refactor!: remove X10D.Unity + associated projects/workflows (#86)

This commit is contained in:
Oliver Booth 2023-09-13 00:22:37 +01:00
parent 0a2eb5edda
commit b84d9c734a
Signed by: oliverbooth
GPG Key ID: E60B570D1B7557B5
156 changed files with 4 additions and 11016 deletions

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@ -1,18 +0,0 @@
name: Acquire activation file
on:
workflow_dispatch: {}
jobs:
activation:
name: Request manual activation file 🔑
runs-on: ubuntu-latest
steps:
# Request manual activation file
- name: Request manual activation file
id: getManualLicenseFile
uses: game-ci/unity-request-activation-file@v2
# Upload artifact (Unity_v20XX.X.XXXX.alf)
- name: Expose as artifact
uses: actions/upload-artifact@v2
with:
name: ${{ steps.getManualLicenseFile.outputs.filePath }}
path: ${{ steps.getManualLicenseFile.outputs.filePath }}

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@ -34,7 +34,6 @@ jobs:
mkdir build
dotnet pack X10D --configuration Debug --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='nightly' -p:BuildNumber=${{ github.run_number }}
dotnet pack X10D.Hosting --configuration Debug --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='nightly' -p:BuildNumber=${{ github.run_number }}
dotnet pack X10D.Unity --configuration Debug --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='nightly' -p:BuildNumber=${{ github.run_number }}
- name: Push NuGet Package to GitHub
run: dotnet nuget push "build/*" --source "github" --api-key ${{ secrets.GITHUB_TOKEN }} --skip-duplicate
@ -47,42 +46,3 @@ jobs:
with:
name: build
path: build/
- name: Checkout upm branch
uses: actions/checkout@v3
with:
ref: upm
path: upm
- name: Build package.json
run: |
dotnet run --project ./tools/UpmPackageGenerator/UpmPackageGenerator.csproj "./X10D/bin/Debug/netstandard2.1/X10D.dll"
cp package.json upm/package.json
- name: Copy built artifacts to upm
run: |
cd upm
cp ../X10D/bin/Debug/netstandard2.1/X10D.dll ./X10D.dll
cp ../X10D/bin/Debug/netstandard2.1/X10D.xml ./X10D.xml
cp ../X10D.Unity/bin/Debug/netstandard2.1/X10D.Unity.dll ./X10D.Unity.dll
cp ../X10D.Unity/bin/Debug/netstandard2.1/X10D.Unity.xml ./X10D.Unity.xml
- name: Check for changes
run: |
cd upm
git diff --quiet
continue-on-error: true
- name: Commit update
if: ${{ success() }}
run: |
cd upm
git config user.name github-actions
git config user.email github-actions@github.com
git add X10D.dll
git add X10D.Unity.dll
git add X10D.xml
git add X10D.Unity.xml
git add package.json
git commit -m "Update upm branch ($GITHUB_SHA)"
git push

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@ -33,7 +33,6 @@ jobs:
mkdir build
dotnet pack X10D --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='prerelease' -p:BuildNumber=${{ github.run_number }}
dotnet pack X10D.Hosting --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='prerelease' -p:BuildNumber=${{ github.run_number }}
dotnet pack X10D.Unity --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build -p:VersionSuffix='prerelease' -p:BuildNumber=${{ github.run_number }}
- name: Push NuGet Package to GitHub
run: dotnet nuget push "build/*" --source "github" --api-key ${{ secrets.GITHUB_TOKEN }} --skip-duplicate
@ -52,42 +51,3 @@ jobs:
with:
repo_token: "${{ secrets.GITHUB_TOKEN }}"
prerelease: true
- name: Checkout upm branch
uses: actions/checkout@v3
with:
ref: upm
path: upm
- name: Build package.json
run: |
dotnet run --project ./tools/UpmPackageGenerator/UpmPackageGenerator.csproj "./X10D/bin/Release/netstandard2.1/X10D.dll"
cp package.json upm/package.json
- name: Copy built artifacts to upm
run: |
cd upm
cp ../X10D/bin/Release/netstandard2.1/X10D.dll ./X10D.dll
cp ../X10D/bin/Release/netstandard2.1/X10D.xml ./X10D.xml
cp ../X10D.Unity/bin/Release/netstandard2.1/X10D.Unity.dll ./X10D.Unity.dll
cp ../X10D.Unity/bin/Release/netstandard2.1/X10D.Unity.xml ./X10D.Unity.xml
- name: Check for changes
run: |
cd upm
git diff --quiet
continue-on-error: true
- name: Commit update
if: ${{ success() }}
run: |
cd upm
git config user.name github-actions
git config user.email github-actions@github.com
git add X10D.dll
git add X10D.Unity.dll
git add X10D.xml
git add X10D.Unity.xml
git add package.json
git commit -m "Update upm branch ($GITHUB_SHA)"
git push

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@ -33,7 +33,6 @@ jobs:
mkdir build
dotnet pack X10D --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build
dotnet pack X10D.Hosting --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build
dotnet pack X10D.Unity --configuration Release --no-build -p:SymbolPackageFormat=snupkg --include-symbols --include-source -o build
- name: Push NuGet Package to GitHub
run: dotnet nuget push "build/*" --source "github" --api-key ${{ secrets.GITHUB_TOKEN }} --skip-duplicate
@ -52,42 +51,3 @@ jobs:
with:
repo_token: "${{ secrets.GITHUB_TOKEN }}"
prerelease: false
- name: Checkout upm branch
uses: actions/checkout@v3
with:
ref: upm
path: upm
- name: Build package.json
run: |
dotnet run --project ./tools/UpmPackageGenerator/UpmPackageGenerator.csproj "./X10D/bin/Release/netstandard2.1/X10D.dll"
cp package.json upm/package.json
- name: Copy built artifacts to upm
run: |
cd upm
cp ../X10D/bin/Release/netstandard2.1/X10D.dll ./X10D.dll
cp ../X10D/bin/Release/netstandard2.1/X10D.xml ./X10D.xml
cp ../X10D.Unity/bin/Release/netstandard2.1/X10D.Unity.dll ./X10D.Unity.dll
cp ../X10D.Unity/bin/Release/netstandard2.1/X10D.Unity.xml ./X10D.Unity.xml
- name: Check for changes
run: |
cd upm
git diff --quiet
continue-on-error: true
- name: Commit update
if: ${{ success() }}
run: |
cd upm
git config user.name github-actions
git config user.email github-actions@github.com
git add X10D.dll
git add X10D.Unity.dll
git add X10D.xml
git add X10D.Unity.xml
git add package.json
git commit -m "Update upm branch ($GITHUB_SHA)"
git push

