NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentity

This commit is contained in:
vis2k 2020-03-07 14:54:57 +01:00
parent a9f83bb8bc
commit e4e540c602

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@ -859,6 +859,24 @@ public void SyncVarNetworkIdentityEqualValidIdentityWithSameNetId()
// clean up // clean up
GameObject.DestroyImmediate(go); GameObject.DestroyImmediate(go);
} }
// NOTE: SyncVarNetworkIdentityEqual should be static later
[Test]
public void SyncVarNetworkIdentityEqualUnspawnedIdentity()
{
// our identity should have a netid for comparing
identity.netId = 42;
// gameobject with valid networkidentity and 0 netid that is unspawned
GameObject go = new GameObject();
NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
LogAssert.Expect(LogType.Warning, "SetSyncVarNetworkIdentity NetworkIdentity " + ni + " has a zero netId. Maybe it is not spawned yet?");
bool result = emptyBehaviour.SyncVarNetworkIdentityEqual(ni, identity.netId);
Assert.That(result, Is.False);
// clean up
GameObject.DestroyImmediate(go);
}
} }
// we need to inherit from networkbehaviour to test protected functions // we need to inherit from networkbehaviour to test protected functions