Created
November 21, 2020 19:19
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| using NUnit.Framework; | |
| using System.Runtime.InteropServices; | |
| using Unity.Entities; | |
| using UnityEngine; | |
| // Credit to https://github.com/5argon/EcsTesting\ | |
| public class ECSTestBase | |
| { | |
| protected World World { get; private set; } | |
| protected EntityManager EntityManager => World.EntityManager; | |
| protected EntityQuery CreateEntityQuery(params ComponentType[] components) => EntityManager.CreateEntityQuery(components); | |
| protected EntityQuery GetEntityQuery(params ComponentType[] components) => | |
| CreateEntityQuery(components); | |
| [SetUp] | |
| public void SetUpBase() | |
| { | |
| DefaultWorldInitialization.DefaultLazyEditModeInitialize(); | |
| World = World.DefaultGameObjectInjectionWorld; | |
| // Unity lazily generates the world time component on the first | |
| // world update. This will cause a structural change which | |
| // could invalidate certain state during testing | |
| World.Update(); | |
| } | |
| [TearDown] | |
| public void TearDown() | |
| { | |
| World.Dispose(); | |
| } | |
| // Add a system to the world - repects the systems' | |
| // [UpdateInGroup] and [UpdateBefore/After] attribute settings | |
| protected T AddSystemToWorld<T>() where T : SystemBase | |
| { | |
| DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups( | |
| World, | |
| typeof(T)); | |
| return World.GetExistingSystem<T>(); | |
| } | |
| } |
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