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@ -31,4 +31,4 @@ jobs:
run: dotnet build -c Debug
- name: Run Source Validation
run: dotnet run --project ./tools/SourceValidator/SourceValidator.csproj ./X10D/src ./X10D.Unity/src
run: dotnet run --project ./tools/SourceValidator/SourceValidator.csproj ./X10D/src

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@ -1,50 +0,0 @@
name: Unity Test Runner
on:
push:
branches:
- '*'
- '*/*'
pull_request:
branches:
- '*'
- '*/*'
jobs:
build:
name: "Unity Test Runner"
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup .NET
uses: actions/setup-dotnet@v3
with:
dotnet-version: 7.0.x
- name: Add GitHub NuGet source
run: dotnet nuget add source --username oliverbooth --password ${{ secrets.GITHUB_TOKEN }} --store-password-in-clear-text --name github "https://nuget.pkg.github.com/oliverbooth/index.json"
- name: Restore dependencies
run: dotnet restore
- name: Build
run: dotnet build -c Release
- name: Copy artifacts to project
run: |
mkdir -p ./X10D.Unity.Tests/Assets/Libraries
cp -r ./X10D/bin/Release/netstandard2.1/X10D.dll ./X10D.Unity.Tests/Assets/Libraries/X10D.dll
cp -r ./X10D.Unity/bin/Release/netstandard2.1/X10D.Unity.dll ./X10D.Unity.Tests/Assets/Libraries/X10D.Unity.dll
- name: Unity - Test runner
uses: game-ci/unity-test-runner@v2.1.0
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
projectPath: X10D.Unity.Tests
githubToken: ${{ secrets.GITHUB_TOKEN }}

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@ -27,8 +27,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- X10D: Added `string.MDBold`, `string.MDCode`, `string.MDCodeBlock([string])`, `string.MDHeading(int)`,
`string.MDItalic`, `string.MDLink`, `string.MDStrikeOut`, and `string.MDUnderline` for Markdown formatting.
- X10D: Added Span overloads which complement `char.Repeat` and `string.Repeat`.
- X10D.Unity: Added `RaycastHit.GetComponent` and `RaycastHit.TryGetComponent`.
- X10D.Unity: Added `DebugUtility.DrawFunction`, and `DebugUtility.DrawUnjoinedPolyhedron` on which it relies.
### Fixed
@ -48,7 +46,8 @@ TypeInitializationException.
- X10D: Removed `IEnumerable<T>.ConcatOne` - this functionality already exists with `Append`.
- X10D: Removed `Endianness` enum.
- X10D.DSharpPlus: Complete sunset of library. This library will not be updated to support DSharpPlus v5.0.0.
- X10D.DSharpPlus: Complete sunset of library. This library will not be updated to support DSharpPlus v5.0.0 (#83).
- X10D.Unity: Complete sunset of library. This library will not be updated effective immediately (#86).
## [3.3.1] - 2023-08-21

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@ -109,10 +109,6 @@ Install-Package X10D -Version 4.0.0
Download the [latest release](https://github.com/oliverbooth/X10D/releases/latest) from this repository and adding a direct assembly reference for your chosen platform.
### Unity installation
For the Unity installation guide, refer to the [README.md in X10D.Unity](X10D.Unity/README.md).
## Documentation
Documentation and the API reference is available at https://oliverbooth.github.io/X10D/index.html. *I'm sorry this took

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# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
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/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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Libraries/
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#nullable enable
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace X10D.Unity.Tests
{
public class ComponentTests
{
[Test]
public void GetComponentsInChildrenOnly_ShouldIgnoreParent()
{
var parent = new GameObject();
var rigidbody = parent.AddComponent<Rigidbody>();
var child = new GameObject();
child.transform.SetParent(parent.transform);
child.AddComponent<Rigidbody>();
Rigidbody[] components = rigidbody.GetComponentsInChildrenOnly<Rigidbody>();
Assert.That(components, Has.Length.EqualTo(1));
Assert.That(child, Is.EqualTo(components[0].gameObject));
Object.Destroy(parent);
Object.Destroy(child);
}
}
}

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using System;
using UnityEngine;
using X10D.Drawing;
using X10D.Unity.Drawing;
using Color = UnityEngine.Color;
namespace X10D.Unity.Tests
{
internal sealed class DebugUtilityIntegrationTests : MonoBehaviour
{
private void Update()
{
DebugUtility.DrawLine(Vector3.zero, Vector3.right, Color.red);
DebugUtility.DrawLine(Vector3.zero, Vector3.up, Color.green);
DebugUtility.DrawLine(Vector3.zero, Vector3.forward, Color.blue);
DebugUtility.DrawWireCube(new Vector3(1.5f, 0.5f, 0), Vector3.one * 0.5f, Color.yellow);
DebugUtility.DrawRectangle(new Vector2(-1.5f, 0.5f), Vector2.one * -0.5f, Color.cyan);
var circle = new CircleF(0.0f, 0.0f, 0.5f);
DebugUtility.DrawCircle(circle, 25, new Vector2(-3.0f, 0.5f), Color.magenta);
var ellipse = new EllipseF(0.0f, 0.0f, 1.0f, 0.5f);
DebugUtility.DrawEllipse(ellipse, 25, new Vector2(0.0f, 1.5f), Color.white);
var hexagon = new PolygonF();
hexagon.AddVertex(new Vector2(-0.5f, 0.5f));
hexagon.AddVertex(new Vector2(-0.25f, 1.0f));
hexagon.AddVertex(new Vector2(0.25f, 1.0f));
hexagon.AddVertex(new Vector2(0.5f, 0.5f));
hexagon.AddVertex(new Vector2(0.25f, 0));
hexagon.AddVertex(new Vector2(-0.25f, 0));
DebugUtility.DrawPolygon(hexagon, new Vector2(3.0f, 0.0f), Color.white);
var sphere = new Sphere(System.Numerics.Vector3.Zero, 0.5f);
DebugUtility.DrawSphere(sphere, 25, new Vector2(0.0f, -1.5f), Color.white);
DebugUtility.DrawFunction(x => MathF.Sin(x + UnityEngine.Time.time % (2 * MathF.PI)), -10, 10, 0.1f, Vector3.up * 4,
Color.yellow, 0.0f, false);
DebugUtility.Assert(true);
}
}
}

