public void AutoaimInitialize() { Autoaim testAuto = new Autoaim(); //Vector3 position1 = new Vector3(0, 0, 0); //testAuto.target_.position = position1; Assert.IsTrue(testAuto.initialized_); }
public void AutoaimPositions() { Autoaim testAuto = new Autoaim(); Vector3 position1 = new Vector3(0f, 0f, 0f); Vector3 position2 = new Vector3(2f, 0f, 0f); testAuto.SetPositions(position1, position2); Assert.True(testAuto.targetPosition1_ == position1 && testAuto.targetPosition2_ == position2); }
public void AutoaimInitialize() { Autoaim testAuto = new Autoaim(); //Vector3 position1 = new Vector3(0, 0, 0); //testAuto.target_.position = position1; Assert.IsTrue(testAuto.initialized_); }
public void CalculateBulletVelocity() { float force = 1000f; float answerVelocity = 20.0f; Autoaim testAuto = new Autoaim(); testAuto.SetBulletForce(force); testAuto.CalculateBulletVelocity(); Assert.True(testAuto.bulletVelocity_ == answerVelocity); }
public void AutoaimPositions() { Autoaim testAuto = new Autoaim(); Vector3 position1 = new Vector3(0f, 0f, 0f); Vector3 position2 = new Vector3(2f, 0f, 0f); testAuto.SetPositions(position1, position2); Assert.True(testAuto.targetPosition1_ == position1 && testAuto.targetPosition2_ == position2); }
public void CalculateTargetSpeed() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition = new Vector3(0f, 0f, 0f); Vector3 turretPosition = new Vector3(2f, 2f, 0f); testAuto.SetPositions(targetPosition, targetPosition); testAuto.SetTurretPosition(turretPosition); float test = (float)Math.Sqrt(Math.Pow(2, 2) + Math.Pow(2, 2)); Assert.True(testAuto.CalculateTargetSpeed() == test); }
public void CalculatePositionToShoot() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition1 = new Vector3(0f, 0f, 0f); Vector3 targetPosition2 = new Vector3(2f, 2f, 0f); Vector3 turretPosition = new Vector3(3f, 3f, 0f); testAuto.SetPositions(targetPosition1, targetPosition2); testAuto.SetTurretPosition(turretPosition); testAuto.SetBulletForce(1000.0f); }
public void CalculateBulletVelocity() { float force = 1000f; float answerVelocity = 20.0f; Autoaim testAuto = new Autoaim(); testAuto.SetBulletForce(force); testAuto.CalculateBulletVelocity(); Assert.True(testAuto.bulletVelocity_ == answerVelocity); }
public void CalculatePositionToShoot() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition1 = new Vector3(0f, 0f, 0f); Vector3 targetPosition2 = new Vector3(2f, 2f, 0f); Vector3 turretPosition = new Vector3(3f, 3f, 0f); testAuto.SetPositions(targetPosition1, targetPosition2); testAuto.SetTurretPosition(turretPosition); testAuto.SetBulletForce(1000.0f); }
public void CalculateTargetSpeed() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition = new Vector3(0f, 0f, 0f); Vector3 turretPosition = new Vector3(2f, 2f, 0f); testAuto.SetPositions(targetPosition, targetPosition); testAuto.SetTurretPosition(turretPosition); float test = (float)Math.Sqrt(Math.Pow(2, 2) + Math.Pow(2, 2)); Assert.True(testAuto.CalculateTargetSpeed() == test); }
public void CalculateTargetVelocity() { Autoaim testAuto = new Autoaim(); Vector3 returnVelocity; Vector3 trueVelocity = new Vector3(2f, 0f, 0f); Vector3 position1 = new Vector3(0f, 0f, 0f); Vector3 position2 = new Vector3(2f, 0f, 0f); testAuto.SetPositions(position1, position2); returnVelocity = testAuto.CalculateTargetVelocity(); Assert.True(returnVelocity == trueVelocity); }
public void CalculateDistance() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition = new Vector3(0f, 0f, 0f); Vector3 turretPosition = new Vector3(2f, 2f, 0f); float distance; float answerDistanceman = (float)Math.Sqrt(Math.Pow(2, 2) + Math.Pow(2, 2)); double answerDistance = (double)Vector3.Distance(targetPosition, turretPosition); testAuto.SetPositions(targetPosition, targetPosition); testAuto.SetTurretPosition(turretPosition); distance = testAuto.CalculateDistance(); Assert.True(distance == answerDistanceman); }
public void CalculateDistance() { Autoaim testAuto = new Autoaim(); Vector3 targetPosition = new Vector3(0f, 0f, 0f); Vector3 turretPosition = new Vector3(2f, 2f, 0f); float distance; float answerDistanceman = (float)Math.Sqrt(Math.Pow(2, 2) + Math.Pow(2, 2)); double answerDistance = (double)Vector3.Distance(targetPosition, turretPosition); testAuto.SetPositions(targetPosition, targetPosition); testAuto.SetTurretPosition(turretPosition); distance = testAuto.CalculateDistance(); Assert.True(distance == answerDistanceman); }
public void CalculateTargetVelocity() { Autoaim testAuto = new Autoaim(); Vector3 returnVelocity; Vector3 trueVelocity = new Vector3(2f, 0f, 0f); Vector3 position1 = new Vector3(0f, 0f, 0f); Vector3 position2 = new Vector3(2f, 0f, 0f); testAuto.SetPositions(position1, position2); returnVelocity = testAuto.CalculateTargetVelocity(); Assert.True(returnVelocity == trueVelocity); }