public void CorrectPlayerVelocity() { GameObject player = GameObject.FindGameObjectWithTag("Player"); PlayerMovement movement = player.GetComponent <PlayerMovement>(); PlayerMovementInput input = new PlayerMovementInput(); movement.InitializeRigidBody(); float inputX = 20; float inputY = 20; movement.UpdateVelocity(input.UpdateVelocity(inputX, inputY, movement.GetSpeed())); Vector2 calculatedFinal; calculatedFinal.x = inputX * movement.GetSpeed(); calculatedFinal.y = inputY * movement.GetSpeed(); Vector2 playerFinal; playerFinal = movement.GetRigidBody().velocity; Assert.AreEqual(playerFinal.x, calculatedFinal.x); Assert.AreEqual(playerFinal.y, calculatedFinal.y); }
void Awake() { Instance = this; Instance.activeEnvironment = 0; ParallaxControl[] sceneObjects = GameObject.Find("_World").GetComponentsInChildren <ParallaxControl>(true); foreach (ParallaxControl o in sceneObjects) { switch (o.gameObject.name) { case "Background": background = o.renderer; break; case "Ground": ground = o.renderer; break; case "Left": leftside = o.renderer; break; case "Right": rightside = o.renderer; break; } } cam = GameObject.FindObjectOfType <CameraControl>(); playerdive = GameObject.FindObjectOfType <PlayerDiveInput>(); playermove = GameObject.FindObjectOfType <PlayerMovementControl>(); playermoveinput = GameObject.FindObjectOfType <PlayerMovementInput>(); sun = GameObject.Find("_Sun").light; }
private void Awake() { // initialize boxcollider and rigidbody boxCollider = GetComponent <BoxCollider2D>(); InitializeRigidBody(); input = new PlayerMovementInput(); }
void Awake() { p_dive = GameObject.FindObjectOfType <PlayerDiveInput>().GetComponent <PlayerDiveInput>(); p_input = GameObject.FindObjectOfType <PlayerMovementInput>().GetComponent <PlayerMovementInput>(); p_movement = GameObject.FindObjectOfType <PlayerMovementControl>().GetComponent <PlayerMovementControl>(); p_damage = GameObject.FindObjectOfType <PlayerDamageControl>().GetComponent <PlayerDamageControl>(); cam = GameObject.FindObjectOfType <CameraControl>().GetComponent <CameraControl>(); }
void Awake() { movementInput = new PlayerMovementInput(); rbody = GetComponent <Rigidbody2D>(); boxCollider = GetComponent <BoxCollider2D>(); mainCamera = Camera.main; }
void Awake() { movementInput = new PlayerMovementInput(); navMeshAgent = GetComponent <NavMeshAgent>(); navMeshAgent.speed = movementSpeed; rbody = GetComponent <Rigidbody>(); mainCamera = Camera.main; }
protected override void Awake() { if (_startRotation == Vector3.zero) { _startRotation = transform.localRotation.eulerAngles; } _movementInput = FindObjectOfType <PlayerMovementInput>(); Cursor.visible = false; base.Awake(); }
private void Start() { weaponManager = GetComponent <WeaponManager>(); playerManager = GetComponent <PlayerManager>(); weaponShoot = GetComponent <PlayerWeaponShoot>(); playerInput = GetComponent <PlayerMovementInput>(); uiManager = GetComponent <PlayerUIManager>(); GameSettings.SettingsUpdated += UpdateSettings; UpdateSettings(); }
private void Awake() { movementInput = new PlayerMovementInput(); rb = GetComponent <Rigidbody2D>(); }