Esempio n. 1
0
        public void OnNetworkDestroy()
        {
            // add components
            NetworkDestroyExceptionNetworkBehaviour compEx = gameObject.AddComponent <NetworkDestroyExceptionNetworkBehaviour>();

            identity.OnNetworkDestroy.AddListener(compEx.OnNetworkDestroy);
            NetworkDestroyCalledNetworkBehaviour comp = gameObject.AddComponent <NetworkDestroyCalledNetworkBehaviour>();

            identity.OnNetworkDestroy.AddListener(comp.OnNetworkDestroy);

            // make sure our test values are set to 0
            Assert.That(compEx.called, Is.EqualTo(0));
            Assert.That(comp.called, Is.EqualTo(0));

            // we have checks to make sure that it's only called once.
            // let's see if they work.
            Assert.Throws <Exception>(() =>
            {
                identity.NetworkDestroy();
            });

            Assert.That(compEx.called, Is.EqualTo(1));
            //Due to the order the listeners are added the one without exception is never called
            Assert.That(comp.called, Is.EqualTo(0));
        }
        public void OnNetworkDestroy()
        {
            // create a networkidentity with our test components
            GameObject      gameObject = new GameObject();
            NetworkIdentity identity   = gameObject.AddComponent <NetworkIdentity>();
            NetworkDestroyExceptionNetworkBehaviour compEx = gameObject.AddComponent <NetworkDestroyExceptionNetworkBehaviour>();
            NetworkDestroyCalledNetworkBehaviour    comp   = gameObject.AddComponent <NetworkDestroyCalledNetworkBehaviour>();

            // make sure our test values are set to 0
            Assert.That(compEx.called, Is.EqualTo(0));
            Assert.That(comp.called, Is.EqualTo(0));

            // call OnNetworkDestroy in identity
            // one component will throw an exception, but that shouldn't stop
            // OnNetworkDestroy from being called in the second one
            LogAssert.ignoreFailingMessages = true; // exception will log an error
            identity.OnNetworkDestroy();
            LogAssert.ignoreFailingMessages = false;
            Assert.That(compEx.called, Is.EqualTo(1));
            Assert.That(comp.called, Is.EqualTo(1));

            // clean up
            GameObject.DestroyImmediate(gameObject);
        }