protected virtual void OneTimeSetup() { // We need to intitialise the default world to get a list // of default systems, DefaultSystems is set in TestBootStrap if (!m_HasInitialised) { DefaultWorldInitialization.Initialize("Default World", false); m_HasInitialised = true; } // This is so we can preserve the initial worlds // This is redundant in Entities.30 as we can't remove // worlds or systems without breaking stuff //foreach (var w in World.AllWorlds) //{ // m_InitialWorlds.Add(w); //} // Set up our default list of systems to test with. // Inherited classes can add to this list m_DefaultSystems = new List <Type>(); m_DefaultSystems.AddRange(DefaultSystems); // Just to fake the PostInitialize function; m_FakeCWB = new FakeCustomWorldBootstrap(); }
protected override void Setup() { m_FakeCWB = new FakeCustomWorldBootstrap(); }