public void TwoParts() { var sut = new PartSystem(); var p1 = new Part("A", "1"); var p2 = new Part("B", "2"); var vd = new Accountability(p1, p2, "VD"); var employer = new Accountability(p2, p1, "Arbetsgivare"); sut.AddPart(p1); sut.AddPart(p2); sut.AddAccountability(vd); sut.AddAccountability(employer); int actual = sut.NumberOfParts; Assert.AreEqual(2, actual); actual = sut.NumberOfAccountabilites; Assert.AreEqual(2, actual); }
public void ResponsibilitiesForGivenPart() { var sut = new PartSystem(); var p1 = new Part("A", "1"); var p2 = new Part("B", "2"); var vd = new Accountability(p1, p2, "VD"); var employer = new Accountability(p2, p1, "Arbetsgivare"); sut.AddPart(p1); sut.AddPart(p2); sut.AddAccountability(vd); sut.AddAccountability(employer); List <Accountability> accountabilites = sut.ResponsibilitesByParty(p2); foreach (var acc in accountabilites) { Debug.WriteLine(acc.ToString()); } Assert.AreEqual(1, accountabilites.Count); }
public void InstantiateLoot() { PartSystem[] part = GetComponentsInChildren <PartSystem>(); for (int i = 0; i < part.Length; i++) { GameObject newObject = Instantiate(PickUp, transform.position, transform.rotation) as GameObject; Instantiate(deadParticle, newObject.transform.position, Quaternion.Euler(-90, 0, Random.Range(0f, 360f)), newObject.transform); newObject.transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z); newObject.AddComponent <PartSystem>(); PartSystem newPart = newObject.GetComponentInChildren <PartSystem>(); newPart.partBody = part[i].partBody; newPart.InitiatePartBody(); newPart.gameObject.AddComponent <PolygonCollider2D>(); float random_x = Random.Range(-1f, 1f); Vector2 randomDir = new Vector2(random_x, 0.5f); newPart.GetComponent <Rigidbody2D>().AddForce(randomDir * 300); } }
public void GoToLoot() { PartSystem partSyst = GetComponent <PartSystem>(); if (partSyst.partBody != null) { float posX = transform.position.x; posX = (posX / 20f); float random = 0; random = Random.Range(-1f, 1f) + posX; if (random < 0f) { lootManager.stockPart_P1.Add(partSyst.partBody); } else { lootManager.stockPart_P2.Add(partSyst.partBody); } } Destroy(gameObject); }