public IEnumerator CreateBrushMeshAsset_IsPartOfManager() { var newBrushMeshAsset = ScriptableObject.CreateInstance <CSGBrushMeshAsset>(); yield return(null); CSGBrushMeshAssetManager.Update(); //Assert.False(CSGBrushMeshAssetManager.IsInUpdateQueue(newBrushMeshAsset)); // should already be done Assert.True(CSGBrushMeshAssetManager.IsRegistered(newBrushMeshAsset)); UnityEngine.Object.DestroyImmediate(newBrushMeshAsset); }
public IEnumerator CreateBrushMeshAsset_SetDirty_IsDirty() { var newBrushMeshAsset = ScriptableObject.CreateInstance <CSGBrushMeshAsset>(); yield return(null); CSGBrushMeshAssetManager.Update(); //Assert.False(CSGBrushMeshAssetManager.IsInUpdateQueue(newBrushMeshAsset)); //Assert.False(CSGBrushMeshAssetManager.IsInUnregisterQueue(newBrushMeshAsset)); Assert.True(CSGBrushMeshAssetManager.IsRegistered(newBrushMeshAsset)); CSGBrushMeshAssetManager.SetDirty(newBrushMeshAsset); //Assert.True(CSGBrushMeshAssetManager.IsInUpdateQueue(newBrushMeshAsset)); Assert.True(CSGBrushMeshAssetManager.IsDirty(newBrushMeshAsset)); UnityEngine.Object.DestroyImmediate(newBrushMeshAsset); }