Files
MonoGame.Extended/tests/MonoGame.Extended.Tests/ECS/ComponentMapperTests.cs
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Christopher Whitley 3a5269cfea Reorganization (#909)
* 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
2024-07-06 23:46:20 -04:00

96 lines
2.4 KiB
C#

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