
        }
        catch
        {
            GameObject go = new GameObject();
            go.transform.parent   = transform;
            go.transform.position = transform.position;
            crouch = go;
            crouch.AddComponent <Crouch>();
            crouchComponent = crouch.GetComponent <Crouch>();
            crouch.name     = "crouch";
        }

        playerMovementArray[2] = crouch;

        //set up air component
        try
        {
            airComponent = air.GetComponent <PlayerAirMovement>();
        }
        catch
        {
            GameObject go = new GameObject();
            go.transform.parent   = transform;
            go.transform.position = transform.position;
            air = go;
            air.AddComponent <PlayerAirMovement>();
            airComponent = air.GetComponent <PlayerAirMovement>();
            air.name     = "air";
        }

        playerMovementArray[3] = air;



        for (int i = 0; i < playerMovementArray.Length; i++)
        {
            Debug.Log(playerMovementArray[i].name + " is in the player movement array");
        }


        SetMovementType("move");
    }
 void Start()
 {
     PlayerRotation         = new PlayerRotation(mouseSensitivity);
     PlayerGroundMovement   = new PlayerGroundMovement(transform, speed);
     PlayerVerticalMovement = new PlayerVerticalMovement(characterController, gravity);
 }