public void Its__IsChainedToAReceiver(string transition) { it = transform.Require <CircuitDictionaryComponent>(); receiver = new GameObject().transform.Require <MockCircuitComponent>(); it.Chain(transition, receiver); it.enabled = false; receiver.enabled = false; }
public void ItsNextIsChainedToAReceiver() { it = transform.Require <MockCircuitComponent>(); it.next = new List <CircuitComponent>(); it.nuhUh = new List <CircuitComponent>(); receiver = new GameObject().transform.Require <MockCircuitComponent>(); it.next.Add(receiver); it.enabled = false; receiver.enabled = false; }
public void ItsYesAndNoEdgesHaveReceivers() { yes = new GameObject().transform.Require <MockCircuitComponent>(); no = new GameObject().transform.Require <MockCircuitComponent>(); it.yes.Add(yes); it.no.Add(no); yes.enabled = false; no.enabled = false; }
public void ItIsChainedToAReceiver() { receiver = new GameObject().transform.Require <MockCircuitComponent>(); it.next = new List <CircuitComponent>(); it.next.Add(receiver); }
public void AnEmitterIsChainedToIt() { emitter = new GameObject().transform.Require <MockCircuitComponent>(); emitter.next = new List <CircuitComponent>(); emitter.next.Add(it); }
public void Its__IsChainedToAnotherReceiver(string transition) { otherReceiver = new GameObject().transform.Require <MockCircuitComponent>(); it.Chain(transition, otherReceiver); otherReceiver.enabled = false; }
public void ItsNuhUhIsChainedToAnotherReceiver() { otherReceiver = new GameObject().transform.Require <MockCircuitComponent>(); it.nuhUh.Add(otherReceiver); otherReceiver.enabled = false; }