internal EnumFacing(FacingEnum type, int orderA, int orderB, int frontOffsetX, int frontOffsetY, int frontOffsetZ) { this.Enum = type; this.OrderA = orderA; this.OrderB = orderB; this.FrontOffsetX = frontOffsetX; this.FrontOffsetY = frontOffsetY; this.FrontOffsetZ = frontOffsetZ; }
public void MoveRight() { gameObject.transform.Translate(speed, 0, 0); if (facing < FacingEnum.Up) { facing = FacingEnum.Right; } else { facing = FacingEnum.UpRight; } }
public void MoveLeft() { gameObject.transform.Translate(-speed, 0, 0); if (facing < FacingEnum.Up) { facing = FacingEnum.Left; } else { facing = FacingEnum.UpLeft; } }
public void TurnRight_ForAllFacings_TurnTheRobotToRight(FacingEnum facing, FacingEnum expectedFacing) { _order1.CurrentState = new StateOfRobot { Cell = new Cell { Point = new Point(1, 1), State = CellStateEnum.StateS }, Faceing = facing }; _order1.Commands = new List <CommandEnum> { CommandEnum.TR }; var cleanService = new CleanService(_order1); var result = cleanService.Start(); Assert.That(expectedFacing, Is.EqualTo(result.FinalState.Faceing)); }
private void GatherInputs() { Vector2 Vel = Velocity; float horizontalAxisValue = GatherHorizontalAxisValue(); Vel.X = IncreaseVelocityBasedOnInput(Vel.X, horizontalAxisValue); if (horizontalAxisValue < -Constants.Instance.GamepadDeadband) { CurrentFacing = FacingEnum.Left; } else if (horizontalAxisValue > Constants.Instance.GamepadDeadband) { CurrentFacing = FacingEnum.Right; } if (collider.OnGround) { JumpDirection = JumpDirectionEnum.None; WallJumpAvailable = true; JumpAvailable = true; Vel = HandleJump(Vel); } else { if (CanWallJump && WallJumpAvailable) { Vel = HandleWallJump(Vel, horizontalAxisValue); } //If we allow the user some jump forgiveness, then check for a jump. Note that wall jumps currently disable this ability, //so we check for that first. if (AllowJumpForgiveness && JumpAvailable) { Vel = HandleJump(Vel); } } Velocity = Vel; }
public void StartFacingUp() { facing = FacingEnum.Up + (int)facing + 1; }
public void StopFacingUp() { facing -= 3; }
public void Advance_EverythingNormalForForward_RobotShouldGoNextPoint(int x, int y, FacingEnum facing, int expectedX, int expectedY) { _order1.CurrentState = new StateOfRobot { Cell = new Cell { Point = new Point(x, y), State = CellStateEnum.StateS }, Faceing = facing }; _order1.Commands = new List <CommandEnum> { CommandEnum.A }; var cleanService = new CleanService(_order1); var result = cleanService.Start(); Assert.That(expectedX, Is.EqualTo(result.FinalState.Cell.Point.X)); Assert.That(expectedY, Is.EqualTo(result.FinalState.Cell.Point.Y)); Assert.That(_order1.Battery, Is.EqualTo(78)); }