public IEnumerator DoNotMoveWithVectorZero() { Vector2 direction = Vector2.zero; _facadeToMove.SetDirectionToMove(direction); yield return(new WaitForSeconds(_frameDelay)); Assert.IsTrue(Mathf.Approximately(_rigidbody.velocity.magnitude, 0)); }
public IEnumerator RotationToLeftAndMoveForward([ValueSource(nameof(_inputOutputsTestCase))] InputOutput testData) { Vector2 forwardDirection = testData.Direction; float directionToRotate = testData.Rotation; var player = _gameObject; var defaultPosition = player.transform.position; _facadeToMove.SetAngleToRotate(directionToRotate); yield return(new WaitForSeconds(_microDelay)); _facadeToMove.SetDirectionToMove(forwardDirection); yield return(new WaitForSeconds(_microDelay)); var actualPosition = player.transform.position; Assert.AreEqual((defaultPosition.y < actualPosition.y), testData.PositiveYAxis); Assert.AreEqual((defaultPosition.x < actualPosition.x), testData.PositiveXAxis); }