public IEnumerator when_set_the_owner_of_the_gun_should_be_seted_to_each_bullet() { var rol = npc.GetComponent <rol_sheet.Rol_sheet>(); gun.owner = rol; var bullet = gun.shot(); yield return(new WaitForSeconds(1)); var damage = bullet.GetComponent <Damage>(); Assert.AreEqual(damage.owner, rol); }
public IEnumerator when_shot_should_create_a_bullet() { var bullet = gun.shot(); yield return(new WaitForSeconds(1)); tests_tool.assert.game_object.is_not_null(bullet); }
public void throw_net(Vector3 position) { gun.aim_to(position); var bullet = (Controller_bullet_net)gun.shot(); var target_net = helper.instantiate._(prefab_target_net, position); bullet.target = target_net.transform; bullet.origin = transform; bullet.owner = this; }
protected virtual void do_automatic_shot( float delta_time, chibi.weapon.gun.Gun gun) { gun.last_automatic_shot += delta_time; if (gun.last_automatic_shot > gun.rate_fire) { gun.last_automatic_shot -= gun.rate_fire; gun.shot(); } }