public void Execute() { if (!IsActive) { return; } _motor.Move(); }
public void OnUpdate() { if (!IsActive) { return; } _motor.Move(); }
public override void Update() { if (!IsActive) { return; } _motor.Move(); }
public void LeftTurnsOrientation(ORIENTATION start, ORIENTATION finish) { var initialLocation = new Location(9266, 90210, start); var newLocation = motor.Move(initialLocation); Assert.That(newLocation.Coordinate.X, Is.EqualTo(9266)); Assert.That(newLocation.Coordinate.Y, Is.EqualTo(90210)); Assert.That(newLocation.Orientation, Is.EqualTo(finish)); }
private void OnMove(InputAction.CallbackContext context) { var direction2D = context.ReadValue <Vector2>(); var direction = new Vector3 { x = direction2D.x, y = 0, z = direction2D.y }; moter.Move(direction); }
public void MotorMovesForward() { var initialLocation = new Location(9266, 90210, ORIENTATION.EAST); var mockForwardMotor = new Mock <IForwardMotor>(); var forwardLocation = new Location(42, 600, ORIENTATION.NORTH); mockForwardMotor.Setup(m => m.Move(initialLocation)).Returns(forwardLocation); mockMotorFactory.Setup(f => f.ConstructForwardFor(ORIENTATION.EAST)).Returns(mockForwardMotor.Object); var newLocation = motor.Move(initialLocation); Assert.That(newLocation, Is.EqualTo(forwardLocation)); }
public void Execute() { if (!IsActive) { return; } if (_playerModel.Hp <= 0) { Off(); } _motor.Move(); UiInterface.PlayerXpUiText.Text = _playerModel.Hp; UiInterface.PlayerXpUiBar.Fill = _playerModel.PercentXp; }
private void Update() { Vector3 thisPosition = transform.position; if (_targetTransform != null) { _targetPosition = _targetTransform.position; } if (Vector3.Distance(thisPosition, _targetPosition) > 0.01f) { _motor.Move((_targetPosition - thisPosition).normalized); } else { _motor.Stop(); } }
public void Update() { spawnDelta += Time.deltaTime; if (Vector3.Distance(this.gameObject.transform.position, _target.gameObject.transform.position) > _range) { _motor.Move(Vector3.forward, _speed); _isWalking = true; } else { _isWalking = false; if (spawnDelta >= hitSpeed) { HitPlayer(zombiePower); spawnDelta = 0.0f; } } _animator.SetBool(ZombieAnimationConstants.IsWalkingParamName, _isWalking); _motor.Look(_target); }
public static void MoveAndWait(this IMotor mtr, float position) { // sync used to wait for move in first axis before proceeding to second axis object sync = new object(); // flag to avoid deadlock in case notify() is called before before the sync-block after each Move() bool move_completed = false; StrongTypedEventHandler <IMotor, MoveCompletedArgs> notify = (motor, args) => { lock (sync) { move_completed = true; Monitor.Pulse(sync); } }; mtr.MoveCompleted += notify; try { mtr.Move(position); lock (sync) { if (!move_completed) { Monitor.Wait(sync); } } } finally { mtr.MoveCompleted -= notify; } }
public void OnUpdate() { _motor.Move(); }
public void Execute() { _motor.Move(); }