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using System;
using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class Color32Tests
{
private static readonly Color32 Black = new(0, 0, 0, 255);
private static readonly Color32 White = new(255, 255, 255, 255);
private static readonly Color32 Red = new(255, 0, 0, 255);
private static readonly Color32 Green = new(0, 255, 0, 255);
private static readonly Color32 Blue = new(0, 0, 255, 255);
private static readonly Color32 Cyan = new(0, 255, 255, 255);
private static readonly Color32 Magenta = new(255, 0, 255, 255);
private static readonly Color32 Yellow = new(255, 255, 0, 255);
[Test]
public void Deconstruct_ShouldDeconstruct_ToCorrectValues()
{
byte a, r, g, b;
(r, g, b) = White;
Assert.That(r, Is.EqualTo(255));
Assert.That(g, Is.EqualTo(255));
Assert.That(b, Is.EqualTo(255));
(a, r, g, b) = Yellow;
Assert.That(a, Is.EqualTo(255));
Assert.That(r, Is.EqualTo(255));
Assert.That(g, Is.EqualTo(255));
Assert.That(b, Is.EqualTo(0));
}
[Test]
public void GetClosestConsoleColor_ShouldReturnClosestColor_GivenValidColor()
{
// I know it's just casting... but aim for 100% coverage babyyyy
Assert.That(((Color32)Color.red).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Red));
Assert.That(((Color32)Color.green).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Green));
Assert.That(((Color32)Color.blue).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Blue));
Assert.That(((Color32)Color.white).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.White));
Assert.That(((Color32)Color.black).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Black));
Assert.That(((Color32)Color.yellow).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Yellow));
Assert.That(((Color32)Color.cyan).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Cyan));
Assert.That(((Color32)Color.magenta).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Magenta));
Assert.That(((Color32)Color.gray).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Gray));
Assert.That(((Color32)Color.grey).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Gray));
Assert.That(((Color32)Color.clear).GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Black));
}
[Test]
public void Inverted_ShouldReturnInvertedColor()
{
Assert.That(Black.Inverted(), Is.EqualTo(White));
Assert.That(White.Inverted(), Is.EqualTo(Black));
Assert.That(Cyan.Inverted(), Is.EqualTo(Red));
Assert.That(Red.Inverted(), Is.EqualTo(Cyan));
Assert.That(Magenta.Inverted(), Is.EqualTo(Green));
Assert.That(Green.Inverted(), Is.EqualTo(Magenta));
Assert.That(Blue.Inverted(), Is.EqualTo(Yellow));
Assert.That(Yellow.Inverted(), Is.EqualTo(Blue));
}
[Test]
public void Inverted_ShouldIgnoreAlpha()
{
var expected = new Color32(0, 0, 0, 255);
var actual = new Color32(255, 255, 255, 255).Inverted();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void ToSystemDrawingColor_ShouldReturnEquivalentColor()
{
System.Drawing.Color expected = System.Drawing.Color.FromArgb(255, 255, 255);
System.Drawing.Color actual = White.ToSystemDrawingColor();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void ToUnityColor32_ShouldReturnEquivalentColor()
{
Color32 expected = White;
Color32 actual = System.Drawing.Color.FromArgb(255, 255, 255).ToUnityColor32();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void WithA0_ShouldReturnSameColor_GivenWhite()
{
var transparent = new Color32(255, 255, 255, 0);
Assert.That(White.WithA(0), Is.EqualTo(transparent));
Assert.That(transparent.WithA(0), Is.EqualTo(transparent));
}
[Test]
public void WithB0_ShouldReturnYellow_GivenWhite()
{
Assert.That(White.WithB(0), Is.EqualTo(Yellow));
Assert.That(Yellow.WithB(0), Is.EqualTo(Yellow));
}
[Test]
public void WithG0_ShouldReturnMagenta_GivenWhite()
{
Assert.That(White.WithG(0), Is.EqualTo(Magenta));
Assert.That(Magenta.WithG(0), Is.EqualTo(Magenta));
}
[Test]
public void WithR0_ShouldReturnCyan_GivenWhite()
{
Assert.That(White.WithR(0), Is.EqualTo(Cyan));
Assert.That(Cyan.WithR(0), Is.EqualTo(Cyan));
}
}
}

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using System;
using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class ColorTests
{
private static readonly Color Black = new(0, 0, 0);
private static readonly Color White = new(1, 1, 1);
private static readonly Color Red = new(1, 0, 0);
private static readonly Color Green = new(0, 1, 0);
private static readonly Color Blue = new(0, 0, 1);
private static readonly Color Cyan = new(0, 1, 1);
private static readonly Color Magenta = new(1, 0, 1);
private static readonly Color Yellow = new(1, 1, 0);
[Test]
public void Deconstruct_ShouldDeconstruct_ToCorrectValues()
{
float a, r, g, b;
(r, g, b) = White;
Assert.That(r, Is.EqualTo(1.0f));
Assert.That(g, Is.EqualTo(1.0f));
Assert.That(b, Is.EqualTo(1.0f));
(a, r, g, b) = Yellow;
Assert.That(a, Is.EqualTo(1.0f));
Assert.That(r, Is.EqualTo(1.0f));
Assert.That(g, Is.EqualTo(1.0f));
Assert.That(b, Is.EqualTo(0.0f));
}
[Test]
public void GetClosestConsoleColor_ShouldReturnClosestColor_GivenValidColor()
{
Assert.That(Color.red.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Red));
Assert.That(Color.green.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Green));
Assert.That(Color.blue.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Blue));
Assert.That(Color.white.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.White));
Assert.That(Color.black.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Black));
Assert.That(Color.yellow.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Yellow));
Assert.That(Color.cyan.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Cyan));
Assert.That(Color.magenta.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Magenta));
Assert.That(Color.gray.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Gray));
Assert.That(Color.grey.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Gray));
Assert.That(Color.clear.GetClosestConsoleColor(), Is.EqualTo(ConsoleColor.Black));
}
[Test]
public void Inverted_ShouldReturnInvertedColor()
{
Assert.That(Black.Inverted(), Is.EqualTo(White));
Assert.That(White.Inverted(), Is.EqualTo(Black));
Assert.That(Cyan.Inverted(), Is.EqualTo(Red));
Assert.That(Red.Inverted(), Is.EqualTo(Cyan));
Assert.That(Magenta.Inverted(), Is.EqualTo(Green));
Assert.That(Green.Inverted(), Is.EqualTo(Magenta));
Assert.That(Blue.Inverted(), Is.EqualTo(Yellow));
Assert.That(Yellow.Inverted(), Is.EqualTo(Blue));
}
[Test]
public void Inverted_ShouldIgnoreAlpha()
{
var expected = new Color(0, 0, 0, 1);
var actual = new Color(1, 1, 1, 1).Inverted();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void ToSystemDrawingColor_ShouldReturnEquivalentColor()
{
System.Drawing.Color expected = System.Drawing.Color.FromArgb(255, 255, 255);
System.Drawing.Color actual = White.ToSystemDrawingColor();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void ToUnityColor_ShouldReturnEquivalentColor()
{
Color expected = White;
Color actual = System.Drawing.Color.FromArgb(255, 255, 255).ToUnityColor();
Assert.That(actual, Is.EqualTo(expected));
}
[Test]
public void WithA0_ShouldReturnSameColor_GivenWhite()
{
var transparent = new Color(1, 1, 1, 0);
Assert.That(White.WithA(0), Is.EqualTo(transparent));
Assert.That(transparent.WithA(0), Is.EqualTo(transparent));
}
[Test]
public void WithB0_ShouldReturnYellow_GivenWhite()
{
Assert.That(White.WithB(0), Is.EqualTo(Yellow));
Assert.That(Yellow.WithB(0), Is.EqualTo(Yellow));
}
[Test]
public void WithG0_ShouldReturnMagenta_GivenWhite()
{
Assert.That(White.WithG(0), Is.EqualTo(Magenta));
Assert.That(Magenta.WithG(0), Is.EqualTo(Magenta));
}
[Test]
public void WithR0_ShouldReturnCyan_GivenWhite()
{
Assert.That(White.WithR(0), Is.EqualTo(Cyan));
Assert.That(Cyan.WithR(0), Is.EqualTo(Cyan));
}
}
}

