public void TheGameObjectWillBeMarkedNotToBeDestroyedOnLevelLoad() { TestHierarchy h = new TestHierarchy(); Assert.That(Application.dontDestroyOnLoad, !Contains.Item(h.childOfChild)); UnityObject.DontDestroyOnLoad(h.childOfChild); Assert.That(Application.dontDestroyOnLoad, Contains.Item(h.childOfChild)); }
public void TheGameObjectWillBeMarkedNotToBeDestroyedOnLevelLoad() { TestHierarchy h = new TestHierarchy(); Assert.That(Application.dontDestroyOnLoad, !Contains.Item(h.childOfChild)); UnityObject.DontDestroyOnLoad(h.childOfChild); Assert.That(Application.dontDestroyOnLoad, Contains.Item(h.childOfChild)); }
public void AllOfItsChildrenWillBeMarkedForDestruction() { TestHierarchy h = new TestHierarchy(); UnityObject.Destroy(h.root); Assert.That(Application.markedForDestruction.Contains(h.child)); Assert.That(Application.markedForDestruction.Contains(h.childOfChild)); }
public void AllOfItsChildrenWillBeMarkedForDestruction() { TestHierarchy h = new TestHierarchy(); UnityObject.Destroy(h.root); Assert.That(Application.markedForDestruction.Contains(h.child)); Assert.That(Application.markedForDestruction.Contains(h.childOfChild)); }
public void WeWillCloneAParentHierarchy() { TestHierarchy h = new TestHierarchy(); GameObject clone = GameObject.Instantiate(h.childOfChild) as GameObject; Assert.That(clone.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent.transform.parent, Is.Null); }
public void TheIdMapWillContainAMapOfAllChildren() { TestHierarchy h = new TestHierarchy(); Dictionary <int, UnityObject> ids = new Dictionary <int, UnityObject>(); h.root.SetNewId(ids); Assert.That(ids.ContainsValue(h.root), Is.True); Assert.That(ids.ContainsValue(h.child), Is.True); Assert.That(ids.ContainsValue(h.childOfChild), Is.True); }
public void TheIdMapWillContainAMapOfAllChildren() { TestHierarchy h = new TestHierarchy(); Dictionary<int, UnityObject> ids = new Dictionary<int, UnityObject>(); h.root.SetNewId(ids); Assert.That(ids.ContainsValue(h.root), Is.True); Assert.That(ids.ContainsValue(h.child), Is.True); Assert.That(ids.ContainsValue(h.childOfChild), Is.True); }
public void OnAComponentItsGameObjectWillBeMarkedNotToBeDestroyedOnLevelLoad() { TestHierarchy h = new TestHierarchy(); TestComponent tc = new TestComponent(); h.childOfChild.AddComponent(tc); Assert.That(Application.dontDestroyOnLoad, !Contains.Item(h.childOfChild)); UnityObject.DontDestroyOnLoad(tc); Assert.That(Application.dontDestroyOnLoad, Contains.Item(h.childOfChild)); }
public void WeCanSendAMessageUpwards() { TestHierarchy h = new TestHierarchy(); MessageComponent comp = new MessageComponent(); h.root.AddComponent(comp); h.childOfChild.SendMessageUpwards("MessageMethod"); Assert.That(comp.messageCalled, Is.True); }
public void OnAComponentItsGameObjectWillBeMarkedNotToBeDestroyedOnLevelLoad() { TestHierarchy h = new TestHierarchy(); TestComponent tc = new TestComponent(); h.childOfChild.AddComponent(tc); Assert.That(Application.dontDestroyOnLoad, !Contains.Item(h.childOfChild)); UnityObject.DontDestroyOnLoad(tc); Assert.That(Application.dontDestroyOnLoad, Contains.Item(h.childOfChild)); }
public void TheChildrenWillBeSetIfSettingRecursively() { TestHierarchy h = new TestHierarchy(); Assert.That(h.root.active, Is.True); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); h.root.SetActiveRecursively(false); Assert.That(h.root.active, Is.False); Assert.That(h.child.active, Is.False); Assert.That(h.childOfChild.active, Is.False); }
public void TheChildrenWillNotBeAffected() { TestHierarchy h = new TestHierarchy(); Assert.That(h.root.active, Is.True); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); h.root.active = false; Assert.That(h.root.active, Is.False); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); }
public void WeWillSetTheIdOfOurChildrensChildrenAndItsComponents() { TestHierarchy h = new TestHierarchy(); int id = h.childOfChild.GetInstanceID(); int compId = h.childOfChildTrans.GetInstanceID(); h.root.SetNewId(new Dictionary <int, UnityObject>()); Assert.That(h.childOfChild.GetInstanceID(), Is.Not.EqualTo(id)); Assert.That(h.childOfChildTrans.GetInstanceID(), Is.Not.EqualTo(compId)); }
