Beispiel #1
0
        public void OneTimeSetUp()
        {
            fakeLocalPlayer = GameObjectBuilder.New()
                              .WithRigidbody()
                              .WithLocalMovement()
                              .Build();
            fakeLocalRigidbody = fakeLocalPlayer.GetComponent <Rigidbody>();

            fakeGround = GameObjectBuilder.New()
                         .WithIsGround()
                         .Build();
        }
Beispiel #2
0
        public void SetUp()
        {
            unityGameObjectProxyMock.Reset();
            unityTimeProxyMock.Reset();
            gameStateMock.Reset();
            fakePlayerInstance = GameObjectBuilder.New()
                                 .WithPositionAndRotation(Vector3.zero, Quaternion.identity)
                                 .WithRigidbody()
                                 .Build();

            controller = new RemoteMovementController(unityGameObjectProxyMock.Object);
            controller.SetState(gameStateMock.Object);

            unityGameObjectProxyMock.Setup(x => x.Find(It.IsAny <string>())).Returns(fakePlayerInstance);
        }
        public void OnPlayerGone_RemoveRemotePlayerFromLocalGame()
        {
            // Given
            var socketEvent    = BuildSocketIOEventWithPlayer("test", "TEST_ID", 4.4F, 5.5F);
            var fakeGameObject = GameObjectBuilder.New().Build();

            unityGameObjectProxyMock.Setup(x => x.Find(It.IsAny <string>())).Returns(fakeGameObject);

            // When
            controller.OnPlayerGone(socketEvent);

            // Then: remote player object removed from game
            unityGameObjectProxyMock.Verify(x => x.Find("Player:TEST_ID"), Times.Once);
            unityObjectProxyMock.Verify(x => x.DestroyImmediate(fakeGameObject), Times.Once);
            // Then: player removed from the state
            gameStateMock.Verify(x => x.RemoveRemotePlayer("TEST_ID"), Times.Once);
        }
        public void SetUp()
        {
            unityDebugProxyMock.Reset();
            unityObjectProxyMock.Reset();
            unityGameObjectProxyMock.Reset();
            gameStateMock.Reset();
            instantiatorMock.Reset();

            fakePlayerPrefab = GameObjectBuilder.New().Build();

            controller = new PlayersManagementController(
                unityGameObjectProxyMock.Object, unityObjectProxyMock.Object, unityDebugProxyMock.Object, instantiatorMock.Object);
            controller.SetPlayerPrefab(fakePlayerPrefab);
            controller.SetState(gameStateMock.Object);

            socketMock = new Mock <ISocketIOComponent>();
            controller.SetSocket(socketMock.Object);

            socketMock.Setup(x => x.IsConnected).Returns(true);
            instantiatorMock.Setup(x => x.InstantiatePrefab(It.IsAny <GameObject>(), It.IsAny <Vector3>(), It.IsAny <Quaternion>(), null)).Returns(fakeLocalPlayer);
        }
 public void OneTimeSetUp()
 {
     fakeLocalPlayer  = GameObjectBuilder.New().Build();
     fakeRemotePlayer = GameObjectBuilder.New().Build();
 }