public void when_add_by_second_time_should_work() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", false); manager.add(player, "status", true); }
public void add_two_obj_should_work() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enemy = new UnityEngine.GameObject(); manager.add(player, "status", false); manager.add(enemy, "status", false); }
public void get_status_in_multiple_obj_case_4_should_be_true() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enemy = new UnityEngine.GameObject(); manager.add(player, "status", true); manager.add(enemy, "status", true); bool result = manager.get("status"); Assert.IsTrue(result); }
public void get_a_obj_and_status_should_return_the_bool_expected() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", false); bool result = manager.get(player, "status"); Assert.IsFalse(result); manager.add(player, "status", true); result = manager.get(player, "status"); Assert.IsTrue(result); }
public void when_add_a_new_game_object_should_work() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", false); }
public void remove_twice_the_same_should_be_fine() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", true); manager.remove(player); manager.remove(player); }
public void get_a_obj_that_is_in_the_manger_should_return_a_dict() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", false); var result = manager.get(player); Assert.IsNotNull(result); }
public void remove_with_multiple_objects_should_work() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enemy = new UnityEngine.GameObject(); manager.add(player, "status", true); manager.add(enemy, "status", true); bool result = manager.get("status"); Assert.IsTrue(result); manager.remove(enemy); result = manager.get("status"); Assert.IsTrue(result); manager.remove(player); result = manager.get("status"); Assert.IsFalse(result); }
public void get_obj_and_status_in_multiple_obj_should_work() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enemy = new UnityEngine.GameObject(); manager.add(player, "status", false); manager.add(enemy, "status", true); bool result = manager.get(player, "status"); Assert.IsFalse(result); result = manager.get(enemy, "status"); Assert.IsTrue(result); manager.add(player, "status", true); result = manager.get(player, "status"); Assert.IsTrue(result); result = manager.get(enemy, "status"); Assert.IsTrue(result); }
public void when_is_remove_a_obj_the_get_should_be_false() { Collision_2d manager = new Collision_2d(); UnityEngine.GameObject player = new UnityEngine.GameObject(); manager.add(player, "status", true); bool result = manager.get("status"); Assert.IsTrue(result); manager.remove(player); result = manager.get("status"); Assert.IsFalse(result); }