Пример #1
0
        public void FiredAtSetToCurrentTime_When_WeaponFiredComponentAdded()
        {
            float mockFireTime = 2.2f;

            Entity weaponEntity = _manager.CreateEntity(
                typeof(Weapon),
                typeof(ShootInput)
                );

            _manager.SetComponentData(weaponEntity, new Weapon {
                FireRate = 1
            });
            _manager.SetComponentData(weaponEntity, new ShootInput {
                IsShooting = true
            });

            WeaponFiringSystem firingSystem = _world.CreateSystem <WeaponFiringSystem>();
            JobHandle          handle       = firingSystem.ProcessWeaponFiringJob(m_weaponQuery, m_commandBuffer, mockFireTime);

            m_commandBuffer.Update();

            float expectation = mockFireTime;
            float result      = _manager.GetComponentData <WeaponFired>(weaponEntity).TimeFired;

            Assert.AreEqual(expectation, result);
        }
Пример #2
0
        public void WeaponFiredComponentAddedToEntity_When_ShootInputTrue()
        {
            Entity weaponEntity = _manager.CreateEntity(
                typeof(Weapon),
                typeof(ShootInput)
                );

            _manager.SetComponentData(weaponEntity, new Weapon {
                FireRate = 1
            });
            _manager.SetComponentData(weaponEntity, new ShootInput {
                IsShooting = true
            });

            WeaponFiringSystem firingSystem = _world.CreateSystem <WeaponFiringSystem>();
            JobHandle          handle       = firingSystem.ProcessWeaponFiringJob(m_weaponQuery, m_commandBuffer, 0);

            m_commandBuffer.Update();

            int expectation = 1;
            int result      = m_weaponWasFiredQuery.CalculateLength();

            Assert.AreEqual(expectation, result);
        }