void Update() { if (!isLocalPlayer && useHistoricalLerping) // if we are not local player then we may have to move so call interface functions { myRigidbody.position = playerSync.CallHistoricalLerpPosition(myRigidbody.position); myRigidbody.rotation = playerSync.CallHistoricalLerpRotation(myRigidbody.rotation); } else if (!isLocalPlayer) { myRigidbody.position = playerSync.CallLerpPosition(syncPos); myRigidbody.rotation = playerSync.CallLerpRotation(syncRot); } }
public void CallLerpRotation() { // Arrange PlayerSync playerSync = new PlayerSync(); var playerSyncInterface = GetPlayerSyncMock(); playerSync.SetPlayerSync(playerSyncInterface); Quaternion testRot = new Quaternion(0, 0, 0, 0); // Act playerSync.CallLerpRotation(testRot); // Assert playerSyncInterface.Received().LerpRotation(testRot, 15f); }