public void Setup() { _networkPlayerInputs = new List <NetworkPlayerInput>(); _energySpawner = new NetworkEnergySpawner(); _energySpawner.SetEnergyLoader(new NetworkTestEnergyLoader()); (_energySpawner as NetworkEnergySpawner).energyPrefab = energyPrefab; _spawnPointSpawner = new NetworkSpawnPointSpawner(); _spawnPointSpawner.SetSpawnPointLoader(new NetworkTestSpawnPointLoader()); (_spawnPointSpawner as NetworkSpawnPointSpawner).spawnPointPrefab = spawnPointPrefab; // Create NetworkOutput _networkPlayerOutputController = gameObject.AddComponent <NetworkPlayerOutputController>(); // Create Game Manager _gameManager = gameObject.AddComponent <GameManager>(); _gameManager.enabled = false; // Create RoundManager _roundManager = new RoundManager(3); _gameManager.SetRoundManager(_roundManager); _currentPlayerId = 0; }
public void Reset() { _currentPlayerId = 0; _networkPlayerInputs.Clear(); _spawnPointSpawner = null; _energySpawner = null; Destroy(_gameManager); Destroy(_networkPlayerOutputController); }
public void Teardown() { _baseSpawnPointSpawner = null; _fakeSpawnPointLoader = null; }
public void Setup() { _baseSpawnPointSpawner = new BaseSpawnPointSpawner(); _fakeSpawnPointLoader = new FakeSpawnPointLoader(); _baseSpawnPointSpawner.SetSpawnPointLoader(_fakeSpawnPointLoader as ISpawnPointLoader); }