Pull request #5: Level manager, et tile pour les ressources
Merge in CGD/gather-and-defend from feature/LevelManager_Resources to main * commit 'dec5aeb8572872f8c73a8d83ddd9bf685f2bba9b': ajouter la tile directement au LevelManager retiré debug servant à tester tidy up level manager related scripts level manager et une ferme
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commit
2f02d29d27
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Assets/Scripts/GameAssembly.asmdef
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Assets/Scripts/GameAssembly.asmdef
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{
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"name": "GameAssembly"
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}
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Assets/Scripts/GameAssembly.asmdef.meta
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Assets/Scripts/GameAssembly.asmdef.meta
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Assets/Scripts/LevelManager.meta
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Assets/Scripts/LevelManager.meta
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Assets/Scripts/LevelManager/ILevelObject.cs
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Assets/Scripts/LevelManager/ILevelObject.cs
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public interface ILevelObject
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{
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}
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Assets/Scripts/LevelManager/ILevelObject.cs.meta
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Assets/Scripts/LevelManager/ILevelObject.cs.meta
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58
Assets/Scripts/LevelManager/LevelManager.cs
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Assets/Scripts/LevelManager/LevelManager.cs
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using System;
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using System.Collections.Generic;
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public class LevelManager : Singleton<LevelManager>
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{
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public event System.Action<ILevelObject> Added;
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public event System.Action<ILevelObject> Removed;
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private List<ILevelObject> levelObjects;
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public LevelManager()
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{
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levelObjects = new List<ILevelObject>();
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}
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public void Add(ILevelObject levelObject)
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{
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if (levelObjects.Contains(levelObject)) return;
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levelObjects.Add(levelObject);
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Added?.Invoke(levelObject);
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}
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public void Remove(ILevelObject levelObject)
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{
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if (!levelObjects.Contains(levelObject)) return;
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levelObjects.Remove(levelObject);
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Removed?.Invoke(levelObject);
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}
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public void Clear()
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{
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levelObjects.RemoveAll(obj =>
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{
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Removed?.Invoke(obj);
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return true;
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});
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}
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public T Get<T>(System.Func<T, bool> predicate = default) where T : ILevelObject
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{
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if (predicate == default) predicate = (t) => true;
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return (T)levelObjects.Find(t => t is T t1 && predicate(t1));
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}
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public List<T> GetAll<T>(System.Func<T, bool> predicate = default) where T : ILevelObject
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{
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if (predicate == default) predicate = (t) => true;
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List<T> ret = new List<T>();
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foreach (var t in levelObjects) if (t is T t1 && predicate(t1)) ret.Add(t1);
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return ret;
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}
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public int Count<T>(Func<T, bool> predicate = default) where T : ILevelObject
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{
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return GetAll(predicate).Count;
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}
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public bool Has<T>(System.Func<T, bool> predicate = default)
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{
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if (predicate == default) predicate = (t) => true;
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return levelObjects.Exists(t => t is T && predicate((T)t));
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}
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}
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11
Assets/Scripts/LevelManager/LevelManager.cs.meta
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Assets/Scripts/LevelManager/LevelManager.cs.meta
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Assets/Scripts/Singleton.cs
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Assets/Scripts/Singleton.cs
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/// <summary>
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/// this class is not a MonoBehaviour. Its purpose is to make it possible to have global classes that will not be in the scene.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public class Singleton<T> where T : Singleton<T>, new()
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{
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private static T _instance;
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public static T Instance
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{
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get
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{
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if (_instance == null) _instance = new T();
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return _instance;
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}
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}
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}
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Assets/Scripts/Singleton.cs.meta
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Assets/Scripts/Singleton.cs.meta
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userData:
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8
Assets/Scripts/Tiles.meta
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Assets/Scripts/Tiles.meta
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fileFormatVersion: 2
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guid: a9710b36b8754824f8f0cc22dc85ed59
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folderAsset: yes
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34
Assets/Scripts/Tiles/ResourceTile.cs
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Assets/Scripts/Tiles/ResourceTile.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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[CreateAssetMenu(menuName = "Gather And Defend/Resource Tile")]
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public class ResourceTile : TileBase, ILevelObject
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{
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[SerializeField]
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[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
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private GameObject _yieldPrefab;
