mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
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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
86 lines
3.0 KiB
C#
86 lines
3.0 KiB
C#
using System.Collections.Generic;
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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 ComponentManagerTests
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{
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[Fact]
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public void GetMapperForType()
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{
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var componentManager = new ComponentManager();
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var transformMapper = componentManager.GetMapper<Transform2>();
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var spriteMapper = componentManager.GetMapper<Sprite>();
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Assert.IsType<ComponentMapper<Transform2>>(transformMapper);
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Assert.IsType<ComponentMapper<Sprite>>(spriteMapper);
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Assert.Equal(0, transformMapper.Id);
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Assert.Equal(1, spriteMapper.Id);
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Assert.Same(spriteMapper, componentManager.GetMapper<Sprite>());
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}
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[Fact]
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public void GetComponentTypeId()
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{
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var componentManager = new ComponentManager();
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Assert.Equal(0, componentManager.GetComponentTypeId(typeof(Transform2)));
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Assert.Equal(1, componentManager.GetComponentTypeId(typeof(Sprite)));
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Assert.Equal(0, componentManager.GetComponentTypeId(typeof(Transform2)));
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}
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//[Fact]
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//public void GetCompositionIdentity()
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//{
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// var compositionBits = new BitArray(3)
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// {
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// [0] = true,
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// [1] = false,
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// [2] = true
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// };
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// var componentManager = new ComponentManager();
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// var identity = componentManager.GetCompositionIdentity(compositionBits);
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// Assert.Equal(0b101, identity);
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//}
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[Fact]
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public void GetMapperForTypeByIndexer()
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{
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var componentManager = new ComponentManager();
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var transformMapper = componentManager[typeof(Transform2)];
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var spriteMapper = componentManager[typeof(Sprite)];
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Assert.IsType<ComponentMapper<Transform2>>(transformMapper);
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Assert.IsType<ComponentMapper<Sprite>>(spriteMapper);
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Assert.Equal(0, transformMapper.Id);
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Assert.Equal(1, spriteMapper.Id);
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Assert.Same(spriteMapper, componentManager[typeof(Sprite)]);
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}
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[Fact]
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public void EnumerateMappers()
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{
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var componentManager = new ComponentManager();
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var transformMapper = componentManager.GetMapper<Transform2>();
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var spriteMapper = componentManager.GetMapper<Sprite>();
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var cameraMapper = componentManager.GetMapper<OrthographicCamera>();
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List<ComponentMapper> enumeratedMappers = new List<ComponentMapper>();
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foreach (ComponentMapper mapper in componentManager)
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{
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enumeratedMappers.Add(mapper);
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}
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Assert.Equal(3, enumeratedMappers.Count);
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Assert.Contains(transformMapper, enumeratedMappers);
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Assert.Contains(spriteMapper, enumeratedMappers);
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Assert.Contains(cameraMapper, enumeratedMappers);
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}
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}
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}
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