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@ -44,18 +44,12 @@ public abstract class MockMonsterBase : NetworkBehaviour
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public class MockZombie : MockMonsterBase
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{
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public override string GetName()
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{
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return "Zombie";
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}
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public override string GetName() => "Zombie";
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}
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public class MockWolf : MockMonsterBase
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{
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public override string GetName()
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{
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return "Wolf";
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}
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public override string GetName() => "Wolf";
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}
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[SyncVar]
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@ -70,7 +64,7 @@ public class SyncVarTest : SyncVarTestBase
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[Test]
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public void TestSettingStruct()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
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CreateNetworked(out _, out _, out MockPlayer player);
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// synchronize immediately
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player.syncInterval = 0f;
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@ -96,7 +90,7 @@ public void TestSettingStruct()
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[Test]
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public void TestSyncIntervalAndClearDirtyComponents()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
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CreateNetworked(out _, out _, out MockPlayer player);
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player.lastSyncTime = NetworkTime.localTime;
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// synchronize immediately
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player.syncInterval = 1f;
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@ -122,7 +116,7 @@ public void TestSyncIntervalAndClearDirtyComponents()
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[Test]
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public void TestSyncIntervalAndClearAllComponents()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
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CreateNetworked(out _, out _, out MockPlayer player);
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player.lastSyncTime = NetworkTime.localTime;
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// synchronize immediately
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player.syncInterval = 1f;
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@ -149,7 +143,7 @@ public void TestSyncIntervalAndClearAllComponents()
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public void TestSynchronizingObjects()
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{
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// set up a "server" object
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CreateNetworked(out GameObject gameObject1, out NetworkIdentity identity1, out MockPlayer player1);
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CreateNetworked(out _, out NetworkIdentity identity1, out MockPlayer player1);
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MockPlayer.Guild myGuild = new MockPlayer.Guild
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{
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name = "Back street boys"
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@ -178,8 +172,8 @@ public void TestSynchronizingObjects()
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[TestCase(false)]
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public void SyncsGameobject(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject clientObject);
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CreateNetworked(out _, out _, out SyncVarGameObject serverObject);
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CreateNetworked(out _, out _, out SyncVarGameObject clientObject);
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CreateNetworked(out GameObject serverValue, out NetworkIdentity serverIdentity);
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serverIdentity.netId = 2044;
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@ -198,10 +192,10 @@ public void SyncsGameobject(bool initialState)
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[TestCase(false)]
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public void SyncIdentity(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity clientObject);
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CreateNetworked(out _, out _, out SyncVarNetworkIdentity serverObject);
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CreateNetworked(out _, out _, out SyncVarNetworkIdentity clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity serverValue);
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CreateNetworked(out _, out NetworkIdentity serverValue);
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serverValue.netId = 2045;
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NetworkIdentity.spawned[serverValue.netId] = serverValue;
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@ -218,10 +212,10 @@ public void SyncIdentity(bool initialState)
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[TestCase(false)]
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public void SyncTransform(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarTransform serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarTransform clientObject);
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CreateNetworked(out _, out _, out SyncVarTransform serverObject);
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CreateNetworked(out _, out _, out SyncVarTransform clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity);
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CreateNetworked(out _, out NetworkIdentity serverIdentity);
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serverIdentity.netId = 2045;
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NetworkIdentity.spawned[serverIdentity.netId] = serverIdentity;
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Transform serverValue = serverIdentity.transform;
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@ -239,10 +233,10 @@ public void SyncTransform(bool initialState)
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[TestCase(false)]
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public void SyncsBehaviour(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity, out SyncVarNetworkBehaviour serverValue);
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CreateNetworked(out _, out NetworkIdentity serverIdentity, out SyncVarNetworkBehaviour serverValue);
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serverIdentity.netId = 2046;
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NetworkIdentity.spawned[serverIdentity.netId] = serverIdentity;
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@ -259,10 +253,10 @@ public void SyncsBehaviour(bool initialState)
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[TestCase(false)]
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public void SyncsMultipleBehaviour(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarNetworkBehaviour behaviour1, out SyncVarNetworkBehaviour behaviour2);
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CreateNetworked(out _, out NetworkIdentity identity, out SyncVarNetworkBehaviour behaviour1, out SyncVarNetworkBehaviour behaviour2);
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identity.netId = 2046;
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NetworkIdentity.spawned[identity.netId] = identity;
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@ -297,8 +291,8 @@ public void SyncsMultipleBehaviour(bool initialState)
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[TestCase(false)]
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public void SyncVarCacheNetidForGameObject(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject clientObject);
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CreateNetworked(out _, out _, out SyncVarGameObject serverObject);
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CreateNetworked(out _, out _, out SyncVarGameObject clientObject);
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CreateNetworked(out GameObject serverValue, out NetworkIdentity identity);
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identity.netId = 2047;
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@ -334,10 +328,10 @@ public void SyncVarCacheNetidForGameObject(bool initialState)
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[TestCase(false)]
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public void SyncVarCacheNetidForIdentity(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity clientObject);
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CreateNetworked(out _, out _, out SyncVarNetworkIdentity serverObject);
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CreateNetworked(out _, out _, out SyncVarNetworkIdentity clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity serverValue);
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CreateNetworked(out _, out NetworkIdentity serverValue);
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serverValue.netId = 2047;
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NetworkIdentity.spawned[serverValue.netId] = serverValue;
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@ -371,10 +365,10 @@ public void SyncVarCacheNetidForIdentity(bool initialState)
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[TestCase(false)]
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public void SyncVarCacheNetidForBehaviour(bool initialState)
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{
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject);
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CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject);
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarNetworkBehaviour serverValue);
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CreateNetworked(out _, out NetworkIdentity identity, out SyncVarNetworkBehaviour serverValue);
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identity.netId = 2047;
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NetworkIdentity.spawned[identity.netId] = identity;
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@ -407,11 +401,11 @@ public void SyncVarCacheNetidForBehaviour(bool initialState)
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public void TestSyncingAbstractNetworkBehaviour()
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{
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// set up a "server" object
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CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity, out SyncVarAbstractNetworkBehaviour serverBehaviour);
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CreateNetworked(out _, out NetworkIdentity serverIdentity, out SyncVarAbstractNetworkBehaviour serverBehaviour);
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// spawn syncvar targets
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CreateNetworked(out GameObject _, out NetworkIdentity wolfIdentity, out SyncVarAbstractNetworkBehaviour.MockWolf wolf);
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CreateNetworked(out GameObject _, out NetworkIdentity zombieIdentity, out SyncVarAbstractNetworkBehaviour.MockZombie zombie);
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CreateNetworked(out _, out NetworkIdentity wolfIdentity, out SyncVarAbstractNetworkBehaviour.MockWolf wolf);
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CreateNetworked(out _, out NetworkIdentity zombieIdentity, out SyncVarAbstractNetworkBehaviour.MockZombie zombie);
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wolfIdentity.netId = 135;
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zombieIdentity.netId = 246;
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@ -426,7 +420,7 @@ public void TestSyncingAbstractNetworkBehaviour()
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serverIdentity.OnSerializeAllSafely(true, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten);
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// set up a "client" object
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CreateNetworked(out GameObject _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour);
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CreateNetworked(out _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour);
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// apply all the data from the server object
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NetworkReader reader = new NetworkReader(ownerWriter.ToArray());
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