public void Does_not_cause_activation_before_EnableSpatialOSBehaviours() { Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForCurrentWorker>().enabled); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorker>().enabled); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().enabled); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorkerWithReader>().enabled); }
protected override void PopulateBehaviours() { TestGameObject.AddComponent <TestBehaviourForCurrentWorker>(); TestGameObject.AddComponent <TestBehaviourForCurrentWorkerWithReader>(); TestGameObject.AddComponent <TestBehaviourForOtherWorker>(); TestGameObject.AddComponent <TestBehaviourForOtherWorkerWithReader>(); }
protected override void ValidateRequirablesNotNull() { var testBehaviour = TestGameObject.GetComponent <TestBehaviourWithReaderAndWriter>(); Assert.IsNotNull(testBehaviour.PositionReader); Assert.IsNotNull(testBehaviour.PositionReader); }
public override void OnInspectorGUI() { DrawDefaultInspector(); TestGameObject myTarget = (TestGameObject)target; // myTarget.startMoveEvent = EditorGUILayout.IntField("Experience", myTarget.startMoveEvent); }
public void Does_not_deactivate_behaviour_when_authority_is_not_lost() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should not be disabled if authority is not lost"); }
public void Does_not_activate_behaviour_when_component_is_not_present() { Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because it has no components"); }
private void AssertRequirablesNotNull() { var testBehaviour = TestGameObject.GetComponent <TestBehaviourWithCommandSender>(); Assert.IsNotNull(testBehaviour.CommandRequestSender); Assert.IsNotNull(testBehaviour.CommandResponseHandler); Assert.IsNotNull(testBehaviour.WorldCommandRequestSender); Assert.IsNotNull(testBehaviour.WorldCommandResponseHandler); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); GameObject gameObject = new TestGameObject(GraphicsDevice); world.AddComponent(gameObject); // TODO: use this.Content to load your game content here }
public void Activates_behaviour_when_authority_is_present() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called even if authority is gained"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called"); }
public void Does_not_deactivate_behaviour_when_authority_is_not_lost() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be disabled if authority is not lost"); ValidateRequirablesNotNull(); }
public void Does_not_activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(ComponentId); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because authority is not present"); }
public void Activates_behaviour_when_component_is_not_present() { Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if it has no PlayerCreator component"); AssertRequirablesNotNull(); }
public void WallCollider_CollidesAny(double x1, double y1, int r1, double x2, double y2, int r2, bool expected) { var object1 = new TestWallObject(r1, new Vector(x1, y1)); var object2 = new TestGameObject(r2, new Vector(x2, y2)); LevelUtil.CreateLevel(new GameObject[] { object1, object2 }); var result = object1.Collider.CollidesAny(object1.Location, true); Assert.AreEqual(expected, result); }
public void Activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(ComponentId); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); AssertRequirablesNotNull(); }
public void Activates_behaviour_when_authority_is_present() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called"); ValidateRequirablesNotNull(); }
public void Activates_behaviours_only_for_current_worker() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorker>().enabled, "TestBehaviourForOtherWorker should not be enabled after EnableSpatialOSBehaviours is called" + " because it does not match the worker type"); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorkerWithReader>().enabled, "TestBehaviourForOtherWorkerWithReader should not be enabled after EnableSpatialOSBehaviours is called" + " even if it has the components because it does not match the worker type"); Assert.IsNull(TestGameObject.GetComponent <TestBehaviourForOtherWorkerWithReader>().PositionReader); }
public void Activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(PositionComponentId); var testBehaviourWithReader = TestGameObject.GetComponent <TestBehaviourWithReader>(); Assert.IsFalse(testBehaviourWithReader.enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called even if it has components"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(testBehaviourWithReader.enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); Assert.IsNotNull(testBehaviourWithReader.PositionReader); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. world = new World(this); TestGameObject testGame = new TestGameObject(world, null); camera = new Camera(testGame, GraphicsDevice); world.Camera = camera; camera.Follow = testGame; map = new TileMap("Content/map1.tmx", world); world.Map = map; // TODO: use this.Content to load your game content here }
public void Activate_only_reader_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(PositionComponentId); Assert.IsFalse(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because authority is not present"); }
public void Does_not_deactivate_behaviour_when_authority_is_lost() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.ChangeAuthority(ComponentId, Authority.NotAuthoritative); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); AssertRequirablesNotNull(); }
public void Does_not_alter_component_dependent_activation() { ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourForCurrentWorker>().enabled, "TestBehaviourForCurrentWorker should be enabled after EnableSpatialOSBehaviours is called" + " because it matches the worker type"); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().enabled, "TestBehaviourForCurrentWorkerWithReader should not be enabled after EnableSpatialOSBehaviours is called" + " even if it matches the worker type because it has no components"); Assert.IsNull(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().PositionReader); ActivationManager.AddComponent(PositionComponentId); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().enabled, "TestBehaviourForCurrentWorkerWithReader should be enabled after EnableSpatialOSBehaviours is called" + " because it has the right components"); Assert.IsNotNull(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().PositionReader); }
public void Does_not_deactivate_reader_behaviour_when_authority_is_lost() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.ChangeAuthority(PositionComponentId, Authority.NotAuthoritative); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be disabled before DisableSpatialOSBehaviours is called" + " even if authority is lost"); Assert.IsTrue(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be disabled before DisableSpatialOSBehaviours is called" + " even if authority is lost"); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " after authority is lost"); }
protected override void PopulateBehaviours() { TestGameObject.AddComponent <TBehaviour>(); }
public void SetUp() { _position = new Vector2(12f, 5.5f); _gameObject = new TestGameObject(_position, 30f, 200f); _gameTime = new GameTime(new TimeSpan(10000000), new TimeSpan(200000)); }
protected override void ValidateRequirablesNotNull() { Assert.IsNotNull(TestGameObject.GetComponent <TestBehaviourWithWriter>().PositionWriter); }
protected override void PopulateBehaviours() { TestGameObject.AddComponent <ReaderBehaviour>(); TestGameObject.AddComponent <WriterBehaviour>(); }
protected override void ValidateRequirablesNotNull() { Assert.IsNotNull(TestGameObject.GetComponent <TestBehaviourWithCommandHandlers>().CommandRequestHandler); }
protected override void PopulateBehaviours() { TestGameObject.AddComponent <TestBehaviourWithCommandSender>(); }