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);
    }
Esempio n. 3
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 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;
 }