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[SerializeField]
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private Sprite _sprite;
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public Vector3 Position { get; private set; }
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public Sprite Sprite { get => _sprite; set => _sprite = value; }
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public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
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{
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if (!Application.isPlaying) return base.StartUp(position, tilemap, go);
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//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
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var instance = Instantiate(this);
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instance.Position = position;
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LevelManager.Instance.Add(instance);
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return base.StartUp(position, tilemap, go);
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}
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public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
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{
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tileData.sprite = _sprite;
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tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
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tileData.color = Color.white;
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}
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}
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Assets/Scripts/Tiles/ResourceTile.cs.meta
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Assets/Scripts/Tiles/ResourceTile.cs.meta
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fileFormatVersion: 2
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userData:
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8
Assets/Tests.meta
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Assets/Tests.meta
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8
Assets/Tests/Playmode.meta
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Assets/Tests/Playmode.meta
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fileFormatVersion: 2
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22
Assets/Tests/Playmode/Playmode.asmdef
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Assets/Tests/Playmode/Playmode.asmdef
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{
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"name": "Tests",
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"rootNamespace": "",
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"references": [
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"UnityEngine.TestRunner",
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"UnityEditor.TestRunner",
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"GameAssembly"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": true,
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"precompiledReferences": [
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"nunit.framework.dll"
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],
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"autoReferenced": false,
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"defineConstraints": [
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"UNITY_INCLUDE_TESTS"
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],
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"versionDefines": [],
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"noEngineReferences": false
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}
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Assets/Tests/Playmode/Playmode.asmdef.meta
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Assets/Tests/Playmode/Playmode.asmdef.meta
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56
Assets/Tests/Playmode/TestLevelManager.cs
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Assets/Tests/Playmode/TestLevelManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEngine.Tilemaps;
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public class TestLevelManager
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{
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private ResourceTile _farm;
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private Tilemap _tilemap;
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const int size = 25;
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const int sqrt_size = 5;
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private YieldInstruction Timing => new WaitForSeconds(0.1f);
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[SetUp]
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public void SetUp()
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{
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_farm = ScriptableObject.CreateInstance<ResourceTile>();
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_farm.name = nameof(_farm);
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_tilemap = new GameObject("Tilemap").AddComponent<Tilemap>();
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for (int i = 0; i < size; i++)
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{
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var pos = new Vector3Int(i % sqrt_size, i / sqrt_size);
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_tilemap.SetTile(pos, _farm);
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}
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}
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[TearDown]
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public void TearDown()
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{
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Object.Destroy(_tilemap.gameObject);
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}
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// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
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// `yield return null;` to skip a frame.
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[UnityTest]
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public IEnumerator TestLevelManagerWithEnumeratorPasses()
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{
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yield return Timing;
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Assert.AreEqual(size, LevelManager.Instance.Count<ResourceTile>(), "there should be " + size + " tiles");
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for (int i = 0; i < 25; i++)
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{
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var pos = new Vector3(i % sqrt_size, i / sqrt_size);
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var tileExists = LevelManager.Instance.Has<ResourceTile>(t => Mathf.Approximately(Vector2.Distance(pos, t.Position), 0));
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Assert.True(tileExists, "there should be a tile at position " + pos);
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}
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var newPos = new Vector3Int(-5, -5);
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_tilemap.SetTile(newPos, _farm);
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yield return Timing;
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var newTileExists = LevelManager.Instance.Has<ResourceTile>(t => Mathf.Approximately(Vector3.Distance(t.Position, newPos), 0));
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Assert.True(newTileExists, "new tile wasn't added to level manager");
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}
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}
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11
Assets/Tests/Playmode/TestLevelManager.cs.meta
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Assets/Tests/Playmode/TestLevelManager.cs.meta
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@ -76,7 +76,7 @@ PlayerSettings:
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androidFullscreenMode: 1
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defaultIsNativeResolution: 1
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macRetinaSupport: 1
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runInBackground: 0
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runInBackground: 1
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captureSingleScreen: 0
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muteOtherAudioSources: 0
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Prepare IOS For Recording: 0
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