public void NappingTestsDontCountTowardsLimit( ) { int i = 0; um = new UnityManager(1); ActionTask task = new ActionTask((_) => _.IsNapping = true, false); task.Extend((_) => i = 100); um.EnqueueTask(task); for (int j = 0; j < 5; j++) { ITask t = new ActionTask((_) => i++, false); um.EnqueueTask(t); } um.UnsafeUpdate(); Assert.IsTrue(task.IsNapping, "Task didn't start napping."); for (int j = 0; j < 5; j++) { um.UnsafeUpdate(); Assert.AreEqual(j + 1, i, "Didn't just run 1."); } task.IsNapping = false; um.UnsafeUpdate(); Assert.AreEqual(100, i, "Didn't run awakened task."); }
public void CanRunSomething( ) { int i = 0; ITask task = new ActionTask((_) => i = 5, false); um.EnqueueTask(task); um.UnsafeUpdate(); Assert.IsTrue(task.IsCompleted, "Task never completed."); Assert.AreEqual(5, i, "Task thought it completed, but did not run"); }
public void CanLimitTasksPerUpdate( ) { int i = 0; um = new UnityManager(2); for (int j = 0; j < 5; j++) { ITask task = new ActionTask((_) => i++, false); um.EnqueueTask(task); } um.UnsafeUpdate(); Assert.AreEqual(2, i, "Didn't just run 2."); um.UnsafeUpdate(); Assert.AreEqual(4, i, "Didn't just run 2."); um.UnsafeUpdate(); Assert.AreEqual(5, i, "Didn't run last one correctly."); i = 0; um = new UnityManager(1); for (int j = 0; j < 5; j++) { ITask task = new ActionTask((_) => i++, false); um.EnqueueTask(task); } for (int j = 0; j < 5; j++) { um.UnsafeUpdate(); Assert.AreEqual(j + 1, i, "Didn't just run 1."); } }