public void FiredAtSetToCurrentTime_When_WeaponFiredComponentAdded() { float mockFireTime = 2.2f; Entity weaponEntity = _manager.CreateEntity( typeof(Weapon), typeof(ShootInput) ); _manager.SetComponentData(weaponEntity, new Weapon { FireRate = 1 }); _manager.SetComponentData(weaponEntity, new ShootInput { IsShooting = true }); WeaponFiringSystem firingSystem = _world.CreateSystem <WeaponFiringSystem>(); JobHandle handle = firingSystem.ProcessWeaponFiringJob(m_weaponQuery, m_commandBuffer, mockFireTime); m_commandBuffer.Update(); float expectation = mockFireTime; float result = _manager.GetComponentData <WeaponFired>(weaponEntity).TimeFired; Assert.AreEqual(expectation, result); }
public void WeaponFiredComponentAddedToEntity_When_ShootInputTrue() { Entity weaponEntity = _manager.CreateEntity( typeof(Weapon), typeof(ShootInput) ); _manager.SetComponentData(weaponEntity, new Weapon { FireRate = 1 }); _manager.SetComponentData(weaponEntity, new ShootInput { IsShooting = true }); WeaponFiringSystem firingSystem = _world.CreateSystem <WeaponFiringSystem>(); JobHandle handle = firingSystem.ProcessWeaponFiringJob(m_weaponQuery, m_commandBuffer, 0); m_commandBuffer.Update(); int expectation = 1; int result = m_weaponWasFiredQuery.CalculateLength(); Assert.AreEqual(expectation, result); }