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
96 lines
2.4 KiB
C#
96 lines
2.4 KiB
C#
using Xunit;
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namespace MonoGame.Extended.ECS.Tests
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{
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public class ComponentMapperTests
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{
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[Fact]
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public void CreateComponentMapper()
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{
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var mapper = new ComponentMapper<object>(0, _ => {});
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Assert.Equal(typeof(object), mapper.ComponentType);
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Assert.Empty(mapper.Components);
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}
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[Fact]
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public void OnPut()
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{
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const int entityId = 3;
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var mapper = new ComponentMapper<Transform2>(1, _ => { });
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var component = new Transform2();
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mapper.OnPut += (entId) =>
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{
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Assert.Equal(entityId, entId);
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Assert.Same(component, mapper.Get(entityId));
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};
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mapper.Put(entityId, component);
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}
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[Fact]
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public void PutAndGetComponent()
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{
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const int entityId = 3;
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var mapper = new ComponentMapper<Transform2>(1, _ => { });
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var component = new Transform2();
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mapper.Put(entityId, component);
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Assert.Equal(typeof(Transform2), mapper.ComponentType);
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Assert.True(mapper.Components.Count >= 1);
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Assert.Same(component, mapper.Get(entityId));
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}
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[Fact]
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public void OnDelete()
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{
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const int entityId = 1;
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var mapper = new ComponentMapper<Transform2>(2, _ => { });
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var component = new Transform2();
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mapper.OnDelete += (entId) =>
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{
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Assert.Equal(entityId, entId);
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Assert.False(mapper.Has(entityId));
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};
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mapper.Put(entityId, component);
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mapper.Delete(entityId);
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}
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[Fact]
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public void DeleteComponent()
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{
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const int entityId = 1;
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var mapper = new ComponentMapper<Transform2>(2, _ => { });
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var component = new Transform2();
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mapper.Put(entityId, component);
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mapper.Delete(entityId);
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Assert.False(mapper.Has(entityId));
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}
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[Fact]
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public void HasComponent()
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{
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const int entityId = 0;
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var mapper = new ComponentMapper<Transform2>(3, _ => { });
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var component = new Transform2();
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Assert.False(mapper.Has(entityId));
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mapper.Put(entityId, component);
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Assert.True(mapper.Has(entityId));
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}
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}
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}
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