Exemplo n.º 1
0
        public IEnumerator move_forward_should_can_hit_forward_assert()
        {
            controller.desire_direction = Vector3.forward;
            yield return(new WaitForSeconds(1));

            controller.shot();
            yield return(new WaitForSeconds(1));

            forward.assert_collision_enter();

            left.assert_not_collision_enter();
            right.assert_not_collision_enter();
            back.assert_not_collision_enter();
        }
Exemplo n.º 2
0
        public IEnumerator when_move_to_up_should_touch_collider_up()
        {
            ai.desire_direction = Vector3.forward;
            yield return(new WaitForSeconds(1));

            up.assert_collision_enter(ai.gameObject);
            helper.test.assert.many.assert_colision.assert_not_collision_enter(
                down, left, right, jump);
        }
Exemplo n.º 3
0
            public IEnumerator when_shoot_should_using_the_default_ammo()
            {
                Linear_gun gun    = weapon.GetComponent <Linear_gun>();
                var        bullet = gun.shot();

                yield return(new WaitForSeconds(1));

                target.assert_collision_enter(bullet);
                MonoBehaviour.DestroyImmediate(bullet);
            }
Exemplo n.º 4
0
        public IEnumerator when_move_to_up_should_touch_collider_up()
        {
            ai.desire_direction = Vector3.forward;
            yield return(new WaitForSeconds(1));

            up.assert_collision_enter(ai.gameObject);
            down.assert_not_collision_enter();
            left.assert_not_collision_enter();
            right.assert_not_collision_enter();
        }
Exemplo n.º 5
0
        public IEnumerator when_HP_motor_touch_a_damage_trigger_should_loss_hp()
        {
            ai.desire_direction = Vector3.forward;
            var   hp       = ai.GetComponent <HP_motor>();
            float start_hp = hp.current_points;

            yield return(new WaitForSeconds(1));

            Assert.Less(hp.current_points, start_hp);
            assert.assert_collision_enter(ai.gameObject);
        }
Exemplo n.º 6
0
        public IEnumerator when_move_to_up_should_touch_collider_up()
        {
            yield return(new WaitForSeconds(2));

            controller.jump();
            yield return(new WaitForSeconds(1));

            jump.assert_collision_enter(controller.gameObject);
            jump_2.assert_collision_enter(controller.gameObject);
            jump_3.assert_not_collision_enter();
        }
Exemplo n.º 7
0
                public IEnumerator agent_shold_touch_all_colliders()
                {
                    yield return(new WaitForSeconds(4));

                    touch_1.assert_collision_enter(player);
                    touch_2.assert_collision_enter(player);
                    touch_3.assert_collision_enter(player);

                    no_touch_1.assert_not_collision_enter(player);
                    no_touch_2.assert_not_collision_enter(player);
                    yield return(new WaitForSeconds(0.1f));
                }
Exemplo n.º 8
0
        public IEnumerator if_desire_direction_is_left_should_only_touch_left()
        {
            bullet.desire_direction = Vector3.left;
            yield return(new WaitForSeconds(1));

            tests_tool.assert.game_object.is_not_null(bullet);

            back.assert_not_collision_enter();
            right.assert_not_collision_enter();
            forward.assert_not_collision_enter();
            left.assert_collision_enter(bullet);
        }
Exemplo n.º 9
0
                public IEnumerator agent_shold_touch_all_colliders()
                {
                    yield return(new WaitForSeconds(4));

                    p1.assert_collision_enter(collider);
                    p2.assert_collision_enter(collider);
                    p3.assert_collision_enter(collider);
                    p4.assert_collision_enter(collider);
                    p5.assert_collision_enter(collider);
                    p6.assert_collision_enter(collider);
                    p7.assert_collision_enter(collider);
                    p8.assert_collision_enter(collider);
                }
Exemplo n.º 10
0
        public IEnumerator when_spawn_one_obj_shoud_collide_with_all_assert()
        {
            yield return(new WaitForSeconds(0.1f));

            GameObject obj = spawn_point.spawn();

            yield return(new WaitForSeconds(5.0f));

            p0.assert_collision_enter(obj);
            p1.assert_collision_enter(obj);
            p2.assert_collision_enter(obj);
            p3.assert_collision_enter(obj);
            p4.assert_collision_enter(obj);
            p5.assert_collision_enter(obj);
            p6.assert_collision_enter(obj);
            p7.assert_collision_enter(obj);
            p8.assert_collision_enter(obj);
            p9.assert_collision_enter(obj);
        }
Exemplo n.º 11
0
        public IEnumerator multiple_shots()
        {
            yield return(new WaitForSeconds(1));

            controller.desire_direction = Vector3.down;
            Debug.Log("down");
            yield return(new WaitForSeconds(1));

            var bullet = controller.shot();

            yield return(new WaitForSeconds(1));

            down.assert_collision_enter(bullet[0]);

            controller.desire_direction = Vector3.right;
            Debug.Log("right");
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            right.assert_not_collision_enter();

            controller.desire_direction = Vector3.left;
            Debug.Log("left");
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            left.assert_collision_enter(bullet[0]);

            controller.desire_direction = Vector3.up;
            Debug.Log("up");
            yield return(new WaitForSeconds(1));

            bullet = controller.shot();
            yield return(new WaitForSeconds(1));

            up.assert_collision_enter(bullet[0]);
        }