protected override void OnElementInitialisedImpl() { _currentState = EEmoteState.None; SetMappings(); RegisterMessages(); }
// IEmoteInterface public void SetEmoteState(EEmoteState inState) { if (_emoteState != inState) { _emoteState = inState; UnityMessageEventFunctions.InvokeMessageEventWithDispatcher(gameObject, new EmoteStatusChangedMessage(_emoteState)); } }
public void ReceivesStateChangeMessage_NoneStateRemainsInactive() { const EEmoteState state = EEmoteState.None; _dispatcher.InvokeMessageEvent(new EmoteStatusChangedUIMessage(state)); Assert.IsFalse(_emote.EmoteGraphics.Find((image) => image.State == state).DisplayImage.gameObject.activeSelf); }
public void ReceivesStateChangeMessage_RelevantMessageSetActive() { const EEmoteState state = EEmoteState.Alerted; _dispatcher.InvokeMessageEvent(new EmoteStatusChangedUIMessage(state)); Assert.IsTrue(_emote.EmoteGraphics.Find((image) => image.State == state).DisplayImage.gameObject.activeSelf); }
public void GetEmoteState_Set_ChangedState() { const EEmoteState newState = EEmoteState.Alerted; _emote.SetEmoteState(newState); Assert.AreEqual(newState, _emote.GetEmoteState()); }
private void OnEmoteStateChanged(EmoteStatusChangedUIMessage inMessage) { if (_emoteMappings.ContainsKey(_currentState)) { _emoteMappings[_currentState].gameObject.SetActive(false); } _currentState = inMessage.State; if (_currentState != EEmoteState.None) { _emoteMappings[_currentState].gameObject.SetActive(true); } }
public void ReceivesEmoteStateChangedMessage_PropogatesToUI() { var messageSpy = new UnityTestMessageHandleResponseObject <EmoteStatusChangedUIMessage>(); var handle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EmoteStatusChangedUIMessage>(_local.GetInstantiatedUI(), messageSpy.OnResponse); const EEmoteState expectedState = EEmoteState.Alerted; UnityMessageEventFunctions.InvokeMessageEventWithDispatcher(_local.gameObject, new EmoteStatusChangedMessage(expectedState)); Assert.IsTrue(messageSpy.ActionCalled); Assert.AreEqual(expectedState, messageSpy.MessagePayload.State); UnityMessageEventFunctions.UnregisterActionWithDispatcher(_local.GetInstantiatedUI(), handle); }
public void SetEmoteState_Changed_SendsMessageWithNewState() { var messageSpy = new UnityTestMessageHandleResponseObject <EmoteStatusChangedMessage>(); var handle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EmoteStatusChangedMessage>(_emote.gameObject, messageSpy.OnResponse); const EEmoteState newState = EEmoteState.Alerted; _emote.SetEmoteState(newState); Assert.IsTrue(messageSpy.ActionCalled); Assert.AreEqual(newState, messageSpy.MessagePayload.State); UnityMessageEventFunctions.UnregisterActionWithDispatcher(_emote.gameObject, handle); }
public EmoteStatusChangedUIMessage(EEmoteState inState) : base() { State = inState; }
public void SetEmoteState(EEmoteState inState) { SetEmoteStateResult = inState; }