public void setup() { collider = Substitute.For <IColliderService>(); collider.GetBounds().Returns(new Bounds(Vector3.zero, new Vector3(1f, 1f, 1f))); Raycast = Substitute.For <IRaycastService>(); rigidbody = new TestRigidbodyService(); playerPhysicsManager = new PlayerPhysicsManager(ref collider, ref rigidbody, ref BottomOffset, ref CollisionCheckRange, ref Raycast); }
public void Awake() { Collider = new UnityColliderService(GetComponentInChildren <Collider>()); Rigidbody = new UnityRigidbodyService(GetComponentInChildren <Rigidbody>()); Raycast = new UnityRaycastService(); PhysicsManager = new PlayerPhysicsManager( ref Collider, ref Rigidbody, ref CollisionCheckRange, ref BottomOffset, ref Raycast); }
public PlayerPhysicsManager( ref IColliderService collider, ref IRigidbodyService rigidbody, ref float collisionCheckRange, ref float bottomOffset, ref IRaycastService raycast) { Collider = collider; Rigidbody = rigidbody; CollisionCheckRange = collisionCheckRange; BottomOffset = bottomOffset; Raycast = raycast; }