public void StartResourceManager() { //Given FearResourceManager resourceManager = new FearResourceManager(null, null, null, null); //When //Then Assert.IsTrue(resourceManager.GetNumberOfLoadedResources(ResourceType.Material) == 0); Assert.IsTrue(resourceManager.GetNumberOfLoadedResources(ResourceType.Mesh) == 0); Assert.IsTrue(resourceManager.GetNumberOfLoadedResources(ResourceType.Texture) == 0); }
public BasicShadowTechnique(FearGraphicsDevice dev, FearResourceManager resMan, [Named("ShadowBiasedDepth")] RasteriserState depthRasState, [Named("ShadowMapComparison")] FearEngine.DeviceState.SamplerStates.SamplerState samp) { device = dev.Device; depthMaterial = resMan.GetMaterial("DepthWrite"); depthRS = depthRasState; sampler = samp; }
internal void InjectDependencies(FearResourceManager resMan, Input fearInput, GameObjectFactory gameObjFactory, UpdateableFactory updateableFac, SceneFactory sceneFac, LightFactory lightFac, CameraFactory cameraFac) { resourceManager = resMan; input = fearInput; gameObjectFactory = gameObjFactory; updateableFactory = updateableFac; sceneFactory = sceneFac; lightFactory = lightFac; cameraFactory = cameraFac; }