public IEnumerator spawned_obstacle_is_passed_to_dog_focus_queue() { // Arrange GameObject spawnManagerObject = new GameObject("Spawn Manager"); SpawnManager spawnManager = spawnManagerObject.AddComponent <SpawnManager>(); ObstacleSpawner obstacleSpawner = spawnManagerObject.AddComponent <ObstacleSpawner>(); spawnManager.ObstacleSpawner = obstacleSpawner; spawnManager.ObstacleSpawner.SpawnData.PoolSize = 3; spawnManager.ObstacleSpawner.SpawnData.Prefabs = new GameObject[1]; spawnManager.ObstacleSpawner.SpawnData.Prefabs[0] = CreateObstacle(Vector3.zero); GameObject dogGameObject = new GameObject("Dog"); dogGameObject.transform.position = Vector3.zero; DogCharacter dog = dogGameObject.AddComponent <DogCharacter>(); spawnManager.ObstacleSpawner.Dog = dog; // Act yield return(new WaitForSeconds(0.3f)); spawnManager.ObstacleSpawner.RandomObstacleSpawn(); // Assert Assert.AreEqual("Obstacle", dog.CurrentObject.transform.tag); // Clean spawnManagerObject.SetActive(false); dogGameObject.SetActive(false); }
private void CreateDog(out GameObject dogObject, out DogCharacter dog, Vector3 spawnPosition) { dogObject = new GameObject("Dog"); dogObject.transform.position = spawnPosition; dog = dogObject.AddComponent <DogCharacter>(); }
private static void CreateDog(out GameObject dogObject, out DogCharacter dog) { dogObject = new GameObject("Dog"); dogObject.transform.position = Vector3.zero; dog = dogObject.AddComponent <DogCharacter>(); }
private void CreateLeash(out GameObject leashObject, out Leash leash, PlayerCharacter player, DogCharacter dog) { leashObject = new GameObject("Leash"); leash = leashObject.AddComponent <Leash>(); leash.Dog = dog; leash.Player = player; }
private void CreateDog(out GameObject dogObject, out DogCharacter dog) { dogObject = new GameObject("Dog"); dogObject.transform.position = new Vector3(0, 0, 2); dog = dogObject.AddComponent <DogCharacter>(); }