// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (processMyAttack == null) { processMyAttack = animator.transform.GetComponent <ProcessAttack> (); } processMyAttack.AttackEnd(); }
public void ProcessAttackTest() { //arrange var attacks = new ProcessAttack(); var pokeList = new List <Pokemon>(); pokeList.Add(new ElectricType("Jolteon")); pokeList.Add(new WaterType("Vaporeon")); pokeList.Add(new FireType("Flareon")); var actual = attacks.AllPokemonAttack(pokeList); string[] expect = { "Electric", "Water", "Fire" }; for (var i = 0; i < pokeList.Count; i++) { Assert.AreEqual(expect[i], actual[i].Type); } //act }
public void Attack(AttackMechanics.RuntimeAttackData data) => ProcessAttack.Execute(data);