public void TestSpawnWithPositionAndRotationAndPriorityAndLifetime() { GameObject gameObject = new GameObject(); Assert.IsNotNull(gameObject); gameObject.name = "LifetimeObject"; gameObject.AddComponent <LifetimeComponent>(); LifetimeComponent component = gameObject.GetComponent <LifetimeComponent>(); Assert.IsNotNull(component); component.SetLifetime(1f); gameObject.AddComponent <PriorityComponent>(); PriorityComponent component2 = gameObject.GetComponent <PriorityComponent>(); Assert.IsNotNull(component2); component2.Priority = 1; m_objectPool.PrefabToInstance = Object.Instantiate(gameObject); Assert.IsNotNull(m_objectPool.PrefabToInstance); m_objectPool.OnEnable(); Vector3 position = new Vector3(0f, 0f, 0f); Quaternion rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f)); for (int i = 0; i < InitialPoolSize; i++) { Assert.IsNotNull(m_objectPool.Spawn(position, rotation, 4, 1f)); } Object.DestroyImmediate(m_objectPool.PrefabToInstance); Object.DestroyImmediate(gameObject); }
public void TestSpawnWithTrandformAndPriorityAndLifetime() { GameObject gameObject = new GameObject(); Assert.IsNotNull(gameObject); gameObject.name = "LifetimeObject"; gameObject.AddComponent <LifetimeComponent>(); LifetimeComponent component = gameObject.GetComponent <LifetimeComponent>(); Assert.IsNotNull(component); component.SetLifetime(1f); gameObject.AddComponent <PriorityComponent>(); PriorityComponent component2 = gameObject.GetComponent <PriorityComponent>(); Assert.IsNotNull(component2); component2.Priority = 1; m_objectPool.PrefabToInstance = Object.Instantiate(gameObject); Assert.IsNotNull(m_objectPool.PrefabToInstance); m_objectPool.OnEnable(); for (int i = 0; i < InitialPoolSize; i++) { Assert.IsNotNull(m_objectPool.Spawn(m_objectPool.transform, 4, 1f)); } Object.DestroyImmediate(m_objectPool.PrefabToInstance); Object.DestroyImmediate(gameObject); }