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https://github.com/MirrorNetworking/Mirror.git
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cleanup
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parent
f61dd290e3
commit
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@ -20,17 +20,14 @@ public override void SetUp()
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public IEnumerator LocalPlayerIsSetToNullAfterDestroy()
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public IEnumerator LocalPlayerIsSetToNullAfterDestroy()
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{
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{
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// need spawned local player
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// need spawned local player
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CreateNetworkedAndSpawnPlayer(out GameObject go, out NetworkIdentity identity, NetworkServer.localConnection);
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CreateNetworkedAndSpawnPlayer(out GameObject go, out _, NetworkServer.localConnection);
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// need to have localPlayer set for this test
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// need to have localPlayer set for this test
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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// destroy, wait one frame, localPlayer should be cleared
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GameObject.Destroy(go);
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GameObject.Destroy(go);
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// wait a frame for destroy to happen
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yield return null;
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yield return null;
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// use "is null" here to avoid unity == check
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Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
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Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
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}
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}
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@ -46,11 +43,9 @@ public IEnumerator DestroyingOtherObjectDoesntEffectLocalPlayer()
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// need to have localPlayer set for this test
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// need to have localPlayer set for this test
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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// destroy, wait one frame, localPlayer should remain
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GameObject.Destroy(notPlayer);
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GameObject.Destroy(notPlayer);
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// wait a frame for destroy to happen
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yield return null;
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yield return null;
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Assert.IsTrue(NetworkClient.localPlayer != null, "local player should not be cleared");
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Assert.IsTrue(NetworkClient.localPlayer != null, "local player should not be cleared");
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Assert.IsTrue(NetworkClient.localPlayer == player, "local player should still be equal to player");
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Assert.IsTrue(NetworkClient.localPlayer == player, "local player should still be equal to player");
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}
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}
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@ -59,20 +54,17 @@ public IEnumerator DestroyingOtherObjectDoesntEffectLocalPlayer()
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public IEnumerator LocalPlayerIsSetToNullAfterDestroyMessage()
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public IEnumerator LocalPlayerIsSetToNullAfterDestroyMessage()
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{
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{
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// need spawned local player
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// need spawned local player
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CreateNetworkedAndSpawnPlayer(out GameObject go, out NetworkIdentity identity, NetworkServer.localConnection);
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CreateNetworkedAndSpawnPlayer(out _, out NetworkIdentity identity, NetworkServer.localConnection);
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// need to have localPlayer set for this test
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// need to have localPlayer set for this test
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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Assert.That(NetworkClient.localPlayer, !Is.Null);
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// OnObjectDestroy, wait one frame, localPlayer should be cleared
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NetworkClient.OnObjectDestroy(new ObjectDestroyMessage
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NetworkClient.OnObjectDestroy(new ObjectDestroyMessage
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{
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{
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netId = identity.netId
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netId = identity.netId
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});
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});
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// wait a frame for destroy to happen
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yield return null;
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yield return null;
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// use "is null" here to avoid unity == check
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Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
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Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
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}
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}
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}
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}
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