public void CanTestContainsKeyWhenKeyExists() { var dictionary = new OptionDictionary <string, string> { { "key", "value" } }; Assert.That(dictionary.ContainsKey("key"), Is.True); }
public void CanTestContainsKeyWhenKeyDoesNotExist() { var dictionary = new OptionDictionary <string, string> { { "key", "value" } }; Assert.That(dictionary.ContainsKey("other-key"), Is.False); }
public T Get <T>(string key) { OptionDictionary <T> options = GetOptionCollection <T>(); if (!options.ContainsKey(key) || IsOverrideIsRequired(key)) { T value = GetDefaultValue <T>(key); options[key] = value; } return(options[key]); }
void OnEnable() { if (EnabledOptions == null) EnabledOptions = new OptionDictionary(); foreach (string name in Enum.GetNames(typeof(BuildAssetBundleOptions))) { // the first enum value is 'None' so we skip it. if (string.IsNullOrEmpty(name) || name == "None") continue; BuildAssetBundleOptions key = (BuildAssetBundleOptions)Enum.Parse(typeof(BuildAssetBundleOptions), name); if (!EnabledOptions.ContainsKey(key)) { bool val = false; #if UNITY_5 // Skip some options which are not neccessary on Unity 5.x // CollectDependencies and DeterministicAssetBundle are always enabled in the new AssetBundle build system introduced in 5.0. // CompleteAssets is ingored as we always start from assets rather than objects, it should be complete by default. if (key != BuildAssetBundleOptions.None && (key == BuildAssetBundleOptions.UncompressedAssetBundle || key == BuildAssetBundleOptions.DisableWriteTypeTree || key == BuildAssetBundleOptions.ForceRebuildAssetBundle || key == BuildAssetBundleOptions.IgnoreTypeTreeChanges || key == BuildAssetBundleOptions.AppendHashToAssetBundleName #if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2) // from Unity 5.3x, it supports ChunkBasedCompression || key == BuildAssetBundleOptions.ChunkBasedCompression)) #endif { EnabledOptions.Add(key, val); } #else EnabledOptions.Add(key, val); #endif } } }
public void NeverContainsNullKey() { var dictionary = new OptionDictionary <string, string>(); Assert.That(dictionary.ContainsKey(null), Is.False); }