Пример #1
0
    public void TestPlayersManagerRemovePlayer()
    {
        PlayersManager.ClearPlayers();
        Player player1 = new Player();
        Player player2 = new Player();
        Player player3 = new Player();

        PlayersManager.AddPlayer(player1);
        PlayersManager.AddPlayer(player2);
        PlayersManager.AddPlayer(player3);
        PlayersManager.RemovePlayer(player2);
        System.Collections.ObjectModel.ReadOnlyCollection <Player> players = PlayersManager.GetPlayers();
        Assert.AreEqual(2, players.Count);
        Assert.AreEqual(player1, players[0]);
        Assert.AreEqual(player3, players[1]);
    }
        public void Disconnect()
        {
            // This check and this variable is needed, because unity is not Closing instantly on Application.Quit();
            if (!IsConnected)
            {
                return;
            }

            IsConnected = false;

            tcpConnection.tcpClient.Close();
            tcpConnection = null;
            udpConnection.CloseConnection();
            udpConnection = null;

            scenesManager.SwitchScene(Scene.MainMenu);
            playersManager.ClearPlayers();

            Logger.LogEvent(LoggerSection.Connection, "Disconnected from the server");
        }
Пример #3
0
 public void TestPlayersManagerCreation()
 {
     PlayersManager.ClearPlayers();
     Assert.AreEqual(0, PlayersManager.GetPlayers().Count);
 }
Пример #4
0
 public void TestPlayersManagerCreation()
 {
     PlayersManager.ClearPlayers();
     Assert.IsTrue(PlayersManager.GetPlayers().Count == 0);
 }