public void CalculateShouldReturnExpectedVector3() { var player = new GameObject().AddComponent <PlayerController>(); PlayerGroundMovement playerGroundMovement = new PlayerGroundMovement(player.transform, 12f); Vector3 expected = new Vector3(12f, 0f, 12f); Assert.AreEqual(expected, playerGroundMovement.Calculate(1f, 1f, 1f)); }
private void Awake() { m_animator = GetComponent <Animator>(); m_rigidbody = GetComponent <Rigidbody2D>(); m_renderer = GetComponent <SpriteRenderer>(); groundMovement = GetComponent <PlayerGroundMovement>(); airborneMovement = GetComponent <PlayerAirborneMovement>(); zippingMovement = GetComponent <PlayerZippingMovement>(); }
//handy way to make sure there's nothing wrong public void InitializePlayer() { try { rb = GetComponent <Rigidbody>(); } catch { rb = this.gameObject.AddComponent <Rigidbody>(); } //set up ground component try { //moveComponent = move.GetComponent<PlayerMovementv3>(); moveComponent = move.GetComponent <PlayerGroundMovement>(); } catch { GameObject go = new GameObject(); go.transform.parent = transform; go.transform.position = transform.position; move = go; //move.AddComponent<PlayerMovementv3>(); move.AddComponent <PlayerGroundMovement>(); //moveComponent = move.GetComponent<PlayerMovementv3>(); moveComponent = move.GetComponent <PlayerGroundMovement>(); move.name = "move"; } playerMovementArray[0] = move; //set up grapple component try { grappleComponent = grapple.GetComponent <GrappleComponent>(); } catch { GameObject go = new GameObject(); go.transform.parent = transform; go.transform.position = transform.position; grapple = go; grapple.AddComponent <GrappleComponent>(); grappleComponent = grapple.GetComponent <GrappleComponent>(); grapple.name = "grapple"; } grappleComponent.Initialize(); playerMovementArray[1] = grapple; //set up crouch component try { crouchComponent = crouch.GetComponent <Crouch>(); } catch { GameObject go = new GameObject(); go.transform.parent = transform; go.transform.position = transform.position; crouch = go; crouch.AddComponent <Crouch>(); crouchComponent = crouch.GetComponent <Crouch>(); crouch.name = "crouch"; } playerMovementArray[2] = crouch; //set up air component try { airComponent = air.GetComponent <PlayerAirMovement>(); } catch { GameObject go = new GameObject(); go.transform.parent = transform; go.transform.position = transform.position; air = go; air.AddComponent <PlayerAirMovement>(); airComponent = air.GetComponent <PlayerAirMovement>(); air.name = "air"; } playerMovementArray[3] = air; for (int i = 0; i < playerMovementArray.Length; i++) { Debug.Log(playerMovementArray[i].name + " is in the player movement array"); } SetMovementType("move"); }
void Start() { PlayerRotation = new PlayerRotation(mouseSensitivity); PlayerGroundMovement = new PlayerGroundMovement(transform, speed); PlayerVerticalMovement = new PlayerVerticalMovement(characterController, gravity); }