64 lines
1.5 KiB
C#
64 lines
1.5 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEditor;
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using UnityEditor.Events;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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public class UnityEventInvoke
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{
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class SimpleCounter : MonoBehaviour
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{
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public int m_Count = 0;
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public void Add()
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{
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++m_Count;
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}
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public void NoOp(int i)
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{
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}
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}
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GameObject m_CounterObject;
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SimpleCounter Counter { get; set; }
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[SetUp]
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public void TestSetup()
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{
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m_CounterObject = new GameObject("Counter");
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Counter = m_CounterObject.AddComponent<SimpleCounter>();
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CounterObject);
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}
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[Test]
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[Description("Using a CachedInvokableCall in a UnityEvent should not go re-trigger all the calls stored in the UnityEvent. Case-950588")]
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public void UnityEvent_InvokeCallsListenerOnce()
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{
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var _event = new UnityEvent();
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UnityEventTools.AddPersistentListener(_event, new UnityAction(Counter.Add));
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_event.SetPersistentListenerState(0, UnityEventCallState.EditorAndRuntime);
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_event.Invoke();
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Assert.AreEqual(1, Counter.m_Count);
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for (int i = 1; i < 5; ++i)
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{
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UnityEventTools.AddIntPersistentListener(_event, new UnityAction<int>(Counter.NoOp), i);
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_event.SetPersistentListenerState(i, UnityEventCallState.EditorAndRuntime);
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}
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_event.Invoke();
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Assert.AreEqual(2, Counter.m_Count);
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}
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}
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