public void ShouldStayTest() { //Arrange setUpPositions(new Vector3(0, 0, 0), new Vector3(13, 0, 0)); //Act ChargingAI ai = testAI.GetComponent <ChargingAI>(); //verify Assert.IsFalse(ai.ProcessChargeBehaviour()); }
public void IsMovingTest() { //Arrange setUpPositions(new Vector3(0, 0, 0), new Vector3(3, 0, 0)); //Act ChargingAI ai = testAI.GetComponent <ChargingAI>(); ai.ProcessChargeBehaviour(); //verify Rigidbody2D body = ai.GetComponent <Rigidbody2D> (); Assert.IsTrue(body.velocity.x < 0); }
public void SpawnMeleeTest() { //Arrange var gameObject = SpawningUtility.SpawnEnemy(Vector3.zero, SpawnableEnemyTypes.TestMeleeEnemy); //Act ChargingAI chargingAI = gameObject.GetComponent <ChargingAI>(); FleeingAI fleeingAI = gameObject.GetComponent <FleeingAI>(); //Assert Assert.IsTrue(chargingAI != null); Assert.IsFalse(fleeingAI != null); }
bool ChargeComplete(StateController controller) { ChargingAI chargingAI = controller.GetComponent <ChargingAI>(); if (chargingAI != null) { return(chargingAI.ChargeComplete()); } else { Debug.LogWarning("Controller does not have ChargingAI component."); return(false); } }