public IEnumerator NotTryToLoadAfterForget() { var keeper = new AssetPromiseKeeper_GLTF(); var promises = new List <AssetPromise_GLTF>(); var forgottenPromises = new Dictionary <int, bool>(); bool waitMasterPromise = true; string url = TestAssetsUtils.GetPath() + "/GLB/Trunk/Trunk.glb"; AssetPromise_GLTF masterPromise = new AssetPromise_GLTF(scene.contentProvider, url); masterPromise.OnPreFinishEvent += promise => waitMasterPromise = false; keeper.Keep(masterPromise); for (int i = 0; i < 10; i++) { AssetPromise_GLTF prom = new AssetPromise_GLTF(scene.contentProvider, url); promises.Add(prom); int promiseHash = prom.GetHashCode(); forgottenPromises.Add(promiseHash, false); prom.OnSuccessEvent += (asset) => { Assert.IsFalse(forgottenPromises[promiseHash], "Success on forgotten promise shouldn't be called"); }; prom.OnFailEvent += (asset) => { Assert.IsFalse(forgottenPromises[promiseHash], "Fail on forgotten promise shouldn't be called"); }; keeper.Keep(prom); } keeper.Forget(masterPromise); yield return(new WaitWhile(() => waitMasterPromise)); yield return(null); for (int i = 0; i < promises.Count; i++) { var prom = promises[i]; forgottenPromises[prom.GetHashCode()] = true; keeper.Forget(prom); } keeper.Cleanup(); }
public IEnumerator ForceNewInstanceIsOff() { var keeper = new AssetPromiseKeeper_GLTF(); string url = Utils.GetTestsAssetsPath() + "/GLB/Lantern/Lantern.glb"; AssetPromise_GLTF prom = new AssetPromise_GLTF(scene.contentProvider, url); prom.settings.forceNewInstance = false; keeper.Keep(prom); yield return(prom); var poolableObjectComponent = PoolManager.i.GetPoolable(prom.asset.container); Assert.IsNotNull(poolableObjectComponent); keeper.Cleanup(); }
public IEnumerator BeSetupCorrectlyAfterLoad() { var keeper = new AssetPromiseKeeper_GLTF(); string url = Utils.GetTestsAssetsPath() + "/GLB/Lantern/Lantern.glb"; AssetPromise_GLTF prom = new AssetPromise_GLTF(scene.contentProvider, url); Asset_GLTF loadedAsset = null; prom.OnSuccessEvent += (x) => { loadedAsset = x; } ; Vector3 initialPos = Vector3.one; Quaternion initialRot = Quaternion.LookRotation(Vector3.right, Vector3.up); Vector3 initialScale = Vector3.one * 2; prom.settings.initialLocalPosition = initialPos; prom.settings.initialLocalRotation = initialRot; prom.settings.initialLocalScale = initialScale; keeper.Keep(prom); yield return(prom); Assert.IsTrue(PoolManager.i.ContainsPool(loadedAsset.id), "Not in pool after loaded!"); Pool pool = PoolManager.i.GetPool(loadedAsset.id); Assert.AreEqual(0, pool.unusedObjectsCount, "incorrect inactive objects in pool"); Assert.AreEqual(1, pool.usedObjectsCount, "incorrect active objects in pool"); Assert.IsTrue(pool.original != loadedAsset.container, "In pool, the original gameObject must NOT be the loaded asset!"); //NOTE(Brian): If the following asserts fail, check that ApplySettings_LoadStart() is called from AssetPromise_GLTF.AddToLibrary() when the clone is made. Assert.AreEqual(initialPos.ToString(), loadedAsset.container.transform.localPosition.ToString(), "initial position not set correctly!"); Assert.AreEqual(initialRot.ToString(), loadedAsset.container.transform.localRotation.ToString(), "initial rotation not set correctly!"); Assert.AreEqual(initialScale.ToString(), loadedAsset.container.transform.localScale.ToString(), "initial scale not set correctly!"); Assert.IsTrue(loadedAsset != null); Assert.IsTrue(keeper.library.Contains(loadedAsset)); Assert.AreEqual(1, keeper.library.masterAssets.Count); keeper.Cleanup(); }
public IEnumerator ForceNewInstanceIsOffMultipleTimes() { var keeper = new AssetPromiseKeeper_GLTF(); var poolableComponents = new List <PoolableObject>(); string url = Utils.GetTestsAssetsPath() + "/GLB/Lantern/Lantern.glb"; for (int i = 0; i < 10; i++) { AssetPromise_GLTF prom = new AssetPromise_GLTF(scene.contentProvider, url); prom.settings.forceNewInstance = false; keeper.Keep(prom); yield return(prom); poolableComponents.Add(PoolManager.i.GetPoolable(prom.asset.container)); keeper.Forget(prom); } Assert.IsTrue(poolableComponents.TrueForAll(x => x != null)); keeper.Cleanup(); }