Esempio n. 1
0
        public static void ReleaseWorld(ref World <State> world)
        {
            var state = world.GetState();

            WorldUtilities.ReleaseWorld(ref world);
            TestsHelper.TestStateIsClean(state);
        }
Esempio n. 2
0
        public static void CompleteWorld(World world)
        {
            world.SaveResetState <TestState>();

            world.SetFromToTicks(0, 1);
            world.Update(1f);

            WorldUtilities.ReleaseWorld <TestState>(ref world);
        }
        public void OnDestroy()
        {
            if (this.world == null || this.world.isActive == false)
            {
                return;
            }

            this.DeInitializeFeatures(this.world);
            // Release world
            WorldUtilities.ReleaseWorld <TState>(ref this.world);
        }
Esempio n. 4
0
        public static void CreateWorld <TState>(ref World <TState> worldRef, float tickTime, int forcedWorldId = 0) where TState : class, IState <TState>, new()
        {
            if (worldRef != null)
            {
                WorldUtilities.ReleaseWorld(ref worldRef);
            }
            worldRef = PoolClass <World <TState> > .Spawn();

            worldRef.SetId(forcedWorldId);
            ((IWorldBase)worldRef).SetTickTime(tickTime);
            Worlds <TState> .Register(worldRef);
        }
Esempio n. 5
0
        public static void CreateWorld <TState>(ref World worldRef, float tickTime, int forcedWorldId = 0, uint seed = 1u) where TState : State, new()
        {
            if (seed <= 0u)
            {
                seed = 1u;
            }

            if (worldRef != null)
            {
                WorldUtilities.ReleaseWorld <TState>(ref worldRef);
            }
            worldRef = PoolClass <World> .Spawn();

            worldRef.SetId(forcedWorldId);
            var worldInt = worldRef;

            worldInt.SetSeed(seed);
            worldInt.SetTickTime(tickTime);
            Worlds.Register(worldRef);
        }
 private void DeInitialize()
 {
     WorldUtilities.ReleaseWorld <TestState>(ref this.world);
 }
Esempio n. 7
0
 public void OnDestroy()
 {
     WorldUtilities.ReleaseWorld(ref this.world);
 }