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using System;
using System.Drawing;
using NUnit.Framework;
using X10D.Core;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class PointFTests
{
[Test]
public void ToUnityVector2_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var point = new PointF(random.NextSingle(), random.NextSingle());
var vector = point.ToUnityVector2();
Assert.That(vector.x, Is.EqualTo(point.X).Within(1e-6f));
Assert.That(vector.y, Is.EqualTo(point.Y).Within(1e-6f));
}
}
}

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using System;
using System.Drawing;
using NUnit.Framework;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class PointTests
{
[Test]
public void ToUnityVector2_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var point = new Point(random.Next(), random.Next());
var vector = point.ToUnityVector2();
Assert.That(vector.x, Is.EqualTo(point.X));
Assert.That(vector.y, Is.EqualTo(point.Y));
}
[Test]
public void ToUnityVector2Int_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var point = new Point(random.Next(), random.Next());
var vector = point.ToUnityVector2Int();
Assert.That(vector.x, Is.EqualTo(point.X));
Assert.That(vector.y, Is.EqualTo(point.Y));
}
}
}

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#nullable enable
using System;
using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Drawing;
using Random = System.Random;
namespace X10D.Unity.Tests.Drawing
{
public class RandomTests
{
[Test]
public void NextColorArgb_ShouldReturn331515e5_GivenSeed1234()
{
var random = new Random(1234);
var color = random.NextColorArgb();
Assert.That(color.r, Is.EqualTo(0.373868465f).Within(1e-6f));
Assert.That(color.g, Is.EqualTo(0.391597569f).Within(1e-6f));
Assert.That(color.b, Is.EqualTo(0.675019085f).Within(1e-6f));
Assert.That(color.a, Is.EqualTo(0.234300315f).Within(1e-6f));
}
[Test]
public void NextColorArgb_ShouldThrow_GivenNull()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextColorArgb());
}
[Test]
public void NextColor32Argb_ShouldReturn331515e5_GivenSeed1234()
{
var random = new Random(1234);
Assert.That(random.NextColor32Argb(), Is.EqualTo(new Color32(21, 21, 229, 51)));
}
[Test]
public void NextColor32Argb_ShouldThrow_GivenNull()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextColor32Argb());
}
[Test]
public void NextColorRgb_ShouldReturn1515e5_GivenSeed1234()
{
var random = new Random(1234);
var color = random.NextColorRgb();
Assert.That(color.r, Is.EqualTo(0.234300315f).Within(1e-6f));
Assert.That(color.g, Is.EqualTo(0.373868465f).Within(1e-6f));
Assert.That(color.b, Is.EqualTo(0.391597569f).Within(1e-6f));
Assert.That(color.a, Is.EqualTo(1).Within(1e-6f));
}
[Test]
public void NextColorRgb_ShouldThrow_GivenNull()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextColorRgb());
}
[Test]
public void NextColor32Rgb_ShouldReturn1515e5_GivenSeed1234()
{
var random = new Random(1234);
Assert.That(random.NextColor32Rgb(), Is.EqualTo(new Color32(21, 21, 229, 255)));
}
[Test]
public void NextColor32Rgb_ShouldThrow_GivenNull()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextColor32Rgb());
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Drawing;
using Random = System.Random;
namespace X10D.Unity.Tests.Drawing
{
public class RectIntTests
{
[Test]
public void ToSystemRectangle_ShouldReturnRectangleF_WithEquivalentMembers()
{
var random = new Random();
var rect = new RectInt(random.Next(), random.Next(), random.Next(), random.Next());
var rectangle = rect.ToSystemRectangle();
Assert.That(rectangle.X, Is.EqualTo(rect.x));
Assert.That(rectangle.Y, Is.EqualTo(rect.y));
Assert.That(rectangle.Width, Is.EqualTo(rect.width));
Assert.That(rectangle.Height, Is.EqualTo(rect.height));
}
[Test]
public void ToSystemRectangleF_ShouldReturnRectangleF_WithEquivalentMembers()
{
var random = new Random();
var rect = new RectInt(random.Next(), random.Next(), random.Next(), random.Next());
var rectangle = rect.ToSystemRectangleF();
Assert.That(rectangle.X, Is.EqualTo(rect.x));
Assert.That(rectangle.Y, Is.EqualTo(rect.y));
Assert.That(rectangle.Width, Is.EqualTo(rect.width));
Assert.That(rectangle.Height, Is.EqualTo(rect.height));
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Drawing;
using Random = System.Random;
namespace X10D.Unity.Tests.Drawing
{
public class RectTests
{
[Test]
public void ToSystemRectangleF_ShouldReturnRectangleF_WithEquivalentMembers()
{
var random = new Random();
var rect = new Rect(random.NextSingle(), random.NextSingle(), random.NextSingle(), random.NextSingle());
var rectangle = rect.ToSystemRectangleF();
Assert.That(rectangle.X, Is.EqualTo(rect.x).Within(1e-6f));
Assert.That(rectangle.Y, Is.EqualTo(rect.y).Within(1e-6f));
Assert.That(rectangle.Width, Is.EqualTo(rect.width).Within(1e-6f));
Assert.That(rectangle.Height, Is.EqualTo(rect.height).Within(1e-6f));
}
}
}

