public void ReturnCorrectDefaultViewWithCorrectAimDetailsModel_WhenAimIsNotNull() { // Arrange var mockedAimService = new Mock <IAimService>(); var mockedCityService = new Mock <ICityService>(); var mockedCategoryService = new Mock <IAimCategoryService>(); var mockedCountryService = new Mock <ICountryService>(); var mockedMapper = new Mock <IMapperAdapter>(); var mockedAim = new Mock <Aim>(); var mockedAimDetailsViewModel = new Mock <AimDetailsViewModel>(); mockedAimService.Setup(x => x.GetAimById(It.IsAny <int>())).Returns(mockedAim.Object); mockedMapper.Setup(x => x.Map <AimDetailsViewModel>(It.IsAny <Aim>())) .Returns(mockedAimDetailsViewModel.Object); AimController controller = new AimController(mockedAimService.Object, mockedCountryService.Object, mockedCityService.Object, mockedCategoryService.Object, mockedMapper.Object); // Act & Assert controller.WithCallTo(x => x.Details("7")).ShouldRenderDefaultView() .WithModel(mockedAimDetailsViewModel.Object); }
private void Awake() { _magnetic = GetComponent <Magnetic>(); _currentState = RoyStates.None; _currentEnergy = _maxEnergy; OnCurrentEnergyChange?.Invoke((float)_currentEnergy / _maxEnergy); _currentFuel = _maxFuel; OnCurrentFuelChange?.Invoke((float)_currentFuel / _maxFuel); _energyPerSecond = (float)_maxEnergy / _energyTimeDuration; _rechargePerSecond = (float)_maxFuel / _totalTimeToReloadFullFuel; _aimController = GetComponentInChildren <AimController>(); var playerInputComponent = GetComponent <PlayerInput>(); _magnetic.OnPull += _onPlayerPull_Magnetic; _actionMove = playerInputComponent.actions["Move"]; _actionJump = playerInputComponent.actions["Jump"]; _actionJump.performed += _actionJump_performed; _actionJump.canceled += _actionJump_canceled; _actionMov1 = playerInputComponent.actions["Mov1"]; _actionMov1.started += _actionMov1_started; _actionMov1.canceled += _actionMov1_canceled; _actionMov2 = playerInputComponent.actions["Mov2"]; _actionMov2.performed += _actionMov2_performed; _actionMov2.canceled += _actionMov2_canceled; _animator.Play("Roy_Armature_Idle"); }
public void ReturnJsonWithSuccess() { // Arrange string countryId = "132"; var mockedAimService = new Mock <IAimService>(); var mockedCityService = new Mock <ICityService>(); var mockedCategoryService = new Mock <IAimCategoryService>(); var mockedCities = new List <City>(); var mockedCountryService = new Mock <ICountryService>(); var mockedMapper = new Mock <IMapperAdapter>(); // TODO: how axectly to test this List <SelectListItem> cities = new List <SelectListItem>(); var list = new SelectList(cities, "Value", "Text"); mockedCityService.Setup(x => x.GetAllCitiesByCountry(It.IsAny <string>())).Returns(mockedCities); AimController controller = new AimController(mockedAimService.Object, mockedCountryService.Object, mockedCityService.Object, mockedCategoryService.Object, mockedMapper.Object); // Act & Assert controller.WithCallTo(x => x.GetCities(countryId)) .ShouldReturnJson(); }
//Methods private void Start() { AimController = GetComponent <AimController>(); PMController = GetComponent <PMController>(); inputManager = GetComponent <InputManager>(); sprintController = GetComponent <SprintController>(); }
void Start() { tr = transform; root = tr.root; defaultPos = tr.localPosition; defaultArmRot = tr.localEulerAngles; ba = bobAmount; PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { pm = pr.GetComponent <PlayerMovement>(); ac = pr.ac; cb = pr.cb; ia = pr.ia; wm = pr.wm; acs = pr.acs; pl = pr.GetComponent <PlayerLook>(); } lastKickTime = -0.1f; smoothKickFactor = 0.01f; kickSpeedFactor = 1f; animationIsPlaying = false; }
