public void WorldEntityLeavedMapEventArgsConstructorTest()
 {
     WorldEntity entity = null; // TODO: 初始化为适当的值
     BaseMap map = null; // TODO: 初始化为适当的值
     WorldEntityLeavedMapEventArgs target = new WorldEntityLeavedMapEventArgs( entity, map );
     Assert.Inconclusive( "TODO: 实现用来验证目标的代码" );
 }
示例#2
0
        public void WorldEntityLeavedMapEventArgsConstructorTest()
        {
            WorldEntity entity = null; // TODO: 初始化为适当的值
            BaseMap     map    = null; // TODO: 初始化为适当的值
            WorldEntityLeavedMapEventArgs target = new WorldEntityLeavedMapEventArgs(entity, map);

            Assert.Inconclusive("TODO: 实现用来验证目标的代码");
        }
 public void GameEntityTest()
 {
     WorldEntity entity = null; // TODO: 初始化为适当的值
     BaseMap map = null; // TODO: 初始化为适当的值
     WorldEntityLeavedMapEventArgs target = new WorldEntityLeavedMapEventArgs( entity, map ); // TODO: 初始化为适当的值
     WorldEntity actual;
     actual = target.GameEntity;
     Assert.Inconclusive( "验证此测试方法的正确性。" );
 }
示例#4
0
        /// <summary>
        ///
        /// </summary>
        internal void OnLeavedMap(WorldEntity worldEntity, BaseMap map)
        {
            EventHandler <WorldEntityLeavedMapEventArgs> tempAfterEventArgs = m_EventWorldEntityLeavedMap;

            if (tempAfterEventArgs != null)
            {
                WorldEntityLeavedMapEventArgs eventArgs = new WorldEntityLeavedMapEventArgs(worldEntity, map);
                tempAfterEventArgs(this, eventArgs);
            }
        }
示例#5
0
        public void GameEntityTest()
        {
            WorldEntity entity = null;                                                             // TODO: 初始化为适当的值
            BaseMap     map    = null;                                                             // TODO: 初始化为适当的值
            WorldEntityLeavedMapEventArgs target = new WorldEntityLeavedMapEventArgs(entity, map); // TODO: 初始化为适当的值
            WorldEntity actual;

            actual = target.GameEntity;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
 /// <summary>
 /// 
 /// </summary>
 internal void OnLeavedMap( WorldEntity worldEntity, BaseMap map )
 {
     EventHandler<WorldEntityLeavedMapEventArgs> tempAfterEventArgs = m_EventWorldEntityLeavedMap;
     if ( tempAfterEventArgs != null )
     {
         WorldEntityLeavedMapEventArgs eventArgs = new WorldEntityLeavedMapEventArgs( worldEntity, map );
         tempAfterEventArgs( this, eventArgs );
     }
 }