public void SceneFilterShouldReturnTheCorrectAmount()
        {
            const int MAX_MARKERS           = 200;
            const int INITIAL_SCENES_AMOUNT = 20;  // Smaller than MAX_MARKERS
            const int FINAL_SCENES_AMOUNT   = 237; // Greater than MAX_MARKERS

            List <HotScenesController.HotSceneInfo> initialScenes = new List <HotScenesController.HotSceneInfo>();
            List <HotScenesController.HotSceneInfo> finalScenes   = new List <HotScenesController.HotSceneInfo>();

            for (int i = 0; i < FINAL_SCENES_AMOUNT; i++)
            {
                var scene = CreateSceneInfo(Vector2Int.zero);
                if (i < INITIAL_SCENES_AMOUNT)
                {
                    initialScenes.Add(scene);
                }

                finalScenes.Add(scene);
            }

            ScenesFilter filter = new ScenesFilter();

            Assert.AreEqual(INITIAL_SCENES_AMOUNT, filter.Filter(initialScenes, MAX_MARKERS).Count);
            Assert.AreEqual(MAX_MARKERS, filter.Filter(finalScenes, MAX_MARKERS).Count);
        }
Example #2
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="markerPrefab">prefab for markers</param>
        /// <param name="overlayContainer">parent for markers</param>
        /// <param name="maxMarkers">max amount of markers (pool)</param>
        /// <param name="coordToMapPosFunc">function to transform coords to map position</param>
        public MarkersHandler(UserMarkerObject markerPrefab, Transform overlayContainer, int maxMarkers, Func <float, float, Vector3> coordToMapPosFunc)
        {
            this.maxMarkers         = maxMarkers;
            this.coordToMapPosition = coordToMapPosFunc;

            exclusionArea = new ExclusionArea();
            scenesFilter  = new ScenesFilter();

            availableMarkers = new List <UserPositionMarker>(maxMarkers);
            usedMarkers      = new List <UserPositionMarker>(maxMarkers);

            for (int i = 0; i < maxMarkers; i++)
            {
                var marker = new UserPositionMarker(GameObject.Instantiate(markerPrefab, overlayContainer));
                availableMarkers.Add(marker);
                marker.SetActive(false);
            }
        }