public void NewLocationTest()
 {
     Point3D location = new Point3D(); // TODO: 初始化为适当的值
     WorldEntity gameEntity = null; // TODO: 初始化为适当的值
     MovingToCallEventArgs target = new MovingToCallEventArgs( location, gameEntity ); // TODO: 初始化为适当的值
     Point3D actual;
     actual = target.NewLocation;
     Assert.Inconclusive( "验证此测试方法的正确性。" );
 }
 public void IsCancelTest()
 {
     Point3D location = new Point3D(); // TODO: 初始化为适当的值
     WorldEntity gameEntity = null; // TODO: 初始化为适当的值
     MovingToCallEventArgs target = new MovingToCallEventArgs( location, gameEntity ); // TODO: 初始化为适当的值
     bool expected = false; // TODO: 初始化为适当的值
     bool actual;
     target.IsCancel = expected;
     actual = target.IsCancel;
     Assert.AreEqual( expected, actual );
     Assert.Inconclusive( "验证此测试方法的正确性。" );
 }
        /// <summary>
        ///
        /// </summary>
        internal bool OnMovingTo(Point3D location, WorldEntity gameEntity)
        {
            EventHandler <MovingToCallEventArgs> tempBeforeEventArgs = m_EventMovingToCall;

            if (tempBeforeEventArgs != null)
            {
                MovingToCallEventArgs eventArgs = new MovingToCallEventArgs(location, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
 public void MovingToCallEventArgsConstructorTest()
 {
     Point3D location = new Point3D(); // TODO: 初始化为适当的值
     WorldEntity gameEntity = null; // TODO: 初始化为适当的值
     MovingToCallEventArgs target = new MovingToCallEventArgs( location, gameEntity );
     Assert.Inconclusive( "TODO: 实现用来验证目标的代码" );
 }
        /// <summary>
        /// 
        /// </summary>
        internal bool OnMovingTo( Point3D location, WorldEntity gameEntity )
        {
            EventHandler<MovingToCallEventArgs> tempBeforeEventArgs = m_EventMovingToCall;
            if ( tempBeforeEventArgs != null )
            {
                MovingToCallEventArgs eventArgs = new MovingToCallEventArgs( location, gameEntity );
                tempBeforeEventArgs( this, eventArgs );

                return eventArgs.IsCancel;
            }

            return false;
        }