mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-22 18:29:30 +00:00
3a5269cfea
* Removed MonoGame.Extended.Animations This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality. * Rework BitmapFonts for new project organization. * Cleanup namespaces * Cleanup namespaces * Move MonoGame.Extended.Collision into base project * Moved MonoGame.Extended.Entities into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Input into base project * Moved MonoGame.Extended.Particles into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tweening into base project * Removing SpriteFactory support This will be added back in at a later date once the SpriteFactory application has been updated * Update TexturePacker content import support * Only needs to reference base project now * Moved to Serialization namespace * Moved Json serialization to Serialization.Json namespace * Moved TexturePacker content DTOs to the Content namespace * Renamed to Texture2DRegion.Extensions.cs * Cleaned up namespace * Moved ReadTiledMapProperties into the ContentReaderExtensions * Created an Extended content manager * Moved Tweening tests to base test project * Moved Tiled test to base test project * Moved Entities Tests to base test project * Moved Entities tests to base test project * Moved Collisions tests to base test project * Moved Pipeline Tiled test to Pipeline tests project * Use `var` instead of full type name * Add Tiled namespace * Correct `Metadata` property name to new `Meta` property name * Cleanup namespace * Add effects namespace * Add Content namespace * Update using statements to new namespaces * Move Pipeline Tiled tests to Pipeline test project * Use correct namespace * Use `var` instead of typing out nested types * Remove unused namespaces * Update to new namespaces * Remove unused namespaces * Update to new namespaces * Remove dependency on Particles csproj * Update included content on build * Add embedded resources * Merge multi csproj structure into single csproj structure * TexturePackerPoint properties should be `double` not `int` * Update csproj * Use dotnet tool to rebuild effects * Move effect compilation to targets file This will ensure the effects are always built * Fix workflow to build effects on linux * Set wine path * Export instead of using actions env section * Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
using System.Collections.Specialized;
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using MonoGame.Extended.Graphics;
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using Xunit;
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namespace MonoGame.Extended.ECS.Tests
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{
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public class DummyComponent
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{
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}
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public class AspectTests
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{
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private readonly ComponentManager _componentManager;
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private readonly BitVector32 _entityA;
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private readonly BitVector32 _entityB;
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public AspectTests()
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{
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_componentManager = new ComponentManager();
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_entityA = new BitVector32
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{
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[1 << _componentManager.GetComponentTypeId(typeof(Transform2))] = true,
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[1 << _componentManager.GetComponentTypeId(typeof(Sprite))] = true,
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[1 << _componentManager.GetComponentTypeId(typeof(DummyComponent))] = true
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};
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_entityB = new BitVector32
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{
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[1 << _componentManager.GetComponentTypeId(typeof(Transform2))] = true,
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[1 << _componentManager.GetComponentTypeId(typeof(Sprite))] = true,
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};
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}
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[Fact]
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public void EmptyAspectMatchesAllComponents()
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{
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var componentManager = new ComponentManager();
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var emptyAspect = Aspect.All()
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.Build(componentManager);
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Assert.True(emptyAspect.IsInterested(_entityA));
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Assert.True(emptyAspect.IsInterested(_entityB));
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}
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[Fact]
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public void IsInterestedInAllComponents()
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{
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var allAspect = Aspect
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.All(typeof(Sprite), typeof(Transform2), typeof(DummyComponent))
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.Build(_componentManager);
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Assert.True(allAspect.IsInterested(_entityA));
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Assert.False(allAspect.IsInterested(_entityB));
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}
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[Fact]
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public void IsInterestedInEitherOneOfTheComponents()
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{
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var eitherOneAspect = Aspect
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.One(typeof(Transform2), typeof(DummyComponent))
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.Build(_componentManager);
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Assert.True(eitherOneAspect.IsInterested(_entityA));
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Assert.True(eitherOneAspect.IsInterested(_entityB));
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}
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[Fact]
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public void IsInterestedInJustOneComponent()
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{
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var oneAspect = Aspect
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.One(typeof(DummyComponent))
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.Build(_componentManager);
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Assert.True(oneAspect.IsInterested(_entityA));
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Assert.False(oneAspect.IsInterested(_entityB));
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}
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[Fact]
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public void IsInterestedInExcludingOneComponent()
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{
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var oneAspect = Aspect
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.Exclude(typeof(DummyComponent))
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.Build(_componentManager);
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Assert.False(oneAspect.IsInterested(_entityA));
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Assert.True(oneAspect.IsInterested(_entityB));
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}
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}
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} |