SyncVarTest: reuse CreateNetworked

This commit is contained in:
vis2k 2021-05-20 15:56:54 +08:00
parent f846b311f3
commit 8961eb2ec6

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@ -41,9 +41,7 @@ public class SyncVarTest : SyncVarTestBase
[Test] [Test]
public void TestSettingStruct() public void TestSettingStruct()
{ {
GameObject gameObject = new GameObject(); CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
MockPlayer player = gameObject.AddComponent<MockPlayer>();
// synchronize immediately // synchronize immediately
player.syncInterval = 0f; player.syncInterval = 0f;
@ -69,9 +67,7 @@ public void TestSettingStruct()
[Test] [Test]
public void TestSyncIntervalAndClearDirtyComponents() public void TestSyncIntervalAndClearDirtyComponents()
{ {
GameObject gameObject = new GameObject(); CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
MockPlayer player = gameObject.AddComponent<MockPlayer>();
player.lastSyncTime = Time.time; player.lastSyncTime = Time.time;
// synchronize immediately // synchronize immediately
player.syncInterval = 1f; player.syncInterval = 1f;
@ -97,9 +93,7 @@ public void TestSyncIntervalAndClearDirtyComponents()
[Test] [Test]
public void TestSyncIntervalAndClearAllComponents() public void TestSyncIntervalAndClearAllComponents()
{ {
GameObject gameObject = new GameObject(); CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player);
MockPlayer player = gameObject.AddComponent<MockPlayer>();
player.lastSyncTime = Time.time; player.lastSyncTime = Time.time;
// synchronize immediately // synchronize immediately
player.syncInterval = 1f; player.syncInterval = 1f;
@ -126,9 +120,7 @@ public void TestSyncIntervalAndClearAllComponents()
public void TestSynchronizingObjects() public void TestSynchronizingObjects()
{ {
// set up a "server" object // set up a "server" object
GameObject gameObject1 = new GameObject(); CreateNetworked(out GameObject gameObject1, out NetworkIdentity identity1, out MockPlayer player1);
NetworkIdentity identity1 = gameObject1.AddComponent<NetworkIdentity>();
MockPlayer player1 = gameObject1.AddComponent<MockPlayer>();
MockPlayer.Guild myGuild = new MockPlayer.Guild MockPlayer.Guild myGuild = new MockPlayer.Guild
{ {
name = "Back street boys" name = "Back street boys"
@ -142,9 +134,7 @@ public void TestSynchronizingObjects()
identity1.OnSerializeAllSafely(true, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten); identity1.OnSerializeAllSafely(true, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten);
// set up a "client" object // set up a "client" object
GameObject gameObject2 = new GameObject(); CreateNetworked(out GameObject gameObject2, out NetworkIdentity identity2, out MockPlayer player2);
NetworkIdentity identity2 = gameObject2.AddComponent<NetworkIdentity>();
MockPlayer player2 = gameObject2.AddComponent<MockPlayer>();
// apply all the data from the server object // apply all the data from the server object
NetworkReader reader = new NetworkReader(ownerWriter.ToArray()); NetworkReader reader = new NetworkReader(ownerWriter.ToArray());