public void ForEach() { var world = Helpers.PrepareWorld(); var list = new ME.ECS.Collections.IntrusiveRingBufferGeneric <int>(); list.Push(1); list.Push(2); list.Push(3); list.Push(4); list.Push(5); list.Push(6); UnityEngine.Debug.Assert(list.Count == 4); var listArr = new int[4]; var i = 0; foreach (var item in list) { listArr[i++] = item; } UnityEngine.Debug.Assert(listArr[0] == 6); UnityEngine.Debug.Assert(listArr[1] == 5); UnityEngine.Debug.Assert(listArr[2] == 4); UnityEngine.Debug.Assert(listArr[3] == 3); Helpers.CompleteWorld(world); }
public void GetValue() { var world = Helpers.PrepareWorld(); var list = new ME.ECS.Collections.IntrusiveRingBufferGeneric <int>(); list.Push(1); list.Push(2); list.Push(3); list.Push(4); list.Push(5); list.Push(6); UnityEngine.Debug.Assert(list.GetValue(0) == 6); UnityEngine.Debug.Assert(list.GetValue(2) == 4); Helpers.CompleteWorld(world); }
public void Contains() { var world = Helpers.PrepareWorld(); var list = new ME.ECS.Collections.IntrusiveRingBufferGeneric <int>(); list.Push(1); list.Push(2); list.Push(3); list.Push(4); list.Push(5); list.Push(6); UnityEngine.Debug.Assert(list.Contains(4) == true); UnityEngine.Debug.Assert(list.Contains(2) == false); Helpers.CompleteWorld(world); }