public IEnumerator RemovePreviousQuest() { DecentralandEntity entity = TestHelpers.CreateSceneEntity(scene); QuestTrackingInfo questTrackingInfo = TestHelpers.EntityComponentCreate <QuestTrackingInfo, QuestModel>(scene, entity, new QuestModel(), CLASS_ID_COMPONENT.QUEST_TRACKING_INFORMATION); yield return(questTrackingInfo.routine); QuestModel quest = new QuestModel { id = "questId" }; questTrackingInfo.UpdateFromModel(quest); QuestModel quest2 = new QuestModel { id = "questId2" }; questTrackingInfo.UpdateFromModel(quest2); mockQuestController.Received().RemoveQuest(quest); }
public IEnumerator AddQuests() { IDCLEntity entity = TestHelpers.CreateSceneEntity(scene); QuestTrackingInfo questTrackingInfo = TestHelpers.EntityComponentCreate <QuestTrackingInfo, QuestModel>(scene, entity, new QuestModel(), CLASS_ID_COMPONENT.QUEST_TRACKING_INFORMATION); yield return(questTrackingInfo.routine); QuestModel quest = new QuestModel { id = "questId" }; questTrackingInfo.UpdateFromModel(quest); mockQuestController.Received().UpdateQuestProgress(quest); }
public IEnumerator RemovePreviousQuestOnDestroy() { IDCLEntity entity = TestHelpers.CreateSceneEntity(scene); QuestTrackingInfo questTrackingInfo = TestHelpers.EntityComponentCreate <QuestTrackingInfo, QuestModel>(scene, entity, new QuestModel(), CLASS_ID_COMPONENT.QUEST_TRACKING_INFORMATION); yield return(questTrackingInfo.routine); QuestModel quest = new QuestModel { id = "questId" }; questTrackingInfo.UpdateFromModel(quest); TestHelpers.RemoveSceneEntity(scene, entity); yield return(null); // Needed for Unity to call OnDestroy mockQuestController.Received().RemoveQuest(quest); }