public void OnPointerHover() { ComponentHelpers.CallLateUpdate(laserVisual); Assert.AreEqual(reticle.transform.position, DEFAULT_RETICLE_POS); pointer.OnPointerHover(raycastResult, true); ComponentHelpers.CallLateUpdate(laserVisual); Assert.AreEqual(reticle.transform.position, CLOSE_HIT_POS); }
public void OnPointerEnterFar() { ComponentHelpers.CallLateUpdate(laserVisual); Assert.AreEqual(reticle.transform.position, DEFAULT_RETICLE_POS); raycastResult.worldPosition = FAR_HIT_POS; raycastResult.distance = FAR_HIT_POS.z; pointer.OnPointerEnter(raycastResult, true); ComponentHelpers.CallLateUpdate(laserVisual); Assert.AreEqual(reticle.transform.position, FAR_HIT_POS); }
/// Substitute a class that extends from Monobehaviour and add it to the GameObject passed in. /// Remember, all non-virtual members will actually be executed. Only virtual/abstract members /// can be recorded or have return values specified. /// Additionally, call OnEnable and Awake on the component after it is added to the GameObject. public static T ForInvokeLifecycle <T>(GameObject gameObject) where T : MonoBehaviour { T result = SubstituteComponent.For <T>(gameObject); if (result == null) { return(null); } ComponentHelpers.CallOnEnable(gameObject); ComponentHelpers.CallAwake(gameObject); return(result); }
private static void FindComponentsWithContent(string v) { var components = ComponentHelpers.LoadAllComponentsByPublication(); Parallel.ForEach(components, new ParallelOptions { MaxDegreeOfParallelism = Settings.MaxThreads }, component => { var item = ItemHelpers.LoadItem <ComponentData>(component.Id); Logger.Debug("Processing Component {0}", item.Id); if (item.Content.ToLowerInvariant().Contains(v)) { Logger.Info("{0}", item.Id); } } ); }
public void Setup() { GameObject laserObj = new GameObject(); laserObj.AddComponent <LineRenderer>(); laserVisual = ComponentHelpers.AddComponentInvokeLifecycle <GvrLaserVisual>(laserObj); laserVisual.lerpThreshold = 0.0f; pointer = ComponentHelpers.AddComponentInvokeLifecycle <GvrLaserPointer>(laserObj); pointer.raycastMode = GvrBasePointer.RaycastMode.Direct; pointer.maxPointerDistance = MAX_RETICLE_DISTANCE; pointer.defaultReticleDistance = MAX_RETICLE_DISTANCE; ComponentHelpers.CallStart(pointer); reticle = new GameObject(); laserVisual.Reticle = reticle.transform; raycastResult.worldPosition = CLOSE_HIT_POS; raycastResult.distance = CLOSE_HIT_POS.z; }
public void Setup() { GameObject reticleObj = new GameObject(); pointer = ComponentHelpers.AddComponentInvokeLifecycle <GvrReticlePointer>(reticleObj); }