public void BeforeTest() { _previousCursorLockMode = Cursor.lockState; _gameModeComponent = new GameObject().AddComponent <TestGameModeComponent>(); _gameModeComponent.gameObject.AddComponent <TestUnityMessageEventDispatcherComponent>().TestAwake(); _controllerComponent = _gameModeComponent.gameObject.AddComponent <TestControllerComponent>(); _gameModeComponent.PlayerControllerType = _controllerComponent.gameObject; _gameModeComponent.PlayerCharacterType = new GameObject { name = "TestName" }; _gameModeComponent.HUDType = new GameObject(); var serviceProvider = new GameObject().AddComponent <TestGameServiceProvider>(); serviceProvider.TestAwake(); _spawnService = new MockSpawnService(); serviceProvider.AddService <ISpawnServiceInterface>(_spawnService); _spawnService.GetNearestSpawnLocationResult = _gameModeComponent.gameObject.transform; _spawnLocation = new GameObject().AddComponent <TestSpawnLocationComponent>(); _gameModeComponent.StartingSpawnLocation = _spawnLocation; }
public void AfterTest() { _cameraComponent = null; _camera = null; _controller = null; _pawn = null; }
public void AfterTest() { _actionState = null; _originalCamera = null; _controller = null; _character = null; _health = null; _inputBinder = null; _actionStateMachine = null; _inCamera = null; }
public void BeforeTest() { _pawn = new GameObject(); _pawn.transform.position = new Vector3(100.0f, 300.0f, 700.0f); _controller = new GameObject().AddComponent <TestControllerComponent>(); _controller.SetPawn(_pawn); _camera = _controller.gameObject.AddComponent <UnityEngine.Camera>(); _cameraComponent = _controller.gameObject.AddComponent <TestPlayerCameraComponent>(); _cameraComponent.ZoomSpeed = 2.0f; _cameraComponent.TestStart(); }
public void BeforeTest() { _inCamera = new GameObject().AddComponent <Camera>(); _actionStateMachine = new GameObject().AddComponent <MockActionStateMachineComponent>(); _inputBinder = _actionStateMachine.gameObject.AddComponent <MockInputBinderComponent>(); _health = _actionStateMachine.gameObject.AddComponent <MockHealthComponent>(); _character = _inputBinder.gameObject.AddComponent <TestCharacterComponent>(); _character.gameObject.AddComponent <TestUnityMessageEventDispatcherComponent>().TestAwake(); _controller = new GameObject().AddComponent <TestControllerComponent>(); _originalCamera = _controller.gameObject.AddComponent <Camera>(); _character.ActiveController = _controller; _cameraTime = 2.0f; _actionState = new CinematicCameraActionState(new CinematicCameraActionStateInfo(_character.gameObject, _inCamera, _cameraTime)); }