//Methods private void Start() { AimController = GetComponent <AimController>(); PMController = GetComponent <PMController>(); inputManager = GetComponent <InputManager>(); sprintController = GetComponent <SprintController>(); }
// Start is called before the first frame update void Start() { sprintBar = GetComponent <Slider>(); playerSprintController = player.GetComponent <SprintController>(); sprintBar.maxValue = playerSprintController.maxSprintCharge; sprintBar.value = playerSprintController.SprintCharge; RecentlyChanged = false; }
public void IndexActionMethod_ReturnsAViewResult() { // arrange var rep = new Mock <IRepository <Sprint> >(); var controller = new SprintController(rep.Object); // act var result = controller.Index(); // assert Assert.IsType <ViewResult>(result); }
public void IndexTest() { //Arrange var mock = new Mock <ISprintService>(); mock.Setup(i => i.GetAllSprints()).Returns(new List <SprintDTO>().AsQueryable()); SprintController controller = new SprintController(mock.Object); //Act var result = controller.Index(); //Assert mock.Verify(i => i.GetAllSprints(), Times.Once); }
public void DeletesprintTest() { var mock = new Mock <ISprintService>(); SprintDTO sprintDTO = new SprintDTO { Name = "Test", Description = "Test" }; mock.Setup(a => a.Create(sprintDTO)); SprintController controller = new SprintController(mock.Object); mock.Setup(a => a.Delete(sprintDTO)); //Act var result = controller.Delete(sprintDTO.Sprint_id); //Assert Assert.IsType <OkResult>(result); }
public void AddSprintTest() { //Arrange var mock = new Mock <ISprintService>(); SprintDTO sprintDTO = new SprintDTO { Name = "Sprint", Description = "Description" }; mock.Setup(a => a.Create(sprintDTO)); SprintController controller = new SprintController(mock.Object); //Act var result = controller.Create(sprintDTO); //Assert Assert.IsType <OkResult>(result); }
public void UpdateSprintTest() { var mock = new Mock <ISprintService>(); SprintDTO sprintDTO = new SprintDTO { Name = "Test", Description = "Test" }; mock.Setup(a => a.Create(sprintDTO)); string exp = "111"; sprintDTO.Name = exp; sprintDTO.Description = exp; mock.Setup(a => a.Update(sprintDTO)); SprintController controller = new SprintController(mock.Object); var result = controller.Edit(sprintDTO); Assert.IsType <OkResult>(result); Assert.Equal(exp, sprintDTO.Name); Assert.Equal(exp, sprintDTO.Description); }
void Start() { m_characterController = GetComponent <CharacterController>(); m_sprintController = GetComponent <SprintController>(); m_crouchController = GetComponent <CrouchController>(); }
public SprintControllerTests() { _mockSprintBL = new Mock <ISprintBl>(); _sprintController = new SprintController(_mockSprintBL.Object); }
private void HandleMovement() { //get the speeds from the input axis float horizontalMovement = Input.GetAxis("Horizontal"); float verticalMovement = Input.GetAxis("Vertical"); bool isGrounded = characterController.isGrounded; //if character is grounded, make sure vertspeed is 0 if (isGrounded && vertSpeed < 0) { vertSpeed = 0f; } //apply hor+vert movement Vector3 movement = transform.forward * verticalMovement + transform.right * horizontalMovement; if (Input.GetKey(KeyCode.LeftShift) && (horizontalMovement > 0 || verticalMovement > 0)) { //check if this moveable character even has the sprint component if (GetComponent <SprintController>() != null) { SprintController sprintController = GetComponent <SprintController>(); //need 20 sprint charge to be allowed to sprint if ((sprintController.SprintCharge >= 20 || sprintController.IsSprinting) && characterController.isGrounded) { sprintController.IsSprinting = true; characterController.Move(speed * sprintMultiplier * Time.deltaTime * movement); if (sprintController.SprintCharge <= 0) { sprintController.IsSprinting = false; } } else //if we don't have enough charge to sprint, we just move normally { sprintController.IsSprinting = false; characterController.Move(speed * Time.deltaTime * movement); } } } else //we move normally { GetComponent <SprintController>().IsSprinting = false; characterController.Move(speed * Time.deltaTime * movement); } //check if player is trying to jump if (isGrounded && Input.GetButtonDown("Jump")) { //apply the jump into the vertspeed calc vertSpeed += Mathf.Sqrt(-jumpSpeed * Physics.gravity.y); } //handle gravity vertSpeed += Physics.gravity.y * Time.deltaTime; Vector3 movementFromGravity = new Vector3(0, vertSpeed, 0); //apply vertical change from gravity characterController.Move(movementFromGravity * Time.deltaTime); }