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); }
/// <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); } }