private void Start() { currentIndex = new Vector2Int(1, 0); // Start in middle lane renderQuad = GetComponent <RenderQuad>(); renderQuad.laneWidth = board.laneWidth; renderQuad.rowHeight = board.rowHeight; renderQuad.Render(transform.position); transform.position = board.GetPosition(currentIndex); audioSource = gameObject.AddComponent <AudioSource>(); }
public void Test_Should_Add_Colors_To_List() { // Set List <Color> colors = new List <Color>(); Vector3[] quadVertices = new Vector3[] { vertex1, vertex2, vertex3, vertex4 }; Color[] quadColors = new Color[] { color1, color2 }; int vertexIndex = 1; RenderQuad renderQuad = new RenderQuad(vertexIndex, quadVertices, quadColors); // Act List <Color> colorsResult = renderQuad.AddColors(colors); // Assert Assert.That(Color.black, Is.EqualTo(colorsResult[0])); Assert.That(Color.black, Is.EqualTo(colorsResult[1])); Assert.That(Color.black, Is.EqualTo(colorsResult[2])); Assert.That(Color.black, Is.EqualTo(colorsResult[3])); }
public void Initialize(BoardManager board, Vector2Int currentIndex) { this.board = board; this.currentIndex = currentIndex; renderQuad = GetComponent <RenderQuad>(); renderQuad.laneWidth = board.laneWidth; renderQuad.rowHeight = board.rowHeight; renderQuad.SetColor(this.flavor.color); renderQuad.Render(transform.position); transform.position = board.GetPosition(currentIndex); collider = gameObject.AddComponent <BoxCollider2D>(); collider.size = new Vector3(renderQuad.laneWidth / 2.5f, renderQuad.rowHeight / 2.5f, 0); scoopIndicator = (ScoopIndicator)GetComponentsInChildren <ScoopIndicator>()[0]; scoopIndicator.SetIncomingFlavor(flavor); scoopIndicator.SetPosition(board.GetPosition(new Vector2Int(currentIndex.x, board.numberOfRows - 1))); BoardManager.FreezeGame += FreezeScoop; BoardManager.UnfreezeGame += UnfreezeScoop; }
public void Test_Should_Add_Vertices_To_List() { // Set List <Vector3> vertices = new List <Vector3>(); Vector3[] quadVertices = new Vector3[] { vertex1, vertex2, vertex3, vertex4 }; Color[] quadColors = new Color[] { color1, color2 }; int vertexIndex = 3; RenderQuad renderQuad = new RenderQuad(vertexIndex, quadVertices, quadColors); // Act List <Vector3> verticesResult = renderQuad.AddVertices(vertices); // Assert Assert.That( new Vector3(0f, 0f, 0f), Is.EqualTo(verticesResult.ToArray()[0]) ); Assert.That( new Vector3(0f, 0f, 2f), Is.EqualTo(verticesResult.ToArray()[1]) ); Assert.That( new Vector3(2f, 0f, 0f), Is.EqualTo(verticesResult.ToArray()[2]) ); Assert.That( new Vector3(2f, 0f, 2f), Is.EqualTo(verticesResult.ToArray()[3]) ); }
public void Test_Should_Add_Triangles_To_List() { // Set List <int> triangles = new List <int>(); Vector3[] quadVertices = new Vector3[] { vertex1, vertex2, vertex3, vertex4 }; Color[] quadColors = new Color[] { color1, color2 }; int vertexIndex = 1; RenderQuad renderQuad = new RenderQuad(vertexIndex, quadVertices, quadColors); // Act List <int> trianglesResult = renderQuad.AddTriangles(triangles); // Assert Assert.That(1, Is.EqualTo(trianglesResult[0])); Assert.That(3, Is.EqualTo(trianglesResult[1])); Assert.That(2, Is.EqualTo(trianglesResult[2])); Assert.That(2, Is.EqualTo(trianglesResult[3])); Assert.That(3, Is.EqualTo(trianglesResult[4])); Assert.That(4, Is.EqualTo(trianglesResult[5])); }