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using System.Drawing;
using NUnit.Framework;
using X10D.Core;
using X10D.Unity.Drawing;
using Random = System.Random;
namespace X10D.Unity.Tests.Drawing
{
public class RectangleFTests
{
[Test]
public void ToUnityRect_ShouldReturnRect_WithEquivalentMembers()
{
var random = new Random();
var rectangle = new RectangleF(random.NextSingle(), random.NextSingle(), random.NextSingle(), random.NextSingle());
var rect = rectangle.ToUnityRect();
Assert.That(rect.x, Is.EqualTo(rectangle.X).Within(1e-6f));
Assert.That(rect.y, Is.EqualTo(rectangle.Y).Within(1e-6f));
Assert.That(rect.width, Is.EqualTo(rectangle.Width).Within(1e-6f));
Assert.That(rect.height, Is.EqualTo(rectangle.Height).Within(1e-6f));
}
}
}

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using System.Drawing;
using NUnit.Framework;
using X10D.Unity.Drawing;
using Random = System.Random;
namespace X10D.Unity.Tests.Drawing
{
public class RectangleTests
{
[Test]
public void ToUnityRect_ShouldReturnRect_WithEquivalentMembers()
{
var random = new Random();
var rectangle = new Rectangle(random.Next(), random.Next(), random.Next(), random.Next());
var rect = rectangle.ToUnityRect();
Assert.That(rect.x, Is.EqualTo(rectangle.X));
Assert.That(rect.y, Is.EqualTo(rectangle.Y));
Assert.That(rect.width, Is.EqualTo(rectangle.Width));
Assert.That(rect.height, Is.EqualTo(rectangle.Height));
}
[Test]
public void ToUnityRectInt_ShouldReturnRect_WithEquivalentMembers()
{
var random = new Random();
var rectangle = new Rectangle(random.Next(), random.Next(), random.Next(), random.Next());
var rect = rectangle.ToUnityRectInt();
Assert.That(rect.x, Is.EqualTo(rectangle.X));
Assert.That(rect.y, Is.EqualTo(rectangle.Y));
Assert.That(rect.width, Is.EqualTo(rectangle.Width));
Assert.That(rect.height, Is.EqualTo(rectangle.Height));
}
}
}

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using System;
using System.Drawing;
using NUnit.Framework;
using X10D.Core;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class SizeFTests
{
[Test]
public void ToUnityVector2_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var size = new SizeF(random.NextSingle(), random.NextSingle());
var vector = size.ToUnityVector2();
Assert.That(vector.x, Is.EqualTo(size.Width).Within(1e-6f));
Assert.That(vector.y, Is.EqualTo(size.Height).Within(1e-6f));
}
}
}

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using System;
using System.Drawing;
using NUnit.Framework;
using X10D.Unity.Drawing;
namespace X10D.Unity.Tests.Drawing
{
public class SizeTests
{
[Test]
public void ToUnityVector2_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var size = new Size(random.Next(), random.Next());
var vector = size.ToUnityVector2();
Assert.That(vector.x, Is.EqualTo(size.Width));
Assert.That(vector.y, Is.EqualTo(size.Height));
}
[Test]
public void ToUnityVector2Int_ShouldReturnVector_WithEquivalentMembers()
{
var random = new Random();
var size = new Size(random.Next(), random.Next());
var vector = size.ToUnityVector2Int();
Assert.That(vector.x, Is.EqualTo(size.Width));
Assert.That(vector.y, Is.EqualTo(size.Height));
}
}
}

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#nullable enable
using System.Diagnostics.CodeAnalysis;
using NUnit.Framework;
using UnityEngine;
using Object = UnityEngine.Object;
namespace X10D.Unity.Tests
{
public class GameObjectTests
{
[Test]
public void GetComponentsInChildrenOnly_ShouldIgnoreParent()
{
var parent = new GameObject();
parent.AddComponent<Rigidbody>();
var child = new GameObject();
child.transform.SetParent(parent.transform);
child.AddComponent<Rigidbody>();
Rigidbody[] components = parent.GetComponentsInChildrenOnly<Rigidbody>();
Assert.That(components, Has.Length.EqualTo(1));
Assert.That(child, Is.EqualTo(components[0].gameObject));
Object.Destroy(parent);
Object.Destroy(child);
}
[Test]
[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
public void LookAt_ShouldRotateSameAsTransform()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Transform firstTransform = first.transform;
Transform secondTransform = second.transform;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
Assert.That(secondTransform.rotation, Is.EqualTo(Quaternion.identity));
firstTransform.LookAt(secondTransform);
Quaternion expected = firstTransform.rotation;
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
first.LookAt(second);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
first.LookAt(second.transform);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
first.LookAt(Vector3.right);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
Object.Destroy(first);
Object.Destroy(second);
}
[Test]
public void SetLayerRecursively_ShouldSetLayerRecursively()
{
var parent = new GameObject();
var child = new GameObject();
var grandChild = new GameObject();
child.transform.SetParent(parent.transform);
grandChild.transform.SetParent(child.transform);
int layer = LayerMask.NameToLayer("UI");
Assert.AreNotEqual(layer, parent.layer);
Assert.AreNotEqual(layer, child.layer);
Assert.AreNotEqual(layer, grandChild.layer);
parent.SetLayerRecursively(layer);
Assert.That(parent.layer, Is.EqualTo(layer));
Assert.That(child.layer, Is.EqualTo(layer));
Assert.That(grandChild.layer, Is.EqualTo(layer));
Object.Destroy(parent);
Object.Destroy(child);
Object.Destroy(grandChild);
}
[Test]
[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
public void SetParent_ShouldSetParent()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Assert.That(first.transform.parent, Is.EqualTo(null));
Assert.That(second.transform.parent, Is.EqualTo(null));
first.SetParent(second);
Assert.That(first.transform.parent, Is.EqualTo(second.transform));
first.transform.SetParent(null!);
Assert.That(first.transform.parent, Is.EqualTo(null));
second.SetParent(first);
Assert.That(second.transform.parent, Is.EqualTo(first.transform));
Object.Destroy(first);
Object.Destroy(second);
}
}
}

