public GameObject shot() { GameObject bullet_obj = instanciate_bullet(); Bullet_base bullet = bullet_obj.GetComponent <Bullet_base>(); bullet.shot(direction_shot); return(bullet_obj); }
public void GetDamage(Bullet_base B) { Debug.Log("GetHit!! " + this.HP); this.HP -= B.Damage; if (this.HP <= 0) { //Dead this.gameObject.SetActive(false); } }
public IEnumerator shot_should_set_the_velocity() { Bullet_base bullet_instance = bullet.GetComponent <Bullet_base>(); bullet_instance.shot(bullet.transform.forward); Rigidbody bullet_rigidbody = bullet.GetComponent <Rigidbody>(); yield return(new WaitForSeconds(1)); Debug.Log(bullet_rigidbody); Assert.AreEqual( bullet_instance.max_speed * bullet.transform.forward, bullet_rigidbody.velocity); }