public TargetMovement(Transform mover, Vector3 newOrigin, float newSpeed, float newRangeLimit, IUnityTime timeInformation) { self = mover; origin = newOrigin; speed = newSpeed; rangeLimit = newRangeLimit; time = timeInformation; // To avoid square rooting when checking for distance. rangeCheck = newRangeLimit * newRangeLimit; }
public void Initialize_Movement() { var go = new GameObject(); objectTransform = go.transform; objectTransform.position = Vector3.zero; var speed = 1f; IUnityTime timeInformation = Substitute.For <IUnityTime>(); timeInformation.GetTime().Returns(1f); basicMovement = new Movement(objectTransform, speed, timeInformation); }
// Use this for initialization void Start() { unityTime = new UnityDeltaTime(); // Turn on GameOver Screen when Player is dead. player.GetHealth().OnDeath += GameOver; // Look through all Pool Users inside Player object. IPoolUser[] poolUsers = player.GetComponentsInChildren <IPoolUser>(); foreach (IPoolUser pUser in poolUsers) { pUser.InitializeWithPooler(poolManager, poolUserInstances); } // Initialize enemy spawner. enemySpawner.Initialize(player, poolManager, scoreManager); }
public void InitializeTargetMovement() { var go = new GameObject(); mover = go.transform; mover.position = Vector3.zero; origin = Vector3.zero; rangeLimit = 2f; var speed = 1f; IUnityTime timeInformation = Substitute.For <IUnityTime>(); timeInformation.GetTime().Returns(1f); targetMovement = new TargetMovement(mover, origin, speed, rangeLimit, timeInformation); }
// Use this for initialization void Awake() { unityTime = new UnityDeltaTime(); particles = GetComponent <ParticleSystem>(); }
public Movement(Transform mover, float newSpeed, IUnityTime timeInformation) { self = mover; speed = newSpeed; time = timeInformation; }