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guid: 1fde6c311eaec944abe1e4531a2980bc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class QuaternionTests
{
[Test]
public void ToSystemQuaternion_ShouldReturnQuaternion_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var quaternion = new Quaternion(x, y, z, w);
var systemQuaternion = quaternion.ToSystemQuaternion();
Assert.That(systemQuaternion.X, Is.EqualTo(quaternion.x).Within(1e-6f));
Assert.That(systemQuaternion.Y, Is.EqualTo(quaternion.y).Within(1e-6f));
Assert.That(systemQuaternion.Z, Is.EqualTo(quaternion.z).Within(1e-6f));
Assert.That(systemQuaternion.W, Is.EqualTo(quaternion.w).Within(1e-6f));
}
[Test]
public void ToUnityQuaternion_ShouldReturnQuaternion_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var quaternion = new System.Numerics.Quaternion(x, y, z, w);
var unityQuaternion = quaternion.ToUnityQuaternion();
Assert.That(unityQuaternion.x, Is.EqualTo(quaternion.X).Within(1e-6f));
Assert.That(unityQuaternion.y, Is.EqualTo(quaternion.Y).Within(1e-6f));
Assert.That(unityQuaternion.z, Is.EqualTo(quaternion.Z).Within(1e-6f));
Assert.That(unityQuaternion.w, Is.EqualTo(quaternion.W).Within(1e-6f));
}
}
}

