public IEnumerator GetNeighbours_PlayerInZone1_NoNeighbours() { yield return(null); Vector3 _playerTransform = new Vector3(0f, 0f, 0f); int _playerAOIM = 999; LinkedList <WorldDivision.Cell> neighbours = worldDivider.GetNeighbours(_playerTransform, _playerAOIM); Assert.AreEqual(0, neighbours.Count); }
private void UpdateZonesInfo() { myZone = zoneManager.FindMyZone(playerTransform.position); adjacentZones = zoneManager.GetNeighbours(playerTransform.position, current_AOIM_radius); }