public void CameraControllerComponentTest() { //Given Input fixedInput = new FixedInputMock( new Vector2(0.14f, 0.05f), new List <MouseButton>(new MouseButton[] { MouseButton.RightMouseButton })); GameTimer constantTimer = new ConstantTimer(new TimeSpan(0, 0, 0, 0, 100)); Transform transform = new Transform(); CameraControllerComponent camComp = new CameraControllerComponent(transform, fixedInput); //When for (int update = 0; update < 5; update++) { camComp.Update(constantTimer); } //Then Quaternion comparisonRotation = new Quaternion(-0.084f, 0.90f, -0.37f, -0.20f); comparisonRotation.Normalize(); float dot = Quaternion.Dot(transform.Rotation, comparisonRotation); Assert.IsTrue(MathUtil.WithinEpsilon(dot, 1.0f, 0.0001f)); }
private void Awake() { _cameraController = FindObjectOfType <CameraControllerComponent>(); _screenMiddle = new Vector2(.5f, .5f); _keys = new List <int>(); _notificationUI.SetActive(false); }
protected override void Awake() { base.Awake(); _cameraController = FindObjectOfType <CameraControllerComponent>(); _vfxController = FindObjectOfType <VFXControllerComponent>(); _sfxController = FindObjectOfType <SFXControllerComponent>(); enabled = false; }
protected override void Awake() { //Initiliaze projectil pool PoolSystem.InitiliazePool(_projectilPrefab, null, 1); //Get controller components from scene _vfxController = FindObjectOfType <VFXControllerComponent>(); _cameraController = FindObjectOfType <CameraControllerComponent>(); _weaponHolderController = FindObjectOfType <WeaponHolderComponent>(); //Get the player transform from the root of this object _playerForward = transform.root; //Stop update method enabled = false; base.Awake(); }