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