public IEnumerator JumpMoveRight() { const float dir = 1.0f; Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; // 着地するまで少し待つ yield return(new WaitForSeconds(0.1f)); var startPosX = playerTransform.position.x; input.RequestJump(0.1f); yield return(new WaitForSeconds(0.1f)); input.RequestHorizontal(dir, 0.5f); yield return(new WaitForSeconds(0.5f)); var movedPosX = playerTransform.position.x; var diff = movedPosX - startPosX; Debug.Log("start:" + startPosX + " moved:" + movedPosX + " diff:" + diff); const float checkDistance = 1.0f; Assert.AreEqual(true, (diff >= checkDistance * dir)); yield return(null); }
public IEnumerator JumpHitWallAndSlide() { Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; // 着地するまで少し待つ yield return(new WaitForSeconds(0.1f)); // 壁際までワープ var warpPos = playerTransform.position; warpPos.x = 4.0f; playerTransform.position = warpPos; var startY = playerTransform.position.y; input.RequestJump(0.1f); yield return(new WaitForSeconds(0.1f)); input.RequestHorizontal(1.0f, 1.0f); yield return(new WaitForSeconds(1.0f)); var movedY = playerTransform.position.y; CheckNotMove(startY, movedY); Assert.AreEqual(true, player.CheckAnimatorStateName("run")); yield return(null); }
public IEnumerator Run() { Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; var startPosX = playerTransform.position.x; input.RequestHorizontal(1.0f, 0.5f); yield return(new WaitForSeconds(0.5f)); var movedPosX = playerTransform.position.x; Debug.Log("start:" + startPosX + " moved:" + movedPosX); Assert.AreEqual(true, (movedPosX >= startPosX)); Assert.AreEqual(true, player.CheckAnimatorStateName("run")); yield return(null); }