示例#1
0
    public GameObject Build(TypeOfWeapon type)
    {
        weaponObj       = WeaponFactory.instance.Create(type);
        weaponObj.layer = Layers.Weapon;
        WeaponManager manager = weaponObj.AddComponent <WeaponManager>();
        MeleeWeapon   weapon  = weaponObj.AddComponent <MeleeWeapon>();

        switch (type)
        {
        default:
            return(weaponObj);

        case TypeOfWeapon.Empty:
            weaponObj.name = "Empty";
            manager.Build(weapon, type);
            weapon.Build(new Vector2(0f, 0f), 0f);
            return(weaponObj);

        case TypeOfWeapon.Fist:
            weaponObj.name = "Fist";
            manager.Build(weapon, type);
            weapon.Build(new Vector2(8f, 8f), 0.3f);
            return(weaponObj);

        case TypeOfWeapon._1000sReloadToTest:
            weaponObj.name = "Empty";
            manager.Build(weapon, type);
            weapon.Build(new Vector2(0f, 0f), 1000.0f);
            return(weaponObj);
        }
    }
示例#2
0
 public void _1_Attack_Must_Put_BoxCollider2D_Enabled_To_True()
 {
     target.Build(Vector2.one);
     target.Attack();
     Assert.IsTrue(target.areaOfEffect.enabled);
 }