public void when_add_a_new_game_object_should_work() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsNotNull(manager[player]); Assert.IsTrue(manager[player, "test"]); }
public void get_status_should_work() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); Assert.IsFalse(manager["test"]); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsTrue(manager["test"]); Assert.IsFalse(manager["asdf"]); }
public void get_a_event_when_no_exists_should_return_false() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); Assert.IsFalse(manager[player, "test"]); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsTrue(manager[player, "test"]); Assert.IsFalse(manager[player, "asdf"]); }
public void after_remove_should_return_null_with_gameobject() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); Assert.IsFalse(manager["test"]); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsTrue(manager["test"]); manager.remove(player); Assert.IsNull(manager[player]); }
public void when_add_two_obj_shold_work() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enamy = new UnityEngine.GameObject(); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); Collision_info info_enemy = new Collision_info("test", collision, enamy); manager.add(info); manager.add(info_enemy); Assert.IsNotNull(manager[player]); Assert.IsTrue(manager[player, "test"]); Assert.IsNotNull(manager[enamy]); Assert.IsTrue(manager[enamy, "test"]); }
public void remove_twice_should_be_fine() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); Assert.IsFalse(manager["test"]); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsTrue(manager["test"]); manager.remove(player); Assert.IsNull(manager[player]); manager.remove(player); Assert.IsNull(manager[player]); }
public void get_a_object_is_not_in_the_manager_should_return_null() { Collision manager = new Collision(); UnityEngine.GameObject player = new UnityEngine.GameObject(); UnityEngine.GameObject enemy = new UnityEngine.GameObject(); Assert.IsNull(manager[enemy]); Assert.IsNull(manager[player]); Assert.IsFalse(manager[enemy, "test"]); Assert.IsFalse(manager[player, "test"]); UnityEngine.Collision collision = new UnityEngine.Collision(); Collision_info info = new Collision_info("test", collision, player); manager.add(info); Assert.IsNull(manager[enemy]); Assert.IsNotNull(manager[player]); Assert.IsFalse(manager[enemy, "test"]); Assert.IsTrue(manager[player, "test"]); }