/// Substitute a class that extends from Monobehaviour and add it to the GameObject passed in. /// Remember, all non-virtual members will actually be executed. Only virtual/abstract members /// can be recorded or have return values specified. /// Additionally, call OnEnable and Awake on the component after it is added to the GameObject. public static T ForInvokeLifecycle <T>(GameObject gameObject) where T : MonoBehaviour { T result = SubstituteComponent.For <T>(gameObject); if (result == null) { return(null); } ComponentHelpers.CallOnEnable(gameObject); ComponentHelpers.CallAwake(gameObject); return(result); }
public void Setup() { SubstituteComponent.BeginComponentContext(); // Create input module implementation. module = new GvrPointerInputModuleImpl(); // Create Event System. GameObject eventSystemObj = new GameObject("EventSystem"); eventSytem = eventSystemObj.AddComponent <EventSystem>(); // Create mock pointer. pointer = SubstituteComponent.For <GvrBasePointer>(eventSystemObj); pointer.PointerTransform.Returns(eventSytem.transform); pointer.IsAvailable.Returns(true); module.Pointer = pointer; // Create mock scroll input. scrollInput = new GvrPointerScrollInput(); module.ScrollInput = scrollInput; // Create mock module controller. moduleController = Substitute.For <IGvrInputModuleController>(); moduleController.eventSystem.Returns(eventSytem); resultCache = new List <RaycastResult>(); moduleController.RaycastResultCache.Returns(resultCache); module.ModuleController = moduleController; // Create mock event executor. eventExecutor = Substitute.For <IGvrEventExecutor>(); module.EventExecutor = eventExecutor; // Create dummy objects to use for hit detection. raycastResult = new RaycastResult(); hitObject = new GameObject("HitObject"); hitPos = new Vector3(1.0f, 2.0f, 3.0f); dummyRaycastResult = new RaycastResult(); }
public void TearDown() { SubstituteComponent.EndComponentContext(); }