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#nullable enable
using System;
using NUnit.Framework;
using X10D.Unity.Numerics;
namespace X10D.Unity.Tests.Numerics
{
public class RandomTests
{
[Test]
public void NextUnitVector2_ShouldReturnVector_WithMagnitude1()
{
var random = new Random();
var vector = random.NextUnitVector2();
Assert.That(vector.magnitude, Is.EqualTo(1).Within(1e-6));
}
[Test]
public void NextUnitVector2_ShouldThrow_GivenNullRandom()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextUnitVector2());
}
[Test]
public void NextUnitVector3_ShouldReturnVector_WithMagnitude1()
{
var random = new Random();
var vector = random.NextUnitVector3();
Assert.That(vector.magnitude, Is.EqualTo(1).Within(1e-6));
}
[Test]
public void NextUnitVector3_ShouldThrow_GivenNullRandom()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextUnitVector3());
}
[Test]
public void NextRotation_ShouldThrow_GivenNullRandom()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextRotation());
}
[Test]
public void NextRotationUniform_ShouldThrow_GivenNullRandom()
{
Random random = null!;
Assert.Throws<ArgumentNullException>(() => random.NextRotationUniform());
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector2IntTests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector2Int(1, 2);
(int x, int y) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
}
[Test]
public void ToSystemPoint_ShouldReturnPoint_WithEquivalentMembers()
{
var random = new Random();
int x = random.Next();
int y = random.Next();
var vector = new Vector2Int(x, y);
var point = vector.ToSystemPoint();
Assert.That(point.X, Is.EqualTo(vector.x));
Assert.That(point.Y, Is.EqualTo(vector.y));
}
[Test]
public void ToSystemSize_ShouldReturnSize_WithEquivalentMembers()
{
var random = new Random();
int x = random.Next();
int y = random.Next();
var vector = new Vector2Int(x, y);
var point = vector.ToSystemSize();
Assert.That(point.Width, Is.EqualTo(vector.x));
Assert.That(point.Height, Is.EqualTo(vector.y));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector2Int.one.WithX(0), Is.EqualTo(Vector2Int.up));
Assert.That(Vector2Int.zero.WithX(0), Is.EqualTo(Vector2Int.zero));
Assert.That(Vector2Int.right.WithX(0), Is.EqualTo(Vector2Int.zero));
Assert.That(Vector2Int.up.WithX(0), Is.EqualTo(Vector2Int.up));
Assert.That(Vector2Int.one.WithX(1), Is.EqualTo(Vector2Int.one));
Assert.That(Vector2Int.zero.WithX(1), Is.EqualTo(Vector2Int.right));
Assert.That(Vector2Int.right.WithX(1), Is.EqualTo(Vector2Int.right));
Assert.That(Vector2Int.up.WithX(1), Is.EqualTo(Vector2Int.one));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector2Int.one.WithY(0), Is.EqualTo(Vector2Int.right));
Assert.That(Vector2Int.zero.WithY(0), Is.EqualTo(Vector2Int.zero));
Assert.That(Vector2Int.right.WithY(0), Is.EqualTo(Vector2Int.right));
Assert.That(Vector2Int.up.WithY(0), Is.EqualTo(Vector2Int.zero));
Assert.That(Vector2Int.one.WithY(1), Is.EqualTo(Vector2Int.one));
Assert.That(Vector2Int.zero.WithY(1), Is.EqualTo(Vector2Int.up));
Assert.That(Vector2Int.right.WithY(1), Is.EqualTo(Vector2Int.one));
Assert.That(Vector2Int.up.WithY(1), Is.EqualTo(Vector2Int.up));
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector2Tests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector2(1, 2);
(float x, float y) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
}
[Test]
public void Round_ShouldRoundToNearestInteger_GivenNoParameters()
{
var vector = new Vector2(1.5f, 2.6f);
var rounded = vector.Round();
Assert.That(rounded.x, Is.EqualTo(2));
Assert.That(rounded.y, Is.EqualTo(3));
}
[Test]
public void Round_ShouldRoundToNearest10_GivenPrecision10()
{
var vector = new Vector2(1.5f, 25.2f);
var rounded = vector.Round(10);
Assert.That(rounded.x, Is.EqualTo(0));
Assert.That(rounded.y, Is.EqualTo(30));
}
[Test]
public void ToSystemPointF_ShouldReturnPoint_WithEquivalentMembers()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var point = vector.ToSystemPointF();
Assert.That(point.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(point.Y, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToSystemSizeF_ShouldReturnSize_WithEquivalentMembers()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var point = vector.ToSystemSizeF();
Assert.That(point.Width, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(point.Height, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToSystemVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var systemVector = vector.ToSystemVector();
Assert.That(systemVector.Length(), Is.EqualTo(vector.magnitude).Within(1e-6f));
Assert.That(systemVector.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(systemVector.Y, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToUnityVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new System.Numerics.Vector2(x, y);
var unityVector = vector.ToUnityVector();
Assert.That(unityVector.magnitude, Is.EqualTo(vector.Length()).Within(1e-6f));
Assert.That(unityVector.x, Is.EqualTo(vector.X).Within(1e-6f));
Assert.That(unityVector.y, Is.EqualTo(vector.Y).Within(1e-6f));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector2.one.WithX(0), Is.EqualTo(Vector2.up));
Assert.That(Vector2.zero.WithX(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.right.WithX(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.up.WithX(0), Is.EqualTo(Vector2.up));
Assert.That(Vector2.one.WithX(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.zero.WithX(1), Is.EqualTo(Vector2.right));
Assert.That(Vector2.right.WithX(1), Is.EqualTo(Vector2.right));
Assert.That(Vector2.up.WithX(1), Is.EqualTo(Vector2.one));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector2.one.WithY(0), Is.EqualTo(Vector2.right));
Assert.That(Vector2.zero.WithY(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.right.WithY(0), Is.EqualTo(Vector2.right));
Assert.That(Vector2.up.WithY(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.one.WithY(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.zero.WithY(1), Is.EqualTo(Vector2.up));
Assert.That(Vector2.right.WithY(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.up.WithY(1), Is.EqualTo(Vector2.up));
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Unity.Numerics;
namespace X10D.Unity.Tests.Numerics
{
public class Vector3IntTests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector3Int(1, 2, 3);
(float x, float y, float z) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
Assert.That(z, Is.EqualTo(3));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector3Int.one.WithX(0), Is.EqualTo(new Vector3Int(0, 1, 1)));
Assert.That(Vector3Int.zero.WithX(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.right.WithX(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.up.WithX(0), Is.EqualTo(Vector3Int.up));
Assert.That(Vector3Int.forward.WithX(0), Is.EqualTo(Vector3Int.forward));
Assert.That(Vector3Int.one.WithX(1), Is.EqualTo(Vector3Int.one));
Assert.That(Vector3Int.zero.WithX(1), Is.EqualTo(Vector3Int.right));
Assert.That(Vector3Int.right.WithX(1), Is.EqualTo(Vector3Int.right));
Assert.That(Vector3Int.up.WithX(1), Is.EqualTo(new Vector3Int(1, 1, 0)));
Assert.That(Vector3Int.forward.WithX(1), Is.EqualTo(new Vector3Int(1, 0, 1)));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector3Int.one.WithY(0), Is.EqualTo(new Vector3Int(1, 0, 1)));
Assert.That(Vector3Int.zero.WithY(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.right.WithY(0), Is.EqualTo(Vector3Int.right));
Assert.That(Vector3Int.up.WithY(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.forward.WithY(0), Is.EqualTo(Vector3Int.forward));
Assert.That(Vector3Int.one.WithY(1), Is.EqualTo(Vector3Int.one));
Assert.That(Vector3Int.zero.WithY(1), Is.EqualTo(Vector3Int.up));
Assert.That(Vector3Int.right.WithY(1), Is.EqualTo(new Vector3Int(1, 1, 0)));
Assert.That(Vector3Int.up.WithY(1), Is.EqualTo(Vector3Int.up));
Assert.That(Vector3Int.forward.WithY(1), Is.EqualTo(new Vector3Int(0, 1, 1)));
;
}
[Test]
public void WithZ_ShouldReturnVectorWithNewZ_GivenVector()
{
Assert.That(Vector3Int.one.WithZ(0), Is.EqualTo(new Vector3Int(1, 1, 0)));
Assert.That(Vector3Int.zero.WithZ(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.right.WithZ(0), Is.EqualTo(Vector3Int.right));
Assert.That(Vector3Int.up.WithZ(0), Is.EqualTo(Vector3Int.up));
Assert.That(Vector3Int.forward.WithZ(0), Is.EqualTo(Vector3Int.zero));
Assert.That(Vector3Int.one.WithZ(1), Is.EqualTo(Vector3Int.one));
Assert.That(Vector3Int.zero.WithZ(1), Is.EqualTo(Vector3Int.forward));
Assert.That(Vector3Int.right.WithZ(1), Is.EqualTo(new Vector3Int(1, 0, 1)));
Assert.That(Vector3Int.up.WithZ(1), Is.EqualTo(new Vector3Int(0, 1, 1)));
Assert.That(Vector3Int.forward.WithZ(1), Is.EqualTo(Vector3Int.forward));
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector3Tests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector3(1, 2, 3);
(float x, float y, float z) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
Assert.That(z, Is.EqualTo(3));
}
[Test]
public void Round_ShouldRoundToNearestInteger_GivenNoParameters()
{
var vector = new Vector3(1.5f, 2.6f, -5.2f);
var rounded = vector.Round();
Assert.That(rounded.x, Is.EqualTo(2));
Assert.That(rounded.y, Is.EqualTo(3));
Assert.That(rounded.z, Is.EqualTo(-5));
}
[Test]
public void Round_ShouldRoundToNearest10_GivenPrecision10()
{
var vector = new Vector3(1.5f, 25.2f, -12.5f);
var rounded = vector.Round(10);
Assert.That(rounded.x, Is.EqualTo(0));
Assert.That(rounded.y, Is.EqualTo(30));
Assert.That(rounded.z, Is.EqualTo(-10));
}
[Test]
public void ToSystemVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
var vector = new Vector3(x, y, z);
var systemVector = vector.ToSystemVector();
Assert.That(systemVector.Length(), Is.EqualTo(vector.magnitude).Within(1e-6f));
Assert.That(systemVector.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(systemVector.Y, Is.EqualTo(vector.y).Within(1e-6f));
Assert.That(systemVector.Z, Is.EqualTo(vector.z).Within(1e-6f));
}
[Test]
public void ToUnityVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
var vector = new System.Numerics.Vector3(x, y, z);
var unityVector = vector.ToUnityVector();
Assert.That(unityVector.magnitude, Is.EqualTo(vector.Length()).Within(1e-6f));
Assert.That(unityVector.x, Is.EqualTo(vector.X).Within(1e-6f));
Assert.That(unityVector.y, Is.EqualTo(vector.Y).Within(1e-6f));
Assert.That(unityVector.z, Is.EqualTo(vector.Z).Within(1e-6f));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector3.one.WithX(0), Is.EqualTo(new Vector3(0, 1, 1)));
Assert.That(Vector3.zero.WithX(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.right.WithX(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.up.WithX(0), Is.EqualTo(Vector3.up));
Assert.That(Vector3.forward.WithX(0), Is.EqualTo(Vector3.forward));
Assert.That(Vector3.one.WithX(1), Is.EqualTo(Vector3.one));
Assert.That(Vector3.zero.WithX(1), Is.EqualTo(Vector3.right));
Assert.That(Vector3.right.WithX(1), Is.EqualTo(Vector3.right));
Assert.That(Vector3.up.WithX(1), Is.EqualTo(new Vector3(1, 1, 0)));
Assert.That(Vector3.forward.WithX(1), Is.EqualTo(new Vector3(1, 0, 1)));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector3.one.WithY(0), Is.EqualTo(new Vector3(1, 0, 1)));
Assert.That(Vector3.zero.WithY(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.right.WithY(0), Is.EqualTo(Vector3.right));
Assert.That(Vector3.up.WithY(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.forward.WithY(0), Is.EqualTo(Vector3.forward));
Assert.That(Vector3.one.WithY(1), Is.EqualTo(Vector3.one));
Assert.That(Vector3.zero.WithY(1), Is.EqualTo(Vector3.up));
Assert.That(Vector3.right.WithY(1), Is.EqualTo(new Vector3(1, 1, 0)));
Assert.That(Vector3.up.WithY(1), Is.EqualTo(Vector3.up));
Assert.That(Vector3.forward.WithY(1), Is.EqualTo(new Vector3(0, 1, 1)));
}
[Test]
public void WithZ_ShouldReturnVectorWithNewZ_GivenVector()
{
Assert.That(Vector3.one.WithZ(0), Is.EqualTo(new Vector3(1, 1, 0)));
Assert.That(Vector3.zero.WithZ(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.right.WithZ(0), Is.EqualTo(Vector3.right));
Assert.That(Vector3.up.WithZ(0), Is.EqualTo(Vector3.up));
Assert.That(Vector3.forward.WithZ(0), Is.EqualTo(Vector3.zero));
Assert.That(Vector3.one.WithZ(1), Is.EqualTo(Vector3.one));
Assert.That(Vector3.zero.WithZ(1), Is.EqualTo(Vector3.forward));
Assert.That(Vector3.right.WithZ(1), Is.EqualTo(new Vector3(1, 0, 1)));
Assert.That(Vector3.up.WithZ(1), Is.EqualTo(new Vector3(0, 1, 1)));
Assert.That(Vector3.forward.WithZ(1), Is.EqualTo(Vector3.forward));
}
}
}

