public void SetUp()
        {
            KeyDomainUtility.Initialize(new World("TestWorld"));

            m_StateManager = KeyDomainUtility.StateManager;
            m_Scheduler    = new KeyDomainScheduler();
            m_Scheduler.Initialize(m_StateManager);
        }
        public override void Setup()
        {
            base.Setup();

            KeyDomainUtility.Initialize(World);
            m_StateManager = World.GetOrCreateSystem <StateManager>();

            ScriptBehaviourUpdateOrder.AddWorldToCurrentPlayerLoop(World);
        }
Beispiel #3
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        public void SetUp()
        {
            var world = new World("TestWorld");

            m_StateManager = world.GetOrCreateSystem <StateManager>();
            world.GetOrCreateSystem <SimulationSystemGroup>().AddSystemToUpdateList(m_StateManager);

            KeyDomainUtility.Initialize(world);
            m_Actor    = new GameObject("TestGameObject").AddComponent <MockMonoBehaviour>();
            m_Executor = new MockKeyDomainPlanExecutor(m_StateManager);
            m_Executor.SetExecutionSettings(m_Actor, null, default);
            m_Scheduler = new KeyDomainScheduler();
            m_Scheduler.Initialize(m_StateManager);
        }