idle-survivors/Assets/TestsPlaymode/HeroPartyTest.cs
Michael ad725ee518
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refactor: unify runtime sets, update naming of event channels (#17)
Some general refactors:
Turns HeroPartySO into a runtime set class.
Make runtime set an IEnumerable
Simplify name of events

Reviewed-on: #17
Reviewed-by: zephyr <zephyr@noreply.localhost>
Co-authored-by: Michael <mep053@gmail.com>
Co-committed-by: Michael <mep053@gmail.com>
2023-08-12 22:26:36 -05:00

23 lines
630 B
C#

using System.Collections;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
public class HeroPartyTest
{
[UnityTest]
public IEnumerator HeroPartyGetsAllTheHeroes()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefabs/Hero.prefab");
Assert.IsNotNull(prefab);
var instance = Object.Instantiate(prefab);
var hero = instance.GetComponent<HeroUnit>();
yield return null;
Assert.AreEqual(1, hero.party.Count);
Object.Destroy(instance);
yield return null;
Assert.IsEmpty(hero.party);
}
}