public IEnumerator GameObjectExistsWithNoComponent() { m_UnityLifecycleManager?.Dispose(); yield return(null); //Make sure the above disposed object gets cleaned up properly Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName), Is.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to be destroyed"); GameObject dummyCoroutineExecutor = new GameObject(k_CoroutineExecutorGameObjectName); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName), Is.Not.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to exists"); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName).GetComponent <CoroutineExecutor>(), Is.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to be an empty GameObject"); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName).GetComponent <ApplicationQuit>(), Is.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to be an empty GameObject"); m_UnityLifecycleManager = new UnityLifecycleManager(); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName), Is.Not.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to exists"); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName).GetComponent <CoroutineExecutor>(), Is.Not.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to exists with a CoroutineExecutor MonoBehavior attached to the GameObject"); Assert.That(GameObject.Find(k_CoroutineExecutorGameObjectName).GetComponent <ApplicationQuit>(), Is.Not.Null, "Expected " + k_CoroutineExecutorGameObjectName + " to exists with a ApplicationQuit MonoBehavior attached to the GameObject"); }
public IEnumerator KeepsObjectWhenNewSceneLoaded() { m_UnityLifecycleManager.Dispose(); m_UnityLifecycleManager = null; var scene = SceneManager.CreateScene("test"); while (!scene.isLoaded) { yield return(null); } SceneManager.SetActiveScene(scene); m_UnityLifecycleManager = new UnityLifecycleManager(); yield return(SceneManager.UnloadSceneAsync(scene)); Assert.NotNull(GameObject.Find(k_CoroutineExecutorGameObjectName), "Expected " + k_CoroutineExecutorGameObjectName + " to stay when scene unloaded"); }
public void TearDown() { m_UnityLifecycleManager?.Dispose(); m_UnityLifecycleManager = null; }
public void Setup() { m_UnityLifecycleManager = new UnityLifecycleManager(); }
public IosShowAdOperations(IntPtr placementContentPtr, IUnityLifecycleManager executor) : base(placementContentPtr) { _executor = executor; }
public IosPromoAdOperations(IntPtr placementContentPtr, IUnityLifecycleManager executor) : base(placementContentPtr, executor) { metadata = GetMetadataForObjCObject(placementContentPtr); }
public AndroidShowAdCallback(IUnityLifecycleManager callbackExecutor, ShowAdCallbacks?callbacks) : base("com.unity3d.services.monetization.placementcontent.ads.IShowAdListener") { this.callbackExecutor = callbackExecutor; this.callbacks = callbacks; }
public AndroidShowAdOperations(IUnityLifecycleManager callbackExecutor, AndroidJavaObject javaObject) : base(javaObject) { this.callbackExecutor = callbackExecutor; }
public AndroidPromoAdOperations(IUnityLifecycleManager callbackExecutor, AndroidJavaObject javaObject) : base(callbackExecutor, javaObject) { metadata = GetMetadataForJavaObject(javaObject.Call <AndroidJavaObject>("getMetadata")); nativeAdapter = new AndroidJavaObject("com.unity3d.services.monetization.placementcontent.purchasing.NativePromoAdapter", javaObject); }
public Banner(INativeBanner nativeBanner, IUnityLifecycleManager unityLifecycleManager) { m_NativeBanner = nativeBanner; UnityLifecycleManager = unityLifecycleManager; m_NativeBanner.SetupBanner(this); }