Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
namespace Unity.Entities.Tests
{
class GameObjectEntity_EntityManager_IntegrationTests
{
public enum ActivateTestObject { Child, Parent }
GameObjectEntity m_GameObjectEntity;
Dictionary<ActivateTestObject, GameObject> m_TestObjects = new Dictionary<ActivateTestObject, GameObject>();
Entity Entity { get { return m_GameObjectEntity.Entity; } }
[SetUp]
public void SetUp()
{
var parent = new GameObject($"{TestContext.CurrentContext.Test.Name}-PARENT");
m_TestObjects[ActivateTestObject.Parent] = parent;
m_GameObjectEntity =
new GameObject(TestContext.CurrentContext.Test.Name, typeof(GameObjectEntity), typeof(MockDataProxy)).GetComponent<GameObjectEntity>();
m_GameObjectEntity.gameObject.transform.SetParent(parent.transform);
m_TestObjects[ActivateTestObject.Child] = m_GameObjectEntity.gameObject;
}
[TearDown]
public void TearDown()
{
foreach (var go in m_TestObjects.Values)
{
if (go != null)
GameObject.DestroyImmediate(go);
}
}
[Test]
public void DeactivateGameObjectEntity_EntityManagerEntityDoesNotExist([Values]ActivateTestObject testObject)
{
var manager = m_GameObjectEntity.EntityManager;
Assume.That(manager.Exists(Entity), Is.True);
m_TestObjects[testObject].SetActive(false);
Assert.That(manager.Exists(Entity), Is.False, $"Entity exists after deactivating {testObject}");
}
[Test]
public void ReactivateGameObjectEntity_EntityManagerHasComponent([Values]ActivateTestObject testObject)
{
var manager = m_GameObjectEntity.EntityManager;
m_TestObjects[testObject].SetActive(false);
Assume.That(manager.Exists(Entity), Is.False, $"Entity exists after deactivating {testObject}");
m_TestObjects[testObject].SetActive(true);
Assume.That(manager.Exists(Entity), Is.True, $"Entity does not exist after reactivating {testObject}");
Assert.That(manager.HasComponent(Entity, typeof(MockData)), Is.True, $"MockData not exist after reactivating {testObject}.");
}
}
}