public void TryGetValue()
        {
            var world = CollectionHelpers.PrepareWorld();

            var list = new ME.ECS.Collections.IntrusiveDictionary <int, Data>();

            list.Add(1, new Data()
            {
                a = 10
            });
            list.Add(2, new Data()
            {
                a = 20
            });
            list.Add(3, new Data()
            {
                a = 30
            });
            list.Add(4, new Data()
            {
                a = 40
            });

            UnityEngine.Debug.Assert(list.TryGetValue(2, out var value));
            UnityEngine.Debug.Assert(value.a == 20);

            UnityEngine.Debug.Assert(list.TryGetValue(5, out var valueNotExist) == false);
            UnityEngine.Debug.Assert(valueNotExist.a == 0);

            CollectionHelpers.CompleteWorld(world);
        }
        public void Contains()
        {
            var world = CollectionHelpers.PrepareWorld();

            var list = new ME.ECS.Collections.IntrusiveDictionary <int, Data>();

            list.Add(1, new Data()
            {
                a = 10
            });
            list.Add(2, new Data()
            {
                a = 20
            });
            list.Add(3, new Data()
            {
                a = 30
            });
            list.Add(4, new Data()
            {
                a = 40
            });

            UnityEngine.Debug.Assert(list.ContainsKey(2) == true);
            UnityEngine.Debug.Assert(list.ContainsKey(5) == false);

            CollectionHelpers.CompleteWorld(world);
        }
        public void Clear()
        {
            var world = CollectionHelpers.PrepareWorld();

            var list = new ME.ECS.Collections.IntrusiveDictionary <int, Data>();

            list.Add(1, new Data()
            {
                a = 10
            });
            list.Add(2, new Data()
            {
                a = 20
            });
            list.Add(3, new Data()
            {
                a = 30
            });
            list.Add(4, new Data()
            {
                a = 40
            });

            UnityEngine.Debug.Assert(list.Count == 4);
            list.Clear();
            UnityEngine.Debug.Assert(list.Count == 0);

            CollectionHelpers.CompleteWorld(world);
        }
        public void ForEach()
        {
            var world = CollectionHelpers.PrepareWorld();

            var e1 = new Data()
            {
                a = 10
            };
            var e2 = new Data()
            {
                a = 20
            };
            var e3 = new Data()
            {
                a = 30
            };
            var e4 = new Data()
            {
                a = 40
            };

            var list = new ME.ECS.Collections.IntrusiveDictionary <int, Data>();

            list.Add(1, e1);
            list.Add(2, e2);
            list.Add(3, e3);
            list.Add(4, e4);

            var listArr = new System.Collections.Generic.List <Data>();

            foreach (var item in list)
            {
                listArr.Add(item.value);
            }

            UnityEngine.Debug.Assert(listArr.Contains(e1));
            UnityEngine.Debug.Assert(listArr.Contains(e2));
            UnityEngine.Debug.Assert(listArr.Contains(e3));
            UnityEngine.Debug.Assert(listArr.Contains(e4));

            CollectionHelpers.CompleteWorld(world);
        }
        public void Remove()
        {
            var world = Helpers.PrepareWorld();

            var list = new ME.ECS.Collections.IntrusiveDictionary <int, Data>();

            list.Add(1, new Data()
            {
                a = 10
            });
            list.Add(2, new Data()
            {
                a = 20
            });
            list.Add(3, new Data()
            {
                a = 30
            });
            list.Add(4, new Data()
            {
                a = 40
            });
            list.Add(4, new Data()
            {
                a = 40
            });
            list.Add(4, new Data()
            {
                a = 40
            });
            UnityEngine.Debug.Assert(list.Count == 4);
            UnityEngine.Debug.Assert(list.RemoveKey(2));
            UnityEngine.Debug.Assert(list.RemoveKey(100) == false);
            UnityEngine.Debug.Assert(list.Count == 3);

            Helpers.CompleteWorld(world);
        }