public void Personality_SavedCount() { var person = new GameObject().AddComponent <Personality> (); person.Save(); Assert.AreEqual(1, Personality.SavedCount()); }
public IEnumerator Personality_NoInterval_NoSave() { new GameObject().AddComponent <Personality> (); yield return(new WaitForSeconds(0.6f)); Assert.AreEqual(0, Personality.SavedCount()); }
public IEnumerator Personality_SaveAtIntervals() { var person = new GameObject().AddComponent <Personality> (); person.saveInterval = 0.5f; yield return(new WaitForSeconds(0.6f)); Assert.AreEqual(1, Personality.SavedCount()); }
// Update is called once per frame void Update() { if (_timeSinceLast >= interval) { if (Personality.SavedCount() > 0) { var prefab = Resources.Load("Prefabs/Character"); var pos = new Vector3( Random.Range(minPos.x, maxPos.x), Random.Range(minPos.y, maxPos.y), 0 ); var character = Instantiate(prefab, pos, Quaternion.identity) as GameObject; character.GetComponent <Personality> ().Load(); _timeSinceLast = 0f; } } _timeSinceLast += Time.deltaTime; }