public void AfterTest() { _heldItem = null; _character = null; GameInstance.ClearGameInstance(); }
public void AfterTest() { _rigidbody = null; _heldItem = null; _interactionZone = null; _holdable = null; }
public void AfterTest() { _pushPoint = null; _pushable = null; _heldItem = null; _actionStateMachine = null; }
public void AfterTest() { _deadActionState = null; _heldItem = null; _stamina = null; _playerBinder = null; GameModeComponent.RegisteredGameMode = null; }
public void BeforeTest() { _actionStateMachine = new GameObject().AddComponent <MockActionStateMachineComponent>(); _heldItem = _actionStateMachine.gameObject.AddComponent <MockHeldItemComponent>(); _pushable = new GameObject(); _pushPoint = new GameObject().AddComponent <TestPushObjectPointComponent>(); _pushPoint.PushableObject = _pushable; }
public void BeforeTest() { _holdable = new GameObject().AddComponent <TestHoldableItemComponent>(); _interactionZone = new GameObject(); _holdable.InteractionZone = _interactionZone; _heldItem = new GameObject().AddComponent <MockHeldItemComponent>(); _heldItem.GetHeldItemSocketResult = _interactionZone.transform; _rigidbody = _holdable.gameObject.AddComponent <Rigidbody>(); }
public void AfterTest() { _target = null; _weapon = null; _holdable = null; _attack.TestDestroy(); _attack = null; _heldItem = null; }
public void BeforeTest() { _actionStateMachine = new GameObject().AddComponent <MockActionStateMachineComponent>(); _heldItem = _actionStateMachine.gameObject.AddComponent <MockHeldItemComponent>(); _pushable = new GameObject(); _pushableASM = _pushable.AddComponent <MockActionStateMachineComponent>(); _pushableASM.IsActionStateActiveResult = true; _pushPoint = new GameObject().AddComponent <OrganicPushObjectPointComponent>(); _pushPoint.PushableObject = _pushable; }
public void BeforeTest() { _heldItem = new GameObject().AddComponent <MockHeldItemComponent>(); _attack = _heldItem.gameObject.AddComponent <TestAttackComponent>(); _attack.TestStart(); _holdable = new GameObject().AddComponent <MockHoldableComponent>(); _holdable.GetHoldableObjectResult = _holdable.gameObject; _weapon = _holdable.gameObject.AddComponent <MockWeaponComponent>(); _target = new GameObject(); }
public void BeforeTest() { _holdable = new GameObject().AddComponent <TestHoldableWeaponComponent>(); _interactionZone = new GameObject(); _holdable.InteractionZone = _interactionZone; _holdable.AttackRadiusSquared = 100.0f; _heldItem = new GameObject().AddComponent <MockHeldItemComponent>(); _heldItem.GetHeldItemSocketResult = _interactionZone.transform; _rigidbody = _holdable.gameObject.AddComponent <Rigidbody>(); _target = new GameObject(); }
public void BeforeTest() { var instance = new GameObject().AddComponent <MockInputComponent>(); instance.gameObject.AddComponent <TestGameInstance>().TestAwake(); var prefabObject = new GameObject(); prefabObject.AddComponent <MockActionStateMachineComponent>(); prefabObject.AddComponent <MockInputBinderComponent>(); _character = prefabObject.AddComponent <TestCharacterComponent>(); _character.TestStart(); _heldItem = _character.gameObject.AddComponent <MockHeldItemComponent>(); }
public void BeforeTest() { var gameMode = new GameObject(); gameMode.AddComponent <TestUnityMessageEventDispatcherComponent>().TestAwake(); GameModeComponent.RegisteredGameMode = gameMode.AddComponent <TestGameModeComponent>(); var player = new GameObject(); player.AddComponent <TestUnityMessageEventDispatcherComponent>().TestAwake(); _playerBinder = player.AddComponent <MockInputBinderComponent>(); _stamina = player.AddComponent <MockStaminaComponent>(); _heldItem = player.AddComponent <MockHeldItemComponent>(); _params = new DeadActionStateParams { CanRespawn = true }; }
public void AfterTest() { _camera = null; _movement = null; _heldItem = null; }
public void BeforeTest() { _movement = new GameObject().AddComponent <MockMovementComponent>(); _camera = _movement.gameObject.AddComponent <MockPlayerCameraComponent>(); _heldItem = _movement.gameObject.AddComponent <MockHeldItemComponent>(); }