public ScanningLaser(TestableGameObject obj, Box box, [GameObjectBoundary] Sphere sphere, IPhysics physics, IRigidBody body, ILayerMask layerMask) : base(obj) { this.physics = physics; this.sphere = sphere; body.useGravity = false; sphere.collider.enabled = false; box.Obj.transform.localScale = new UnityEngine.Vector3(10, 1, 1); sphere.body.isKinematic = true; body.AddTorque(new UnityEngine.Vector3(0, 5, 0), UnityEngine.ForceMode.Impulse); mask = 1 << layerMask.NameToLayer("Default"); }
public void testLayerMasksInterpreted() { ILayerMask layerMask = kernel.Get <ILayerMask>(); Assert.AreEqual(0, layerMask.NameToLayer("Default")); }