Exemplo n.º 1
0
        void OnEnable()
        {
            UnityConsole.Clear();

            Time.fixedDeltaTime = 0.5f;

            PrintTime().RunOnScheduler(StandardSchedulers.physicScheduler);
        }
Exemplo n.º 2
0
        void OnEnable()
        {
            UnityConsole.Clear();

            Time.fixedDeltaTime = 0.5f;

            TaskRunner.Instance.RunOnSchedule(StandardSchedulers.physicScheduler, PrintTime());
        }
Exemplo n.º 3
0
    void OnEnable()
    {
        UnityConsole.Clear();

        _runner = new StaggeredMonoRunner("StaggeredRunner", MaxTasksPerFrame);

        for (int i = 0; i < 300; i++)
        {
            TaskRunner.Instance.RunOnSchedule(_runner, PrintFrame);
        }
    }
    void OnEnable()
    {
        UnityConsole.Clear();

        _runner = new StaggeredMonoRunner("StaggeredRunner", MaxTasksPerFrame);

        for (int i = 0; i < 300; i++)
        {
            PrintFrame().Run(_runner);
        }
    }
Exemplo n.º 5
0
    public void TestProcessNextAction_NoAction()
    {
        LogAssert.Expect(LogType.Warning, "Unable to process. TurnManager has no remaining actions");

        combatManager.ProcessNextAction();

        mockTurnManager.Verify(turns => turns.GetNextAction(), Times.Never());
        mockCharacterManager.Verify(manager => manager.ProcessAction(It.IsAny <CharacterAction>()), Times.Never());

        UnityConsole.Clear();
    }
 void OnEnable()
 {
     UnityConsole.Clear();
 }
Exemplo n.º 7
0
 public void Teardown()
 {
     UnityConsole.Clear();
 }