private IEnumerator SetPlayerDataOnServer() { IntegrationTestUtils.CreateAndSetRandomMapSaveData(TEST_WORLD, GetMapLevel(), TEST_SIZE, null); yield return(mBackend.WaitUntilNotBusy()); // do this AFTER setting map data because that test method RESETS progress SetProgressData(); yield return(mBackend.WaitUntilNotBusy()); }
private IEnumerator SetPlayerDataOnServer() { IntegrationTestUtils.CreateAndSetRandomMapSaveData(TEST_WORLD, TEST_LEVEL, IntegrationTestUtils.DEFAULT_MAP_SIZE, (result) => { mMapData = result; }); yield return(mBackend.WaitUntilNotBusy()); // do this AFTER setting map data because that test method RESETS progress SetMissionProgressSaveData(); yield return(mBackend.WaitUntilNotBusy()); }