TaiZhouCangChu_VRanime/Library/PackageCache/com.unity.multiplayer-hlapi.../Tests/Runtime/SpawnObjectThenDeleteItAfte...

52 lines
1.4 KiB
C#

using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEngine.TestTools;
using UnityEngine;
using UnityEngine.Networking;
#pragma warning disable 618
public class SpawnObjectThenDeleteItAfterConnect : SpawningTestBase
{
GameObject deleteMe;
bool isDone = false;
[Ignore("Disabled until weaver invocation when run in CI is sorted")]
[UnityTest]
public IEnumerator SpawnObjectThenDeleteItAfterConnectTest()
{
NetworkClient.ShutdownAll();
NetworkServer.Reset();
TestSetup();
StartServer();
deleteMe = GameObject.Instantiate(GetBridgeScript.rocketPrefab, Vector3.zero, Quaternion.identity);
NetworkServer.Spawn(deleteMe);
StartClientAndConnect();
while (!isDone)
{
yield return null;
}
ClientScene.DestroyAllClientObjects();
yield return null;
NetworkServer.Destroy(playerObj);
}
public override void OnServerReady(GameObject player)
{
NetworkServer.Destroy(deleteMe);
Assert.AreEqual(2, numStartServer, "StartServer should be called 2 times - for player and SpawnableObject");
}
public override void OnClientReady(short playerId)
{
Assert.AreEqual(2, numStartClient, "StartClient should be called 2 times - for player and SpawnableObject");
isDone = true;
}
}
#pragma warning restore 618