Esempio n. 1
0
        public void should_return_0(string value)
        {
            var sut = new UnitResolver();

            var actual = sut.Resolve(value);

            actual.Should().Be(0);
        }
Esempio n. 2
0
        public void should_resolve_units(string value, int expected)
        {
            var sut = new UnitResolver();

            var actual = sut.Resolve(value);

            actual.Should().Be(expected);
        }
Esempio n. 3
0
        public void should_not_throw(string value)
        {
            var sut = new UnitResolver();

            Action action = () => sut.Resolve(value);

            action.Should().NotThrow();
        }
		public void should_return_0(string value)
		{
			var sut = new UnitResolver();

			var actual = sut.Resolve(value);

			actual.Should().Be(0);
		}
		public void should_not_throw(string value)
		{
			var sut = new UnitResolver();

			Action action = () => sut.Resolve(value);

			action.Should().NotThrow();
		}
		public void should_resolve_units(string value, int expected)
		{
			var sut = new UnitResolver();

			var actual = sut.Resolve(value);

			actual.Should().Be(expected);
		}
Esempio n. 7
0
    public static void ResolveUnit()
    {
        Builder      b  = new Builder();
        UnitResolver sr = new UnitResolver();

        sr.BuildDepsList();
        b.BuildShader();
        sr.BuildDeps();
        sr.BuildTarget();
    }
Esempio n. 8
0
    static void ResolveUnits()
    {
        UnitResolver r;

        r = new UnitResolver();
        r.LoadShared(Application.dataPath + "/Workshop/Unit/Shared/");
        List <string> objs = new List <string>();

        LoadUnits(Application.dataPath + "/Workshop/Unit/", ref objs);
        for (int i = 0; i < objs.Count; i++)
        {
            r.CheckUnit(objs[i]);
        }
        r.RemoveStandaloneDeps();
        r.CalculateDepsSet();
        r.Serialize();
        Builder.ResolveUnit();
        EditorUtility.DisplayDialog("AssetBunlde", "Finish", "Close");
    }