public void Does_not_deactivate_behaviour_when_authority_is_not_lost() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should not be disabled if authority is not lost"); }
public void Does_not_activate_behaviour_when_component_is_not_present() { Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because it has no components"); }
public void Does_not_deactivate_behaviour_when_authority_is_not_lost() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be disabled if authority is not lost"); ValidateRequirablesNotNull(); }
public void Does_not_activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(ComponentId); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because authority is not present"); }
public void Activates_behaviour_when_component_is_not_present() { Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if it has no PlayerCreator component"); AssertRequirablesNotNull(); }
public void Activates_behaviour_when_authority_is_present() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called even if authority is gained"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithReader>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called"); }
public void Activates_behaviour_when_authority_is_present() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); Assert.IsFalse(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TBehaviour>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called"); ValidateRequirablesNotNull(); }
public void Activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(ComponentId); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); AssertRequirablesNotNull(); }
public void Activates_behaviours_only_for_current_worker() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorker>().enabled, "TestBehaviourForOtherWorker should not be enabled after EnableSpatialOSBehaviours is called" + " because it does not match the worker type"); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForOtherWorkerWithReader>().enabled, "TestBehaviourForOtherWorkerWithReader should not be enabled after EnableSpatialOSBehaviours is called" + " even if it has the components because it does not match the worker type"); Assert.IsNull(TestGameObject.GetComponent <TestBehaviourForOtherWorkerWithReader>().PositionReader); }
public void Activate_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(PositionComponentId); var testBehaviourWithReader = TestGameObject.GetComponent <TestBehaviourWithReader>(); Assert.IsFalse(testBehaviourWithReader.enabled, "Behaviour should not be enabled before EnableSpatialOSBehaviours is called even if it has components"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(testBehaviourWithReader.enabled, "Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); Assert.IsNotNull(testBehaviourWithReader.PositionReader); }
public void Activate_only_reader_behaviour_when_authority_is_not_present() { ActivationManager.AddComponent(PositionComponentId); Assert.IsFalse(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be enabled before EnableSpatialOSBehaviours is called"); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should be enabled after EnableSpatialOSBehaviours is called" + " even if authority is not present"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be enabled after EnableSpatialOSBehaviours is called" + " because authority is not present"); }
public void Does_not_deactivate_behaviour_when_authority_is_lost() { ActivationManager.AddComponent(ComponentId); ActivationManager.ChangeAuthority(ComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.ChangeAuthority(ComponentId, Authority.NotAuthoritative); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourWithCommandSender>().enabled, "Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); AssertRequirablesNotNull(); }
public void Does_not_alter_component_dependent_activation() { ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourForCurrentWorker>().enabled, "TestBehaviourForCurrentWorker should be enabled after EnableSpatialOSBehaviours is called" + " because it matches the worker type"); Assert.IsFalse(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().enabled, "TestBehaviourForCurrentWorkerWithReader should not be enabled after EnableSpatialOSBehaviours is called" + " even if it matches the worker type because it has no components"); Assert.IsNull(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().PositionReader); ActivationManager.AddComponent(PositionComponentId); ActivationManager.EnableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().enabled, "TestBehaviourForCurrentWorkerWithReader should be enabled after EnableSpatialOSBehaviours is called" + " because it has the right components"); Assert.IsNotNull(TestGameObject.GetComponent <TestBehaviourForCurrentWorkerWithReader>().PositionReader); }
public void Does_not_deactivate_reader_behaviour_when_authority_is_lost() { ActivationManager.AddComponent(PositionComponentId); ActivationManager.ChangeAuthority(PositionComponentId, Authority.Authoritative); ActivationManager.EnableSpatialOSBehaviours(); ActivationManager.ChangeAuthority(PositionComponentId, Authority.NotAuthoritative); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be disabled before DisableSpatialOSBehaviours is called" + " even if authority is lost"); Assert.IsTrue(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be disabled before DisableSpatialOSBehaviours is called" + " even if authority is lost"); ActivationManager.DisableSpatialOSBehaviours(); Assert.IsTrue(TestGameObject.GetComponent <ReaderBehaviour>().enabled, "Reader Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " even if authority is lost"); Assert.IsFalse(TestGameObject.GetComponent <WriterBehaviour>().enabled, "Writer Behaviour should not be disabled after DisableSpatialOSBehaviours is called" + " after authority is lost"); }