void Start() { //PlayerStatusVariables = new PlayerStatusVariables(); PlayerStatusVariables = GetComponent <PlayerStatusVariables>(); PlayerStatusController = GetComponent <PlayerStatusController>(); PlayerCollisionHandler = new BasicCollisionHandler(this, maxAngle, layerMaskForCollisions); PlayerController = new PlayerController(transform); HorizontalMovement = new PlayerHorizontalMovement(this, maxSpeed, acceleration, dodgeForce, crouchingSpeed, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); VerticalMovement = new PlayerVerticalMovement(this, jumpForce, climbingLadderSmoothness, climbingObstacleSmoothness, climbLadderVelocity, minimumFallingDistanceForDamage, minimumDamageForFalling, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); MiscellaneousMovement = new PlayerMiscellaneousMovement(this, cameraZoomSize, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, Inventory, diary, InGameMenuController); CombatMovement = new PlayerCombatMovement(this, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController, HorizontalMovement, Inventory, cqcDistance, cqcDamage, offsetForThrowableItemPosition, rangeForShortThrowableItemPosition); }
public void CalculateGravitationalEffectVectorShouldReturnExpectedVectorWhenNotGrounded() { var characterController = new GameObject().AddComponent <CharacterController>(); PlayerVerticalMovement playerVerticalMovement = new PlayerVerticalMovement(characterController, 12f); Vector3 expected = new Vector3(0f, 12f, 0f); Assert.AreEqual(expected, playerVerticalMovement.CalculateGravitationalEffectVector(1f)); }
public void CalculateGravitationalEffectVectorShouldReturnExpectedVectorWhenGrounded() { var characterController = new GameObject().AddComponent <CharacterController>(); var groundChecker = Substitute.ForPartsOf <GroundChecker>(characterController); groundChecker.IsGrounded().Returns(true); PlayerVerticalMovement playerVerticalMovement = new PlayerVerticalMovement(characterController, 12f); Vector3 expected = new Vector3(0f, 12f, 0f); Assert.AreEqual(expected, playerVerticalMovement.CalculateGravitationalEffectVector(1f)); }
void Start() { PlayerRotation = new PlayerRotation(mouseSensitivity); PlayerGroundMovement = new PlayerGroundMovement(transform, speed); PlayerVerticalMovement = new PlayerVerticalMovement(characterController, gravity); }