public IEnumerator change_crosshair() { Crosshair crosshair = GameObject.FindObjectOfType <Crosshair>(); Assert.AreNotSame(_item.CrosshairDefinition.Sprite, crosshair.GetComponent <Image>().sprite); _item.transform.position = _player.transform.position; yield return(new WaitForFixedUpdate()); Assert.AreSame(_item.CrosshairDefinition.Sprite, crosshair.GetComponent <Image>().sprite); }
public IEnumerator changes_crosshair_to_item_crosshair() { Crosshair crosshair = Object.FindObjectOfType <Crosshair>(); Assert.AreNotSame(_item.CrosshairType.Sprite, crosshair.GetComponent <Image>().sprite); // Set position immediate to reduce the test time. _item.transform.position = _player.transform.position; // Wait till physics is processed (so collision with item would be triggered). yield return(new WaitForFixedUpdate()); Assert.AreEqual(_item.CrosshairType.Sprite, crosshair.GetComponent <Image>().sprite); }
private void Start() { AliveGameObject = transform.Find("Alive Player").gameObject; AnimationToStateMachine = AliveGameObject.GetComponent <PlayerAnimationToStateMachine>(); MyAnmator = AliveGameObject.GetComponent <Animator>(); MyRigidbody = AliveGameObject.GetComponent <Rigidbody2D>(); MySpriteRenderer = AliveGameObject.GetComponent <SpriteRenderer>(); MyBoxCollider2D = AliveGameObject.GetComponent <BoxCollider2D>(); MyRopeLineRenderer = AliveGameObject.GetComponent <LineRenderer>(); RopeJoint = AliveGameObject.GetComponent <DistanceJoint2D>(); DashDirectionIndicator = AliveGameObject.transform.Find("Dash Direction Indicator"); RopeHingeAnchor = AliveGameObject.transform.Find("Rope Hinge Anchor"); RopeHingeAnchorRigidbody = RopeHingeAnchor.GetComponent <Rigidbody2D>(); RopeHingeAnchorSpriteRenderer = RopeHingeAnchor.GetComponent <SpriteRenderer>(); Crosshair = AliveGameObject.transform.Find("Crosshair"); CrosshairSpriteRenderer = Crosshair.GetComponent <SpriteRenderer>(); InputHandler = GetComponent <PlayerInputHandler>(); FacingDirection = 1; // PLAYER Create and Invoke event for UI SkillManager.AddSkill(DashState); SkillManager.AddSkill(OnRopeStateAim); SkillManager.AddSkill(FireArrowShotStateStart); OnRopeStateFinish.ResetRope(); _playerHealthBar.SetMaxHealth(_playerStatsData.maxHealth); AliveGameObject.transform.position = FindObjectOfType <PlayerCheckpointManager>().LastCheckpoint; FiniteStateMachine.Initialize(IdleState); }
private void Start() { MyAnmator = GetComponent <Animator>(); MyRigidbody = GetComponent <Rigidbody2D>(); InputHandler = GetComponent <PlayerInputHandler>(); MyRopeLineRenderer = GetComponent <LineRenderer>(); RopeJoint = GetComponent <DistanceJoint2D>(); DashDirectionIndicator = transform.Find("Dash Direction Indicator"); RopeHingeAnchor = transform.Find("Rope Hinge Anchor"); RopeHingeAnchorRigidbody = RopeHingeAnchor.GetComponent <Rigidbody2D>(); RopeHingeAnchorSpriteRenderer = RopeHingeAnchor.GetComponent <SpriteRenderer>(); Crosshair = transform.Find("Crosshair"); CrosshairSpriteRenderer = Crosshair.GetComponent <SpriteRenderer>(); FacingDirection = 1; FiniteStateMachine.Initialize(IdleState); OnRopeStateFinish.ResetRope(); }
void SetupMouseCrosshair(Vector3 a, Vector3 b) { _mouseCrosshair.transform.position = target; _mouseCrosshair.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, Mathf.Pow(Vector3.Distance(a, b), 2) * transparencyMultiplier); }