void Awake() { enemyMoving = gameObject.GetComponent<EnemyMoving>(); orbiting = gameObject.GetComponent<Orbiting>(); chained = gameObject.GetComponent<Chained>(); dead = gameObject.GetComponent<Dead>(); }
public void Next_is_set_when_creating_new_chained() { var previous = new Chained <object>(new object(), null); var res = new Chained <object>(new object(), previous); previous.Next.Should().Be(res); }
public void Current_copies_value() { var current = new object(); var res = new Chained <object>(current, null); res.Value.Should().Be(current); }
private static IEnumerable <T> ToEnumerable <T>(Chained <T> collection) { var current = collection; while (current != null) { yield return(current.Value); current = current.Next; } }
private static Chained <T> FromEnumerable <T>(IEnumerable <T> collection) { var first = default(Chained <T>); var last = default(Chained <T>); collection.ForEach(item => { last = new Chained <T>(item, last); first = first ?? last; }); return(first); }
private void ResetQueue() { _First = _Last = null; }
private void Enqueue(IJavascriptUpdater updater) { _Last = new Chained <IJavascriptUpdater>(updater, _Last); _First = _First ?? _Last; }
public void Next_originally_is_null() { var res = new Chained <object>(new object(), null); res.Next.Should().BeNull(); }