public void GetBallShootingDirectionWithForce__ReturnsCorrectDirection() { float shootingForce = _ball.ShootingForce; Vector3 robotPosition = new Vector3(0.0f, 1.2f, 0.0f); Vector3 ballPosition = new Vector3(0.0f, 1.0f, 0.0f); var direction = _ball.GetBallShootingDirectionWithForce(robotPosition, ballPosition); Assert.IsTrue(direction == -(robotPosition - ballPosition).normalized * shootingForce); }
private void OnCollisionEnter(Collision other) { if (!_ball.IsHitByFrontLegs(other.transform.name)) { return; } var direction = _ball.GetBallShootingDirectionWithForce(other.transform.position, transform.position); GetComponent <Rigidbody>().AddForce(direction, ForceMode.Impulse); }