public void ToArrayInEntitysTest() { BaseMap owner = null; // TODO: 初始化为适当的值 MapSpaceNode target = new MapSpaceNode(owner); // TODO: 初始化为适当的值 WorldEntity[] expected = null; // TODO: 初始化为适当的值 WorldEntity[] actual; actual = target.ToArrayInEntitys(); Assert.AreEqual(expected, actual); Assert.Inconclusive("验证此测试方法的正确性。"); }
/// <summary> /// /// </summary> /// <param name="mapSpaceNode"></param> private void DeactivateSpaceNodeNow(MapSpaceNode mapSpaceNode) { BaseCreature[] creatureArray = mapSpaceNode.ToArrayInCreatures(); foreach (BaseCreature creature in creatureArray) { creature.OnSpaceNodeDeactivate(); } BaseItem[] itemArray = mapSpaceNode.ToArrayInItems(); foreach (BaseItem item in itemArray) { item.OnSpaceNodeDeactivate(); } WorldEntity[] entityArray = mapSpaceNode.ToArrayInEntitys(); foreach (WorldEntity gameEntity in entityArray) { gameEntity.OnSpaceNodeDeactivate(); } }