Esempio n. 1
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        public override void Instanciate_scenary()
        {
            base.Instanciate_scenary();

            motor = helper.game_object.Find._ <Controller_npc>(scene, "npc");
            ai    = helper.game_object.Find._ <Ai_walk>(scene, "npc");
        }
Esempio n. 2
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 public override void Instanciate_scenary()
 {
     base.Instanciate_scenary();
     assert = helper.game_object.Find._ <Assert_colision>(
         scene, "assert");
     ai = helper.game_object.Find._ <Ai_walk>(scene, "npc");
 }
Esempio n. 3
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        public override void Instanciate_scenary()
        {
            base.Instanciate_scenary();

            ai = helper.game_object.Find._ <Ai_walk>(scene, "npc");
            ai.use_max_speed = true;
            motor            = helper.game_object.Find._ <Motor>(scene, "npc");
        }
Esempio n. 4
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            public IEnumerator when_desire_pos_is_righ_should_move_to_right()
            {
                Ai_walk ai = player.transform.GetComponent <Ai_walk>();
                Vector3 initial_position = player.transform.position;

                ai.desire_direction = Vector2.right;
                yield return(new WaitForSeconds(1));

                Assert.Greater(player.transform.position.x, initial_position.x);
            }
Esempio n. 5
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        public override void Instanciate_scenary()
        {
            base.Instanciate_scenary();
            up   = helper.game_object.Find._ <Assert_colision>(scene, "assert up");
            down = helper.game_object.Find._ <Assert_colision>(
                scene, "assert down");
            left = helper.game_object.Find._ <Assert_colision>(
                scene, "assert left");
            right = helper.game_object.Find._ <Assert_colision>(
                scene, "assert right");

            ai = helper.game_object.Find._ <Ai_walk>(scene, "npc");
            ai.use_max_speed = true;
        }
Esempio n. 6
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        public override void Instanciate_scenary()
        {
            base.Instanciate_scenary();
            (up, down, left, right, jump) =
                helper.game_object.Find._ <Assert_colision>(
                    scene, "assert up", "assert down", "assert left",
                    "assert right", "assert jump 1");

            ai = helper.game_object.Find._ <Ai_walk>(scene, "npc");
            ai.gameObject.AddComponent <rol_sheet.Rol_sheet>();
            var soldier = ai.gameObject.AddComponent <Soldier_controller>();

            soldier.npc      = ai.controller as Controller_npc;
            ai.controller    = soldier;
            ai.use_max_speed = true;
        }