void movePlayer() { CamPivot = new Vector3(0, 0, 0); //(임시) wasd를 입력받고 있을 시 애니메이션 true false //if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D)) // playerAC.SetBool("PlayerMove", true); //else // playerAC.SetBool("PlayerMove", false); // //playerBody.MovePosition(playerBody.position + CamPivot.normalized * MovementSpeed * Time.fixedDeltaTime); Vector3 movementAmount = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); movementAmount = Vector3.ClampMagnitude(movementAmount, 1f); // 속도제한 (스피드값 따로 곱할것) // RealCam=Quaternion.LookRotation(Cam.forward); //Vector3 RealMove = RealCam * movementAmount; //Debug.Log(RealMove); float speedMultiplier = 1f; float angle = Vector3.Angle(movementAmount, AimController.GetAimDirection()); //각도별 속도 speedMultiplier = (1f - angle / 360f); //Debug.Log (speedMultiplier); playerBody.MovePosition(playerBody.position + movementAmount * MovementSpeed * speedMultiplier * Time.fixedDeltaTime); }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); // aim GameObject crosshair = GameObject.FindWithTag("Crosshair"); if (crosshair != null) { aimController = crosshair.GetComponent <AimController>(); } keyList = new List <int>(); //"key" used to open already opened doors keyList.Add(-1); gameManager = GameManager.instance; //initializing player raycast lineEndWest = new Vector2(gameObject.transform.position.x - interactionRadius, gameObject.transform.position.y); lineEndEast = new Vector2(gameObject.transform.position.x + interactionRadius, gameObject.transform.position.y); lineEndSouth = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - interactionRadius); lineEndNorth = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y + interactionRadius); lineEnd = lineEndSouth; lineStart = gameObject.transform.position; //hide cursor Cursor.visible = false; }
private void Start() { boardView.Initiate(this); mChain.Initiate(this, boardView); OnCreateNextPiece(); mAimController = aimArrow.AddComponent <AimController>(); mAimController.Initiate(BallSpawnPoint, OnShoot, this); }
void rotateWeaponPivot() { float aimY = AimController.GetAimRealPosition().y; // 에임 y 좌표 float playerY = playerTransform.position.y; // 플레이어 y 좌표 float targetY = AimController.GetTargetPosition().y; // 타겟의 y좌표 float yDist = Mathf.Abs(playerY - targetY); //타겟과의 높이차이 Vector3 targetAimPoint = AimController.GetAimRealPosition(); //실제 에임 좌표 // 허공 보정 (물론 허공에 플레인 만들어야됨) if (AimController.TargetTag == NoAimOffsetTag) { targetAimPoint.y = playerY; } // 벽 조준 보정 if (AimController.TargetTag == WallTag) { yDist = Mathf.Abs(playerY - aimY); //Debug.Log(yDist); if (yDist > 0.3f) { //targetAimPoint.y = aimY; targetAimPoint.y = playerY; } else { //Debug.Log("응안된다"); targetAimPoint.y = playerY; } } //플레이어 보정 //if (AimController.TargetTag == PlayerTag) //{ //} // 적 조준 보정 if (AimController.TargetTag == EnemyTag) { //if (yDist > 0.3f) //{ Debug.Log("적 조준중"); targetAimPoint.y = aimY; // } // else // { //targetAimPoint.y = targetY; // } } // 단위 사원수만이 회전가능 Quaternion rotation = Quaternion.FromToRotation(WeaponPivot.forward, (targetAimPoint - WeaponPivot.position).normalized) * WeaponPivot.rotation; // 무기방향벡터 에임방향벡터의 각도 * 무기회전 값만큼 증가 WeaponPivot.rotation = Quaternion.Euler((Vector2)rotation.eulerAngles); // 오일러각 회전 제한 (z축) }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_aimController = FindObjectOfType <AimController>(); m_currentSpellSlot = null; m_currentSpellIdx = -1; // Init the spell slots InitSpellSlots(); }
public void Initialize() { InitializeEvents(); m_gamePlayViewController = new GamePlayViewController(); m_aimController = new AimController(); m_bubbleController = new BubbleController(); m_allowShootCRWait = new WaitForSeconds(m_allowShootCRDelay); }
void Start() { defaultPos = transform.localPosition; defaultRot = transform.localEulerAngles; PlayerReference pr = GeneralVariables.playerRef; pm = pr.GetComponent <PlayerMovement>(); ac = pr.ac; }
float aimAttackBoundaryTime = 0.25f; // 当在aimAttackBoundaryTime内A的滑动距离超过attackBoundary则本次AimAttackType为attacking,否则为aming。 new void Awake() { base.Awake(); //I_PlayerManager = transform.GetComponent<PlayerManager>(); I_AimController = transform.GetComponentInChildren <AimController>(); I_FollowTarget = GameObject.FindWithTag("MainCamera").transform.GetComponent <FollowTarget>(); I_KnifeManager = transform.Find("Weapons").Find("Knife").GetComponent <MeleeWeaponManager>(); attackType = AimAttackType.none; rb = self.GetComponent <Rigidbody>(); uiScope = GameObject.Find("Scope"); }
