コード例 #1
0
        public IEnumerator RunsInstantlyWhenDelayTimeIsZero()
        {
            // Given a complete scaling behavior with duration time == 0,
            const float duration = 0f;

            GameObject          target           = new GameObject(targetName);
            TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>();

            positionProvider.ChangeUniqueName(targetName);

            Vector3 endScale = target.transform.localScale + newScale;

            IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration);

            behavior.Configure(defaultMode);

            // When we activate it and wait one update cycle,
            behavior.LifeCycle.Activate();

            while (behavior.LifeCycle.Stage != Stage.Activating)
            {
                yield return(null);

                behavior.Update();
            }

            yield return(null);

            behavior.Update();

            // Then the behavior is activated immediately and the object is scaled correctly.
            Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage);
            Assert.IsTrue(target.transform.localScale == endScale);
        }
コード例 #2
0
        public IEnumerator FastForwardInactiveBehavior()
        {
            // Given a complete scaling behavior with a positive duration,
            const float duration = 0.05f;

            GameObject          target           = new GameObject(targetName);
            TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>();

            positionProvider.ChangeUniqueName(targetName);

            Vector3 endScale = target.transform.localScale + newScale;

            IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration);

            behavior.Configure(defaultMode);

            // When we mark it to fast-forward,
            behavior.LifeCycle.MarkToFastForward();

            // Then it doesn't autocomplete because it hasn't been activated yet.
            Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage);
            Assert.IsFalse(target.transform.localScale == endScale);

            yield break;
        }
コード例 #3
0
        public IEnumerator FastForwardActivatingBehavior()
        {
            // Given an active and complete scaling behavior with a positive duration,
            const float duration = 0.05f;

            GameObject          target           = new GameObject(targetName);
            TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>();

            positionProvider.ChangeUniqueName(targetName);

            Vector3 endScale = target.transform.localScale + newScale;

            IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration);

            behavior.Configure(defaultMode);

            behavior.LifeCycle.Activate();

            // When we mark it to fast-forward,
            behavior.LifeCycle.MarkToFastForward();

            // Then the behavior is activated immediately and the object is scaled correctly.
            Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage);
            Assert.IsTrue(target.transform.localScale == endScale);

            yield break;
        }
コード例 #4
0
        public IEnumerator DoneAfterTime()
        {
            // Given a complete scaling behavior with a positive duration,
            const float duration = 0.05f;

            GameObject          target           = new GameObject(targetName);
            TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>();

            positionProvider.ChangeUniqueName(targetName);

            Vector3 endScale = target.transform.localScale + newScale;

            IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration);

            behavior.Configure(defaultMode);

            // When we activate the behavior and wait for it's delay time,
            behavior.LifeCycle.Activate();

            while (behavior.LifeCycle.Stage != Stage.Activating)
            {
                yield return(null);

                behavior.Update();
            }

            yield return(null);

            behavior.Update();

            float startTime = Time.time;

            while (Time.time < startTime + duration)
            {
                Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage);
                Assert.IsFalse(target.transform.localScale == endScale);
                yield return(null);

                behavior.Update();
            }

            // Then the behavior should be active and the object is scaled correctly.
            Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage);
            Assert.IsTrue(target.transform.localScale == endScale);
        }