public void Writer_is_injected_when_entity_component_is_checked_out_and_authoritative() { ConnectionHandler.ChangeAuthority(EntityId, Position.ComponentId, Authority.Authoritative); ReceiveSystem.Update(); createdGameObject = CreateAndLinkGameObjectWithComponent <PositionWriterBehaviour>(EntityId); var writerBehaviour = createdGameObject.GetComponent <PositionWriterBehaviour>(); Assert.IsTrue(writerBehaviour.enabled); Assert.IsNotNull(writerBehaviour.Writer); }
public void Monobehaviour_is_disabled_with_non_matching_WorkerType_and_satisfied_requireable() { ConnectionHandler.ChangeAuthority(EntityId, Position.ComponentId, Authority.Authoritative); ReceiveSystem.Update(); createdGameObject = CreateAndLinkGameObjectWithComponent <NonMatchingWorkerTypeWithRequireable>(EntityId); var behaviour = createdGameObject.GetComponent <NonMatchingWorkerTypeWithRequireable>(); Assert.IsFalse(behaviour.enabled); Assert.IsNull(behaviour.Writer); }
public void Injection_happens_if_all_constraints_are_satisfied() { ConnectionHandler.ChangeAuthority(EntityId, Position.ComponentId, Authority.Authoritative); ReceiveSystem.Update(); createdGameObject = CreateAndLinkGameObjectWithComponent <CompositeBehaviour>(EntityId); var compositeBehaviour = createdGameObject.GetComponent <CompositeBehaviour>(); Assert.IsTrue(compositeBehaviour.enabled); Assert.IsNotNull(compositeBehaviour.Reader); Assert.IsNotNull(compositeBehaviour.Writer); }