void Start() { tr = transform; pTr = tr.parent; PlayerReference pr = GeneralVariables.playerRef; pm = pr.GetComponent <PlayerMovement>(); pv = pr.GetComponent <PlayerVitals>(); ac = pr.ac; }
public void InitPlayer(string id, string name, Sprite playerFaceIcon, WeaponSO weapon, int health, Sprite profilePic) { this.id = id; this.name = name; this.health = health; this.PlayerFaceIcon = playerFaceIcon; this.weapon = weapon; this.aimController = this.transform.GetComponentInChildren <AimController>(); this.WeaponHodlingPoint = aimController.shotPoint; this.profilePic = profilePic; this.animator = GetComponent <Animator>(); }
void Start() { ac = GeneralVariables.playerRef.ac; leftForearmDefaultRot = leftForearm.localEulerAngles; rightForearmDefaultRot = rightForearm.localEulerAngles; leftWristDefaultRot = leftWrist.localEulerAngles; rightWristDefaultRot = rightWrist.localEulerAngles; animTime = 0f; animVal = 0f; startAnimation = false; }
void rotatePlayer() { Quaternion rotation = Quaternion.FromToRotation(playerTransform.forward, (AimController.GetAimRealPosition() - playerTransform.position).normalized) * playerBody.rotation; if (RotationSmooth) { playerBody.MoveRotation(Quaternion.Slerp(playerBody.rotation, Quaternion.Euler(rotation.eulerAngles.y * Vector3.up), Time.fixedDeltaTime * 20f)); } else { playerBody.MoveRotation(Quaternion.Euler(rotation.eulerAngles.y * Vector3.up)); } }
void movePlayer() { Vector3 movementAmount = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); movementAmount = Vector3.ClampMagnitude(movementAmount, 1f); float speedMultiplier = 1f; float angle = Vector3.Angle(movementAmount, AimController.GetAimDirection()); speedMultiplier = (1f - angle / 360f); playerBody.MovePosition(playerBody.position + movementAmount * MovementSpeed * speedMultiplier * Time.fixedDeltaTime); }
public void SetReferenceVars() { PlayerReference pRef = GeneralVariables.playerRef; if (pRef != null) { pe = pRef.GetComponent <PlayerEffects>(); wm = pRef.wm; dm = pRef.dm; pm = pRef.GetComponent <PlayerMovement>(); ac = pRef.ac; acs = pRef.acs; } }
void Start() { AimController.AddToList(this); Vector3 newDir = cannon.transform.position - transform.position; transform.rotation = Quaternion.FromToRotation(Vector3.up, newDir); tMap = tilemap.GetComponent <Tilemap>(); pathfinder = tilemap.GetComponent <Pathfinder>(); latestPath = getPathToCannon(); locator = transform.GetChild(0).GetComponent <Locator>(); rigidbody = gameObject.GetComponent <Rigidbody2D>(); mask = LayerMask.GetMask("CannonLayer", "Tilemap"); cannonPreDashPos = new Vector3(0, 0, 0); // this vector represents the line the enemy will dash across }
// Start is called before the first frame update void Start() { anim = this.GetComponent <Animator>(); input = this.GetComponent <MoveController>(); aimControl = this.GetComponent <AimController>(); swordControl = this.GetComponent <SwordController>(); skinMeshList = GetComponentsInChildren <SkinnedMeshRenderer>(); impulse = FindObjectOfType <CinemachineFreeLook>().GetComponent <CinemachineImpulseSource>(); Volume postVolume = FindObjectOfType <Volume>(); VolumeProfile postProfile = postVolume.profile; postProfile.TryGet <LensDistortion>(out distorsion); }
public void ReturnViewAndViewModel_WithCorrectCountries() { // Arrange var mockedAimService = new Mock <IAimService>(); var mockedCityService = new Mock <ICityService>(); var mockedCategoryService = new Mock <IAimCategoryService>(); var mockedCountryService = new Mock <ICountryService>(); var mockedMapper = new Mock <IMapperAdapter>(); var countries = new List <Country>() { new Country() { Id = 1, Name = "The USA" }, new Country() { Id = 2, Name = "Germany" }, new Country() { Id = 3, Name = "Italy" } }; mockedCountryService.Setup(x => x.GetAllCountries()).Returns(countries); AimController controller = new AimController(mockedAimService.Object, mockedCountryService.Object, mockedCityService.Object, mockedCategoryService.Object, mockedMapper.Object); // Act var result = (ViewResult)controller.Create(); ViewDataDictionary viewData = result.ViewData; // Assert Assert.IsTrue(viewData["Country"] != null); //var model = (CreateAimViewModel)result.Model; //var selectList = model.Countries.ToList(); //Assert.AreEqual(countries.Count, selectList.Count); //for (int i = 0; i < countries.Count; i++) //{ // Assert.AreEqual(countries[i].Id.ToString(), selectList[i].Value); // Assert.AreEqual(countries[i].Name, selectList[i].Text); //} }
