public IEnumerator AttackAudioPlayDamageTest() { game = MonoBehaviour.Instantiate(Resources.Load <GameObject>("Game")); yield return(new WaitForSecondsRealtime(1f)); audio = GameObject.Find("SwordSlot").GetComponent <AttackAudio>(); audio.PlayDamage(); yield return(new WaitForSecondsRealtime(0.05f)); Assert.IsTrue(audio.Source.clip.name == "Удар мечом по противнику"); }
/// <summary> /// Поиск противников в радиусе 1 юнита и отнятие у них здоровья в случае успеха /// </summary> private void Attack() { attackAnim.PlayAttackAnimation(); var colliders = Physics2D.OverlapCircleAll(transform.position, 1); if (colliders.Length > 0) { foreach (var collider in colliders) { if (collider.TryGetComponent <Enemy>(out Enemy enemy)) { //вызов получения урона у противников enemy.ApplyDamage((inventory.Items[12] as WeaponItem).damage); audio.PlayDamage(); } if (collider.TryGetComponent <BossEnemy>(out BossEnemy bossenemy)) { bossenemy.ApplyDamage((inventory.Items[12] as WeaponItem).damage); audio.PlayDamage(); } } } }