private void ChangeEntityLockStatus(DCLBuilderInWorldEntity entityToApply) { entityToApply.ToggleLockStatus(); if (entityToApply.IsLocked && selectedEntities.Contains(entityToApply)) { DeselectEntity(entityToApply); } builderInWorldBridge.ChangeEntityLockStatus(entityToApply, sceneToEdit); }
public void TestLockComponentKernelUpdate() { //Arrange DCLBuilderInWorldEntity entity = entityHandler.CreateEmptyEntity(scene, Vector3.zero, Vector3.zero); entity.ToggleLockStatus(); //Act biwBridge.ChangeEntityLockStatus(entity, scene); //Assert CheckMessageReceived(); }