void Start() { tr = transform; PlayerReference pr = GeneralVariables.playerRef; dm = pr.dm; wm = pr.wm; ac = pr.ac; cb = pr.cb; mainCamTr = GeneralVariables.mainPlayerCamera.transform; useLabel = GeneralVariables.uiController.useGUI; useKeyString = cInput.GetText("Use", 1); }
void Start() { if (GeneralVariables.player == null) { Cleanup(); return; } GetComponent <Camera>().enabled = true; renderTex = new RenderTexture(Mathf.RoundToInt(defaultSize.x), Mathf.RoundToInt(defaultSize.y), 16); GetComponent <Camera>().aspect = aspectRatio; GetComponent <Camera>().targetTexture = renderTex; scopeRenderer.material.mainTexture = GetComponent <Camera>().targetTexture; ac = GeneralVariables.playerRef.ac; }
// Use this for initialization void Awake() { estructure = (GameObject)Instantiate(estructure, transform.position, Quaternion.identity); estructure.transform.parent = this.transform; estructure.transform.rotation = this.transform.rotation; characterModel = (GameObject)Instantiate(characterModel, new Vector3(transform.position.x,transform.position.y + towerHeight,transform.position.z), Quaternion.identity); characterModel.transform.parent = estructure.transform; characterModel.transform.rotation = this.transform.rotation; characterScript = (Character)characterModel.AddComponent(job.ToString()); aim = characterModel.AddComponent<AimController> (); characterScript.aim = aim; aim.SetCharacter (characterScript); button = characterModel.AddComponent<ButtonTower> (); button.SetCharacter (characterScript); characterScript.SetButton (button); }
void Awake() { Vector2 cursorHotspot = new Vector2 (cursorTexture.width / 2f, cursorTexture.height / 2f); Cursor.SetCursor (cursorTexture, cursorHotspot, CursorMode.Auto); if(Instance == null) { Instance = this; DontDestroyOnLoad(this); } else { Destroy(this); } }
void Awake() { Vector2 cursorHotspot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f); Cursor.SetCursor(cursorTexture, cursorHotspot, CursorMode.Auto); if (Instance == null) { Instance = this; DontDestroyOnLoad(this); } else { Destroy(this); } }
void Awake() { tr = transform; acoTr = antiClipObj.transform; PlayerReference pr = GeneralVariables.playerRef; wm = pr.wm; pm = pr.GetComponent <PlayerMovement>(); dm = pr.dm; ac = pr.ac; switchRotX = dm.drawRot.x; switchRotY = -dm.drawRot.y; switchRotZ = dm.drawRot.z; }
public void InitializeVariables() { PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { pm = pr.GetComponent <PlayerMovement>(); pl = pr.GetComponent <PlayerLook>(); dm = pr.dm; ia = pr.ia; ac = pr.ac; cb = pr.cb; initialized = true; } }
// Use this for initialization void Start() { aimControl = GetComponentInParent <AimController>(); buildModeOn = false; scaleCollection = new Dictionary <BuildMode, Vector3>(); scaleCollection[BuildMode.BuildMode2x1] = new Vector3(2, 1); scaleCollection[BuildMode.BuildMode2x2] = new Vector3(2, 2); scaleCollection[BuildMode.BuildMode2x4] = new Vector3(2, 4); scaleCollection[BuildMode.BuildMode4x2] = new Vector3(4, 2); coolDowns = new Dictionary <BuildMode, float>(); coolDowns[BuildMode.BuildMode2x1] = 0; coolDowns[BuildMode.BuildMode2x2] = 0; coolDowns[BuildMode.BuildMode2x4] = 0; coolDowns[BuildMode.BuildMode4x2] = 0; isGenerating = false; }
private void Awake() { if (instance != null) { Destroy(gameObject); } instance = this; inputMaster = new InputMaster(); player = FindObjectOfType <PlayerController>(); gameplayScreen = FindObjectOfType <GamePlayUI>(); aimController = FindObjectOfType <AimController>(); gameManager = GameManager.instance; }
public void InitializeVariables() { PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { dm = pr.dm; ac = pr.ac; } else { this.enabled = false; return; } defaultPos = reflexDot.localPosition; }