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
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.ECS.Systems;
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namespace MonoGame.Extended.ECS.Tests;
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public class WorldManagerTests
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{
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private GameTime _gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromMilliseconds(16));
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[Fact]
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public void CrudEntity()
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{
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var dummySystem = new DummySystem();
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var worldBuilder = new WorldBuilder();
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worldBuilder.AddSystem(dummySystem);
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var world = worldBuilder.Build();
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world.Initialize();
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var entity = world.CreateEntity();
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entity.Attach(new Transform2());
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world.Update(_gameTime);
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world.Draw(_gameTime);
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var otherEntity = world.GetEntity(entity.Id);
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Assert.Equal(entity, otherEntity);
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Assert.True(otherEntity.Has<Transform2>());
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Assert.Contains(entity.Id, dummySystem.AddedEntitiesId);
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entity.Destroy();
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world.Update(_gameTime);
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world.Draw(_gameTime);
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otherEntity = world.GetEntity(entity.Id);
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Assert.Null(otherEntity);
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Assert.Contains(entity.Id, dummySystem.RemovedEntitiesId);
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}
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private class DummyComponent { }
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private class DummySystem : EntitySystem, IUpdateSystem, IDrawSystem
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{
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public List<int> AddedEntitiesId { get; } = new();
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public List<int> RemovedEntitiesId { get; } = new();
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public DummySystem() : base(Aspect.All(typeof(DummyComponent))) { }
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public override void Initialize(IComponentMapperService mapperService)
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{
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// Do NOT initialize mapper in order to test: https://github.com/craftworkgames/MonoGame.Extended/issues/707
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}
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public void Draw(GameTime gameTime) { }
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public void Update(GameTime gameTime) { }
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protected override void OnEntityAdded(int entityId)
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{
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base.OnEntityAdded(entityId);
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AddedEntitiesId.Add(entityId);
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}
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protected override void OnEntityRemoved(int entityId)
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{
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base.OnEntityRemoved(entityId);
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RemovedEntitiesId.Add(entityId);
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}
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}
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}
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