public void SetClientNotReadyTest() { readyComp = identity.gameObject.AddComponent <ObjectReady>(); readyComp.SetClientNotReady(); Assert.That(readyComp.IsReady, Is.False); }
public void SetClientReadyTest() { readyComp = playerIdentity.gameObject.AddComponent <ObjectReady>(); readyComp.SetClientReady(); Assert.That(readyComp.IsReady, Is.True); }
public void SetAllClientsNotReadyTest() { readyComp = identity.gameObject.AddComponent <ObjectReady>(); lobby.ObjectReadyList.Add(readyComp); readyComp.IsReady = true; lobby.SetAllClientsNotReady(); Assert.That(readyComp.IsReady, Is.False); }
public IEnumerator ClientReadyTest() => UniTask.ToCoroutine(async() => { NetworkIdentity readyPlayer = CreateNetworkIdentity(); readyComp = readyPlayer.gameObject.AddComponent <ObjectReady>(); serverObjectManager.Spawn(readyPlayer, server.LocalPlayer); readyComp.Ready(); await AsyncUtil.WaitUntilWithTimeout(() => readyComp.IsReady); });
public void ClientReadyTest() { readyPlayer = new GameObject(); readyPlayer.AddComponent <NetworkIdentity>(); readyComp = readyPlayer.AddComponent <ObjectReady>(); server.Spawn(readyPlayer, server.LocalConnection); readyComp.Ready(); Assert.That(readyComp.IsReady, Is.False); }
public IEnumerator SendToReadyTest() => UniTask.ToCoroutine(async() => { readyComp = identity.gameObject.AddComponent <ObjectReady>(); lobby.ObjectReadyList.Add(readyComp); readyComp.IsReady = true; bool invokeWovenTestMessage = false; client.Player.RegisterHandler <SceneMessage>(msg => invokeWovenTestMessage = true); lobby.SendToReady(identity, new SceneMessage(), true, Channel.Reliable); await AsyncUtil.WaitUntilWithTimeout(() => invokeWovenTestMessage); });
public IEnumerator SendToReadyTest() => RunAsync(async() => { readyComp = identity.gameObject.AddComponent <ObjectReady>(); lobby.ObjectReadyList.Add(readyComp); readyComp.IsReady = true; bool invokeWovenTestMessage = false; client.Connection.RegisterHandler <SceneMessage>(msg => invokeWovenTestMessage = true); lobby.SendToReady(identity, new SceneMessage(), true, Channels.DefaultReliable); await WaitFor(() => invokeWovenTestMessage); });
public void IsReadyStateTest() { readyComp = identity.gameObject.AddComponent <ObjectReady>(); Assert.That(readyComp.IsReady, Is.False); }