public static WorldScope CaptureAndResetExistingWorlds()
        {
            var scope = new WorldScope {
                m_CapturedWorlds = World.s_AllWorlds.ToArray()
            };

            World.s_AllWorlds.Clear();
            return(scope);
        }
        public void EntityConversionPreview_ShowCreatedWorlds()
        {
            using (WorldScope.CaptureAndResetExistingWorlds())
            {
                Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Is.Empty);

                using (new World("test", WorldFlags.Live))
                {
                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Is.Not.Empty);
                }
            }
        }
        public void EntityConversionPreview_ShowOnlyLiveAndConversionWorlds()
        {
            using (WorldScope.CaptureAndResetExistingWorlds())
            {
                using (var live = new World("live", WorldFlags.Live))
                    using (var conversion = new World("conversion", WorldFlags.Conversion))
                        using (var shadow = new World("shadow", WorldFlags.Shadow))
                            using (var staging = new World("staging", WorldFlags.Staging))
                                using (var streaming = new World("streaming", WorldFlags.Streaming))
                                {
                                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Does.Contain(live));
                                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Does.Contain(conversion));

                                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Does.Not.Contains(shadow));
                                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Does.Not.Contains(staging));
                                    Assert.That(EntityConversionPreview.Worlds.FilteredWorlds, Does.Not.Contains(streaming));
                                }
            }
        }
示例#4
0
 public void Setup()
 => m_WorldScope = WorldScope.CaptureAndResetExistingWorlds();