public void testListForwardsToDataModel() { WebAPI.IShopActions shop_actions = mock.NewMock <WebAPI.IShopActions>(); Roar.implementation.IDataStore datastore = mock.NewMock <Roar.implementation.IDataStore>(); Roar.ILogger logger = mock.NewMock <Roar.ILogger>(); Roar.implementation.Components.Shop shop = new Roar.implementation.Components.Shop(shop_actions, datastore, logger); IDataModel <Roar.DomainObjects.ShopEntry, Roar.WebObjects.Shop.ListResponse> shop_datamodel = mock.NewMock <IDataModel <Roar.DomainObjects.ShopEntry, Roar.WebObjects.Shop.ListResponse> >(); List <Roar.DomainObjects.ShopEntry> retval = new List <Roar.DomainObjects.ShopEntry>(); retval.Add(new Roar.DomainObjects.ShopEntry()); retval.Add(new Roar.DomainObjects.ShopEntry()); Expect.AtLeast(1).On(datastore) .GetProperty("shop") .Will(Return.Value(shop_datamodel)); Expect.AtLeast(1).On(shop_datamodel) .Method("List") .Will(Return.Value(retval)); IList <Roar.DomainObjects.ShopEntry> l = shop.List(); Assert.AreEqual(2, l.Count); mock.VerifyAllExpectationsHaveBeenMet(); }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; // Apply changes to API host to Config setting string roarUrl = roarAPIUrl.ToLower(); Config.RoarAPIUrl = roarUrl; Config.IsDebug = debug; RequestSender api = new RequestSender(config, this, logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends(webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user, datastore, logger); properties = new Roar.implementation.Components.Properties(datastore); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI, datastore, logger); inventory = new Roar.implementation.Components.Inventory(webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data(webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop(webAPI.shop, datastore, logger); tasks = new Roar.implementation.Components.Tasks(webAPI.tasks, datastore); gifts = new Roar.implementation.Components.Gifts(webAPI.mail, datastore, logger); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase(webAPI.appstore, "Roar", logger, appstoreSandbox); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; RequestSender api = new RequestSender(config,this,logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends( webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI,datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data( webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); tasks = new Roar.implementation.Components.Tasks( webAPI.tasks, datastore ); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }