public IEnumerator TestTriggerCollider() { ballTrigger = (GameObject)gameScene.DebugSpawnBallTrigger(new Vector3(0, 0, 0)); checkCollisionCount = GameSceneScript.GetCollisionCount(); checkTriggerCount = GameSceneScript.GetTriggerCount(); Debug.Log("(PlayTest - TestTriggerCollider - Before) - checkCollisionCount: " + checkCollisionCount); Debug.Log("(PlayTest - TestTriggerCollider - Before) - checkTriggerCount: " + checkTriggerCount); Assert.True(checkCollisionCount == 0); Assert.True(checkTriggerCount == 0); debugSpawnBoxProjectile = (GameObject)gameScene.DebugSpawnBoxProjectile(new Vector3(0, 0, 0)); // initially ball trigger is set to Trigger yield return(new WaitForSeconds(1f)); Debug.Log("(PlayTest - TestTriggerCollider - AfterTrigger) - checkCollisionCount: " + GameSceneScript.GetCollisionCount()); Debug.Log("(PlayTest - TestTriggerCollider - AfterTrigger) - checkTriggerCount: " + GameSceneScript.GetTriggerCount()); Assert.True(GameSceneScript.GetCollisionCount() == checkCollisionCount); // check that it's same as before, no change Assert.True(GameSceneScript.GetTriggerCount() > checkTriggerCount); /* * checkCollisionCount = GameSceneScript.GetCollisionCount(); * checkTriggerCount = GameSceneScript.GetTriggerCount(); * * CircleCollider2D col = ballTrigger.gameObject.GetComponent<CircleCollider2D>(); * col.isTrigger = false; * yield return new WaitForSeconds(1f); * Debug.Log("(PlayTest - TestTriggerCollider - AfterCollision) - checkCollisionCount: " + GameSceneScript.GetCollisionCount()); * Debug.Log("(PlayTest - TestTriggerCollider - AfterCollision) - checkTriggerCount: " + GameSceneScript.GetTriggerCount()); * Assert.True(GameSceneScript.GetCollisionCount() > checkCollisionCount); * Assert.True(GameSceneScript.GetTriggerCount() == checkTriggerCount); * * yield return new WaitForSeconds(1f); */ }
// Update is called once per frame void Update() { collisionValue.text = GameSceneScript.GetDestroyedPickupAmt().ToString(); triggerValue.text = GameSceneScript.GetTriggerCount().ToString(); }