public void TheChildrenWillBeSetIfSettingRecursively() { TestHierarchy h = new TestHierarchy(); Assert.That(h.root.active, Is.True); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); h.root.SetActiveRecursively(false); Assert.That(h.root.active, Is.False); Assert.That(h.child.active, Is.False); Assert.That(h.childOfChild.active, Is.False); }
public void TheChildrenWillNotBeAffected() { TestHierarchy h = new TestHierarchy(); Assert.That(h.root.active, Is.True); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); h.root.active = false; Assert.That(h.root.active, Is.False); Assert.That(h.child.active, Is.True); Assert.That(h.childOfChild.active, Is.True); }
public void Setup() { Assert.Inconclusive("This will only work when loading with the intermediate serializer, so we need to do a test like that."); h = new TestHierarchy(); rootComponent = new TestComponent(); h.root.AddComponent(rootComponent); childComponent = new TestComponent(); h.child.AddComponent(childComponent); childOfChildComponent = new TestComponent(); h.childOfChild.AddComponent(childOfChildComponent); }
public void WeCanBroadcastAMessage() { TestHierarchy h = new TestHierarchy(); MessageComponent comp = new MessageComponent(); MessageComponent comp1 = new MessageComponent(); h.child.AddComponent(comp); h.childOfChild.AddComponent(comp1); h.root.BroadcastMessage("MessageMethod"); Assert.That(comp.messageCalled, Is.True); Assert.That(comp1.messageCalled, Is.True); }
public void WeWillCloneAParentHierarchyByComponent() { TestHierarchy h = new TestHierarchy(); TestComponent comp = new TestComponent(); h.childOfChild.AddComponent(comp); TestComponent clone = GameObject.Instantiate(comp) as TestComponent; Assert.That(clone, Is.Not.Null); Assert.That(clone.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent.transform.parent, Is.Null); }
public void WeWillFixReferencesInTheHierarchy() { TestHierarchy h = new TestHierarchy(); TestComponent testCmp = new TestComponent(true); TestComponent newCmp = new TestComponent(); ReferencingComponent cmp = new ReferencingComponent() { reference = testCmp }; h.childOfChild.AddComponent(cmp); Dictionary <int, UnityObject> dict = new Dictionary <int, UnityObject>(); dict.Add(testCmp.GetInstanceID(), newCmp); h.root.FixReferences(dict); Assert.That(cmp.reference, Is.SameAs(newCmp)); }
public void WeWillCloneAParentHierarchyByComponent() { TestHierarchy h = new TestHierarchy(); TestComponent comp = new TestComponent(); h.childOfChild.AddComponent(comp); TestComponent clone = GameObject.Instantiate(comp) as TestComponent; Assert.That(clone, Is.Not.Null); Assert.That(clone.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent.transform.parent, Is.Null); }
public void WeWillCloneAParentHierarchy() { TestHierarchy h = new TestHierarchy(); GameObject clone = GameObject.Instantiate(h.childOfChild) as GameObject; Assert.That(clone.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent, Is.Not.Null); Assert.That(clone.transform.parent.transform.parent.transform.parent, Is.Null); }
public void WeWillSetTheIdOfOurChildrensChildrenAndItsComponents() { TestHierarchy h = new TestHierarchy(); int id = h.childOfChild.GetInstanceID(); int compId = h.childOfChildTrans.GetInstanceID(); h.root.SetNewId(new Dictionary<int, UnityObject>()); Assert.That(h.childOfChild.GetInstanceID(), Is.Not.EqualTo(id)); Assert.That(h.childOfChildTrans.GetInstanceID(), Is.Not.EqualTo(compId)); }
public void Setup() { Assert.Inconclusive("This will only work when loading with the intermediate serializer, so we need to do a test like that."); h = new TestHierarchy(); rootComponent = new TestComponent(); h.root.AddComponent(rootComponent); childComponent = new TestComponent(); h.child.AddComponent(childComponent); childOfChildComponent = new TestComponent(); h.childOfChild.AddComponent(childOfChildComponent); }