void spawnProjectile() { string pattern; if (Time.time >= spawnTime && isNearPlayer() && player != null && patterns.Length > 0) { int rand = Random.Range(0, patterns.Length); pattern = patterns [rand]; Vector2 shootDirection = player.transform.position - transform.position; Debug.Log(projectilePatternFactory); projectilePatternFactory.createProjectilePattern(pattern, transform.position, shootDirection, false, this.gameObject); } spawnTime = Time.time + cooldownTime; }
public IEnumerator TestPlayerWithProjectileHit3() { GameObject gm = (GameObject)Instantiate(Resources.Load("Tests/gamemanager")); var playerPrefab = Resources.Load("Tests/player"); GameObject player = (GameObject)Instantiate(playerPrefab); int startHealth = 20; player.GetComponent <PlayerController> ().testMode = true; gm.GetComponent <GUIManager> ().playerController = player.GetComponent <PlayerController> (); NetworkServer.Listen(7777); yield return(new WaitForSeconds(2)); player.GetComponent <PlayerController> ().health = startHealth; ProjectilePatternFactory factory = gm.GetComponent <ProjectilePatternFactory> (); string pattern = "basicFireball"; Vector3 startPosition = new Vector3(5, 5, 0); Vector2 shootDirection = new Vector2(-1, -1); bool belongToPlayer = false; factory.projectileFactory = gm.GetComponent <ProjectileFactory> (); factory.createProjectilePattern(pattern, startPosition, shootDirection, belongToPlayer, player); GameObject projectile = GameObject.FindGameObjectWithTag("Projectile"); int damage = 19; projectile.GetComponent <ProjectileController> ().projectileDamage = damage; yield return(new WaitForSeconds(5)); GameObject newplayer = GameObject.FindGameObjectWithTag("Player"); int currHealth = newplayer.GetComponent <PlayerController> ().health; int expectedHealth = startHealth - damage; Assert.AreEqual(expectedHealth, currHealth); }
void spawnProjectile() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } if (projectilePatternFactory == null) { projectilePatternFactory = GameManager.gm.gameObject.GetComponent <ProjectilePatternFactory>(); } string pattern; if (Time.time >= spawnTime && patterns.Length > 0 && player != null) { int rand = Random.Range(0, patterns.Length); pattern = patterns [rand]; Vector2 shootDirection = player.transform.position - transform.position; projectilePatternFactory.createProjectilePattern(pattern, transform.position, shootDirection, false, this.gameObject); } spawnTime = Time.time + cooldownTime; }
[UnityTest] /*1 Projectile to enemeyBat: enemyBat Hp=7? true;*/ public IEnumerator ProjectTileLength3() { NetworkServer.Listen(7777); GameObject gm = Instantiate(Resources.Load("Tests/GameManager")) as GameObject; ProjectilePatternFactory factory = gm.GetComponent <ProjectilePatternFactory> (); string pattern = "basicFireball"; Vector3 startPosition = new Vector3(0, 0, 0); Vector2 shootDirection = new Vector2(0, 0); bool belongToPlayer = false; factory.projectileFactory = gm.GetComponent <ProjectileFactory> (); factory.createProjectilePattern(pattern, startPosition, shootDirection, belongToPlayer, null); yield return(new WaitForSeconds(1)); GameObject[] projectilesSpawned = GameObject.FindGameObjectsWithTag("Projectile"); Assert.AreEqual(1, projectilesSpawned.Length); }