void Update() { direction = controller.GetAxisDirection(); // TODO: this is a temp way to reset player's position, remove if (Input.GetKeyUp(KeyCode.R)) { localPlayer.transform.SetPositionAndRotation(Vector3.up, Quaternion.identity); } }
public void GetAxisDirection_ShouldGetChangesOnBothHorizontalAndVerticalAxis() { // Given unityInputProxyMock.Setup(x => x.GetAxis(INPUT_NAMES.AxisHorizontal)).Returns(1.23F); unityInputProxyMock.Setup(x => x.GetAxis(INPUT_NAMES.AxisVertical)).Returns(4.56F); // When var direction = controller.GetAxisDirection(); // Then Assert.AreEqual(1.23F, direction.x); // horizontal Assert.AreEqual(0, direction.y); Assert.AreEqual(4.56F, direction.z); // vertical }