public void IsOwningWorker_should_return_false_if_entity_doesnt_have_OwningWorker_component() { connectionHandler.CreateEntity(1, new EntityTemplate()); receiveSystem.Update(); Assert.IsFalse(PlayerLifecycleHelper.IsOwningWorker(new EntityId(1), worker.World)); }
private GameObject CreateAndLinkGameObject <T>(long entityId) where T : MonoBehaviour { var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(), "worker"); connectionHandler.CreateEntity(entityId, template); receiveSystem.Update(); var gameObject = new GameObject("TestGameObject"); gameObject.AddComponent <T>(); gameObject.GetComponent <T>().enabled = false; linker.LinkGameObjectToSpatialOSEntity(new EntityId(entityId), gameObject); requireLifecycleSystem.Update(); return(gameObject); }
public void Setup() { var connectionBuilder = new MockConnectionHandlerBuilder(); connectionHandler = connectionBuilder.ConnectionHandler; workerInWorld = WorkerInWorld .CreateWorkerInWorldAsync(connectionBuilder, "TestWorkerType", new LoggingDispatcher(), Vector3.zero) .Result; var world = workerInWorld.World; receiveSystem = world.GetExistingSystem <SpatialOSReceiveSystem>(); requireLifecycleSystem = world.GetExistingSystem <RequireLifecycleSystem>(); linker = new EntityGameObjectLinker(world); var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(), "worker"); connectionHandler.CreateEntity(EntityId, template); receiveSystem.Update(); }
public void Setup() { world = new World("TestWorld"); connectionHandler = new MockConnectionHandler(); world.CreateManager <WorkerSystem>(connectionHandler, null, new LoggingDispatcher(), "TestWorkerType", Vector3.zero); receiveSystem = world.CreateManager <SpatialOSReceiveSystem>(); world.GetOrCreateManager <ComponentUpdateSystem>(); world.GetOrCreateManager <ComponentConstraintsCallbackSystem>(); world.CreateManager <SubscriptionSystem>(); world.CreateManager <CommandCallbackSystem>(); world.CreateManager <ComponentCallbackSystem>(); requireLifecycleSystem = world.CreateManager <RequireLifecycleSystem>(); linker = new EntityGameObjectLinker(world); var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(), "worker"); connectionHandler.CreateEntity(EntityId, template); receiveSystem.Update(); }
private void Update() { receiveSystem.Update(); }