private void SetupTest() { player = TestingTools.ConstructPlayer(); player.transform.position = Vector3.zero; player.transform.eulerAngles = Vector3.one * 10; player.transform.localScale = Vector3.zero; player.SetFacing(Facing.Left); player.gameObject.SetActive(true); snapshot = new PlayerSnapshot(player); player.transform.position = Vector3.one; player.transform.eulerAngles = Vector3.one; player.transform.localScale = Vector3.one; player.SetFacing(Facing.Left); player.gameObject.SetActive(true); absA = new AbsolutePoseInfo(); absA.Position = new Vector3(-10, -10, -10); absA.Rotation = Vector3.zero; absA.Scale = new Vector3(-10, -10, -10); absA.State = typeof(SingleJumpFall); absA.Flipped = true; absA.Active = true; absB = new AbsolutePoseInfo(); absB.Position = new Vector3(10, 10, 10); absB.Rotation = new Vector3(20, 20, 20); absB.Scale = new Vector3(10, 10, 10); absB.State = typeof(Running); absB.Flipped = false; absB.Active = false; relA = new RelativePoseInfo(); relA.Position = new Vector3(-10, -10, -10); relA.Rotation = Vector3.zero; relA.Scale = new Vector3(-10, -10, -10); relA.State = typeof(SingleJumpFall); relA.Flipped = true; relA.Active = true; relB = new RelativePoseInfo(); relB.Position = new Vector3(10, 10, 10); relB.Rotation = new Vector3(20, 20, 20); relB.Scale = new Vector3(10, 10, 10); relB.State = typeof(Running); relB.Flipped = false; relB.Active = false; }
private void SetupTest() { player = TestingTools.ConstructPlayer(); fsm = player.GetComponent <FiniteStateMachine>(); driver = StateDriver.For <Idle>(); }