protected override async Task LoadContent() { await base.LoadContent(); entityA = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "A"); entityB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "B"); entityA.Add(controllerA = new PlayerController()); entityB.Add(controllerB = new PlayerController()); var dynamicNavigation = (DynamicNavigationMeshSystem)GameSystems.FirstOrDefault(x => x is DynamicNavigationMeshSystem); if (dynamicNavigation != null) { dynamicNavigation.Enabled = false; } Script.AddTask(RunAsyncTests); }
protected override async Task LoadContent() { await base.LoadContent(); entityA = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "A"); entityB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "B"); entityA.Add(controllerA = new PlayerController()); entityB.Add(controllerB = new PlayerController()); filterAB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "FilterAB"); filterB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "FilterB"); dynamicNavigation = (DynamicNavigationMeshSystem)GameSystems.FirstOrDefault(x => x is DynamicNavigationMeshSystem); if (dynamicNavigation == null) { throw new Exception("Failed to find dynamic navigation mesh system"); } dynamicNavigation.AutomaticRebuild = false; dynamicNavigation.Enabled = true; Script.AddTask(RunAsyncTests); }