public void test_arc_height() { var transform = new PathTransform(); var instance = fixture(); var spawned = new SpawnedObject() {GameObject = mobile}; target.transform.position = new Vector3(0f, 0f, 10f); curve.elapsed = 0f; instance.Update(curve, transform, spawned); Assert(transform.position == new Vector3(0f, 0f, 0f)); curve.elapsed = 2.5f; curve.Delta = 2.5f; instance.Update(curve, transform, spawned); Assert((transform.position - new Vector3(0f, 7.071068f, 2.5f)).magnitude < 0.001f); curve.elapsed = 5f; curve.Delta = 5f; instance.Update(curve, transform, spawned); Assert(transform.position == new Vector3(0f, 10f, 5f)); curve.elapsed = 10.0f; curve.Delta = 10.0f; // We never apply to the gameObject, so it doesn't step instance.Update(curve, transform, spawned); Assert((transform.position - new Vector3(0f, 0f, 10f)).magnitude < 0.001f); this.TearDown(); }
public void test_fixed_path_with_moving_target() { var transform = new PathTransform(); var instance = fixture(); var spawned = new SpawnedObject() {GameObject = mobile}; target.transform.position = new Vector3(0f, 0f, 10f); curve.elapsed = 0f; instance.Update(curve, transform, spawned); Assert(transform.position == new Vector3(0f, 0f, 0f)); curve.elapsed = 5f; curve.Delta = 5f; instance.Update(curve, transform, spawned); Assert(transform.position == new Vector3(0f, 0f, 5f)); this.TearDown(); }