public void LoadSceneAsync(string sceneName, Action onLoadComplete = null)
        {
            CoroutineRunner coroutineRunner = DummyGameObject.AddComponent <CoroutineRunner>();

            AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);

            coroutineRunner.StartCoroutine(LoadSceneCoroutine(asyncLoad, onLoadComplete));
        }
        public IEnumerator Should_ThrowArgumentException_When_GameObjectArrayRemainsEmpty()
        {
            TargetScript = DummyGameObject.AddComponent <ToggleGameObjects>();
            FieldInfo    = TargetScript.GetType().BaseType.GetField("_objects", BindingFlags.NonPublic | BindingFlags.Instance);

            FieldInfo.SetValue(TargetScript, new GameObject[] {});

            TestSettings.ExpectException("ArgumentException:");
            yield return(null);
        }
        private void AttachTextComponentToDummyGameObject()
        {
            TextComponent = DummyGameObject.AddComponent <Text>();
            // When working in the editor, this serialized field would be initialized with an empty string
            TextComponent.text = "";

            var type      = typeof(TextAdapter);
            var fieldInfo = type.GetField("_text", BindingFlags.NonPublic | BindingFlags.Instance);

            fieldInfo?.SetValue(TargetScript, TextComponent);
        }
        public IEnumerator Should_ThrowNullReferenceException_When_AtLeastOneGameObjectArrayElementIsNull()
        {
            TargetScript = DummyGameObject.AddComponent <ToggleGameObjects>();
            FieldInfo    = TargetScript.GetType().BaseType.GetField("_objects", BindingFlags.NonPublic | BindingFlags.Instance);

            var gameobjects = new GameObject[] { null };

            FieldInfo.SetValue(TargetScript, gameobjects);

            TestSettings.ExpectException("NullReferenceException:");
            yield return(null);
        }
        public IEnumerator Should_ContainOnlyActiveGameObjects_When_ScriptFullyInitialized()
        {
            TargetScript = DummyGameObject.AddComponent <ToggleGameObjects>();
            FieldInfo    = TargetScript.GetType().BaseType.GetField("_objects", BindingFlags.NonPublic | BindingFlags.Instance);

            var gameobjects = new[] { new GameObject(TypeName), new GameObject(TypeName) };

            FieldInfo.SetValue(TargetScript, gameobjects);

            var actual = gameobjects[0].activeSelf && gameobjects[1].activeSelf;

            Assert.IsTrue(actual);
            yield return(null);
        }
        public IEnumerator Should_DisableAllGameObjects_When_ToggleMethodWasCalled()
        {
            TargetScript = DummyGameObject.AddComponent <ToggleGameObjects>();
            FieldInfo    = TargetScript.GetType().BaseType.GetField("_objects", BindingFlags.NonPublic | BindingFlags.Instance);

            var gameobjects = new[] { new GameObject(TypeName), new GameObject(TypeName) };

            FieldInfo.SetValue(TargetScript, gameobjects);
            TargetScript.Toggle();

            var actual = gameobjects[0].activeSelf || gameobjects[1].activeSelf;

            Assert.IsFalse(actual);
            yield return(null);
        }
        public IEnumerator Should_ContainOnlyActiveComponents_When_ScriptFullyInitialized()
        {
            TargetScript = DummyGameObject.AddComponent <ToggleComponents>();
            FieldInfo    = TargetScript.GetType().BaseType.GetField("_objects", BindingFlags.NonPublic | BindingFlags.Instance);

            var monoBehaviour1 = new GameObject(TypeName).AddComponent <DefaultBehaviour>();
            var monoBehaviour2 = new GameObject(TypeName).AddComponent <DefaultBehaviour>();
            var components     = new[] { monoBehaviour1, monoBehaviour2 };

            FieldInfo.SetValue(TargetScript, components);

            var propertyInfo         = typeof(MonoBehaviour).GetProperty("enabled");
            var monobehaviour1Status = (bool)propertyInfo.GetValue(monoBehaviour1, null);;
            var monobehaviour2Status = (bool)propertyInfo.GetValue(monoBehaviour2, null);;

            var actual = monobehaviour1Status && monobehaviour2Status;

            Assert.IsTrue(actual);
            yield return(null);
        }
 private void AttachTargetScriptToDummyGameObject()
 {
     TargetScript = DummyGameObject.AddComponent <TextAdapter>();
     // When working in the editor, this serialized field would be initialized with an empty string
     TargetScript.Id = "";
 }
Exemple #9
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 public IEnumerator Should_ThrowNullReferenceException_When_ScriptableObjectWasNotSet()
 {
     TestSettings.ExpectNullReferenceException();
     DummyGameObject.AddComponent <MainTextureOffsetAnimation>();
     yield return(null);
 }