public void Test_pool_creation() { DefaultBullet bullet = pool.GetPooledObject(); Assert.IsNotNull(bullet); Assert.AreEqual(1, pool.ActiveObjectAmount); }
public void Test_pool_returns() { DefaultBullet bullet = pool.GetPooledObject(); pool.ReturnToPool(bullet); Assert.IsFalse(bullet.isActiveAndEnabled); Assert.AreEqual(0, pool.ActiveObjectAmount); }
public IEnumerator Test_bullet_destruction() { DefaultBullet bullet = pool.GetPooledObject(); bullet.Object.SetActive(true); yield return(new WaitForSeconds(bullet.MaxLifeTime + .1f)); Assert.IsFalse(bullet.isActiveAndEnabled); Assert.AreEqual(pool.ActiveObjectAmount, 0); }
private void InitWithoutDependencies() { #if UNITY_EDITOR Camera.main.orthographicSize *= 1.25f; #else Camera.main.orthographicSize *= 2.0f; #endif SaveUtil.InitializeSave(); SpaceUtil.Init(); // _ColorManager is a prefab field, and doesn't need initialized. _PoolManager.Init(in _ColorManager); WeaponResetTimer = new FrameTimer(InitialWeaponTime); WeaponRainTimer = new LoopingFrameTimer(WeaponRainTime); OneUpRainTimer = new LoopingFrameTimer(OneUpRainTime); OneUpRainTimer.TimeUntilActivation = InitialOneUpRainDelay; _PowerupMenu.Init(); _PowerupMenu.transform.position += new Vector3(0, 0, 0); VictimWasAutomatic = true; _GameOverGUI.Init(); _Scoreboard.Init(); SoundManager.Init(_AudioSource); SpriteBank.Init(); NotificationManager.Init(_Notification); DefaultBullet.StaticInit(); //DefaultExtraBullet.StaticInit(); DefaultBulletBuffs.Init(); _ParticleManager.Init(); #if !UNITY_EDITOR CanGameOver = true; #else CanGameOver = false; #endif }
public abstract void OnKill(Enemy enemy, DefaultBullet bullet);
public abstract void OnHit(Enemy enemy, DefaultBullet bullet, Vector3 hitPosition);