public IEnumerator TestIncursionViaMovement() { Vector3 startPos = Vector3.one * 3f, endPos = Vector3.one * -3f; // Replacing default objects with ones with a different starting pos. TearDown(); tower = (TriggerTestBehavior)Instantiate(dummyTower, Vector3.zero, Quaternion.identity); unit = (TriggerTestBehavior)Instantiate(dummyUnit, startPos, Quaternion.identity); // Shouldn't have anything until after a FixedUpdate. AssertFlagStates(0, false, false, false, false); // Move the object around. float elapsedTime = 0f; while(elapsedTime < 0.2f) { elapsedTime += Time.fixedDeltaTime; unit.rigidbody.position = Vector3.Lerp(startPos, endPos, elapsedTime/0.2f); yield return new WaitForFixedUpdate(); } AssertFlagStates(4, true, true, true, true); }
protected override void Setup() { tower = (TriggerTestBehavior)Instantiate(dummyTower, Vector3.zero, Quaternion.identity); unit = (TriggerTestBehavior)Instantiate(dummyUnit, Vector3.zero, Quaternion.identity); }