public static void AssertEquals(this Vector3 unityVector3, UnEngine.Vector3 unVector3, string identifier = "")
 {
     if (!unityVector3.DoesEqual(unVector3))
     {
         throw new AssertException(string.Format("{2} unity vector3 not equal to unengine vector3! unity: {0} unegine: {1}", unityVector3, unVector3, identifier));
     }
 }
Beispiel #2
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    static void Properties()
    {
        for (int i = 0; i < PropertyTestCount; i++)
        {
            var x = Random.Range(float.MinValue, float.MaxValue);
            var y = Random.Range(float.MinValue, float.MaxValue);
            var z = Random.Range(float.MinValue, float.MaxValue);

            var expected = new Vector3(x, y, z);
            var actual = new UnEngine.Vector3(x, y, z);

            expected.AssertEquals(actual);
        }

        Debug.Log("Completed Vector3 Properties test");
    }
Beispiel #3
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    static void Properties()
    {
        for (int i = 0; i < PropertyTestCount; i++)
        {
            var x = Random.Range(float.MinValue, float.MaxValue);
            var y = Random.Range(float.MinValue, float.MaxValue);
            var z = Random.Range(float.MinValue, float.MaxValue);

            var expected = new Vector3(x, y, z);
            var actual   = new UnEngine.Vector3(x, y, z);

            expected.AssertEquals(actual);
        }

        Debug.Log("Completed Vector3 Properties test");
    }
 public static bool DoesEqual(this Vector3 unityVector3, UnEngine.Vector3 unVector3)
 {
     //TODO: better comparison. Do we want some fudge room, or should they be identical?
     return(unityVector3.x == unVector3.x && unityVector3.y == unVector3.y && unityVector3.z == unVector3.z);
 }
 public static Vector3 ToUnity(this UnEngine.Vector3 v)
 {
     return(new Vector3(v.x, v.y, v.z));
 }