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); }
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); }