protected override void OnModelCreating(ModelBuilder builder) { base.OnModelCreating(builder); CountryConfiguration.OnModelCreating(builder); DistrictConfiguration.OnModelCreating(builder); DetectionPointConfiguration.OnModelCreating(builder); }
public void CalculateBounds() { DistrictConfiguration config = makeDistrictConfig(); Vector3[] verts = new Vector3[] { Vector3.forward, Vector3.right, Vector3.back, Vector3.left }; District district = new District(Vector3.zero, verts, config); Assert.AreNotEqual(district.BoundingBox, new Bounds()); }
public void GetsDistrictName() { DistrictConfiguration config = makeDistrictConfig(); Vector3[] verts = new Vector3[] { Vector3.forward }; District district = new District(Vector3.zero, verts, config); Assert.AreEqual(district.Name, config.Name); }
public void ChecksPointContained() { DistrictConfiguration config = makeDistrictConfig(); Vector3[] verts = new Vector3[] { Vector3.forward, Vector3.right, Vector3.back, Vector3.left }; District district = new District(Vector3.zero, verts, config); Assert.IsFalse(district.ContainsPoint(2 * Vector3.left)); Assert.IsTrue(district.ContainsPoint(Vector3.zero)); }
public void LoadsProceduralBuilding() { GameObject gameObject = new UnityEngine.GameObject(); Transform transform = gameObject.transform; int seed = 1234; int floors = 3; DistrictConfiguration config = new DistrictConfiguration(); ProceduralBuilding building = new ProceduralBuilding(transform, Vector3.left, seed, floors, config); ProceduralBuilding.Generator = new ProceduralBuildingCreator(); }
public void ConstructsDistrict() { DistrictConfiguration config = makeDistrictConfig(); Vector3[] verts = new Vector3[] { Vector3.up }; District district = new District(Vector3.zero, verts, config); Assert.AreEqual(district.SeedPoint, Vector3.zero); Assert.AreEqual(district.EdgeVerticies, verts); Assert.AreEqual(district.Configuration, config); Assert.IsNotNull(district.Blocks); }
public void ConstructsProceduralBuilding() { GameObject gameObject = new UnityEngine.GameObject(); Transform transform = gameObject.transform; int seed = 1234; int floors = 3; DistrictConfiguration config = new DistrictConfiguration(); ProceduralBuilding building = new ProceduralBuilding(transform, Vector3.left, seed, floors, config); Assert.AreEqual(building.Parent, transform); Assert.AreEqual(building.Position, Vector3.left); Assert.AreEqual(building.NumberOfFloors, floors); Assert.AreEqual(building.Configuration, config); Assert.AreEqual(building.Seed, seed); Assert.AreEqual(building.IsLoaded, false); Assert.NotNull(building.Attachments); Assert.IsNull(building.Instance); }
internal Entity(DistrictConfiguration configuration) => (Ip, Port) = (configuration.Host.Ip, configuration.Host.Port);
internal DistrictEntity(string district, DistrictConfiguration configuration1, IConfiguration configuration) { Ip = configuration1.Host.Ip; Port = configuration1.Host.Port; Relay = new(configuration.GetSection($"World:Instance:{configuration["World"]}:District:{district}:Relay:World:Host")); }
private DistrictConfiguration makeDistrictConfig() { DistrictConfiguration config = new DistrictConfiguration(); return(config); }