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector4Tests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector4(1, 2, 3, 4);
(float x, float y, float z, float w) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
Assert.That(z, Is.EqualTo(3));
Assert.That(w, Is.EqualTo(4));
}
[Test]
public void Round_ShouldRoundToNearestInteger_GivenNoParameters()
{
var vector = new Vector4(1.5f, 2.6f, -5.2f, 0.3f);
var rounded = vector.Round();
Assert.That(rounded.x, Is.EqualTo(2));
Assert.That(rounded.y, Is.EqualTo(3));
Assert.That(rounded.z, Is.EqualTo(-5));
Assert.That(rounded.w, Is.EqualTo(0));
}
[Test]
public void Round_ShouldRoundToNearest10_GivenPrecision10()
{
var vector = new Vector4(1.5f, 25.2f, -12.5f, 101.2f);
var rounded = vector.Round(10);
Assert.That(rounded.x, Is.EqualTo(0));
Assert.That(rounded.y, Is.EqualTo(30));
Assert.That(rounded.z, Is.EqualTo(-10));
Assert.That(rounded.w, Is.EqualTo(100));
}
[Test]
public void ToSystemVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var vector = new Vector4(x, y, z, w);
var systemVector = vector.ToSystemVector();
Assert.That(systemVector.Length(), Is.EqualTo(vector.magnitude).Within(1e-6f));
Assert.That(systemVector.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(systemVector.Y, Is.EqualTo(vector.y).Within(1e-6f));
Assert.That(systemVector.Z, Is.EqualTo(vector.z).Within(1e-6f));
Assert.That(systemVector.W, Is.EqualTo(vector.w).Within(1e-6f));
}
[Test]
public void ToUnityVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var vector = new System.Numerics.Vector4(x, y, z, w);
var unityVector = vector.ToUnityVector();
Assert.That(unityVector.magnitude, Is.EqualTo(vector.Length()).Within(1e-6f));
Assert.That(unityVector.x, Is.EqualTo(vector.X).Within(1e-6f));
Assert.That(unityVector.y, Is.EqualTo(vector.Y).Within(1e-6f));
Assert.That(unityVector.z, Is.EqualTo(vector.Z).Within(1e-6f));
Assert.That(unityVector.w, Is.EqualTo(vector.W).Within(1e-6f));
}
[Test]
public void WithW_ShouldReturnVectorWithNewW_GivenVector()
{
Assert.That(Vector4.one.WithW(0), Is.EqualTo(new Vector4(1, 1, 1, 0)));
Assert.That(Vector4.zero.WithW(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 0, 0, 1).WithW(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(1, 0, 0, 0).WithW(0), Is.EqualTo(new Vector4(1, 0, 0, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithW(0), Is.EqualTo(new Vector4(0, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithW(0), Is.EqualTo(new Vector4(0, 0, 1, 0)));
Assert.That(Vector4.one.WithW(1), Is.EqualTo(Vector4.one));
Assert.That(Vector4.zero.WithW(1), Is.EqualTo(new Vector4(0, 0, 0, 1)));
Assert.That(new Vector4(0, 0, 0, 1).WithW(1), Is.EqualTo(new Vector4(0, 0, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithW(1), Is.EqualTo(new Vector4(1, 0, 0, 1)));
Assert.That(new Vector4(0, 1, 0, 0).WithW(1), Is.EqualTo(new Vector4(0, 1, 0, 1)));
Assert.That(new Vector4(0, 0, 1, 0).WithW(1), Is.EqualTo(new Vector4(0, 0, 1, 1)));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector4.one.WithX(0), Is.EqualTo(new Vector4(0, 1, 1, 1)));
Assert.That(Vector4.zero.WithX(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 0, 0, 1).WithX(0), Is.EqualTo(new Vector4(0, 0, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithX(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 1, 0, 0).WithX(0), Is.EqualTo(new Vector4(0, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithX(0), Is.EqualTo(new Vector4(0, 0, 1, 0)));
Assert.That(Vector4.one.WithX(1), Is.EqualTo(Vector4.one));
Assert.That(Vector4.zero.WithX(1), Is.EqualTo(new Vector4(1, 0, 0, 0)));
Assert.That(new Vector4(0, 0, 0, 1).WithX(1), Is.EqualTo(new Vector4(1, 0, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithX(1), Is.EqualTo(new Vector4(1, 0, 0, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithX(1), Is.EqualTo(new Vector4(1, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithX(1), Is.EqualTo(new Vector4(1, 0, 1, 0)));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector4.one.WithY(0), Is.EqualTo(new Vector4(1, 0, 1, 1)));
Assert.That(Vector4.zero.WithY(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 0, 0, 1).WithY(0), Is.EqualTo(new Vector4(0, 0, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithY(0), Is.EqualTo(new Vector4(1, 0, 0, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithY(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 0, 1, 0).WithY(0), Is.EqualTo(new Vector4(0, 0, 1, 0)));
Assert.That(Vector4.one.WithY(1), Is.EqualTo(Vector4.one));
Assert.That(Vector4.zero.WithY(1), Is.EqualTo(new Vector4(0, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 0, 1).WithY(1), Is.EqualTo(new Vector4(0, 1, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithY(1), Is.EqualTo(new Vector4(1, 1, 0, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithY(1), Is.EqualTo(new Vector4(0, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithY(1), Is.EqualTo(new Vector4(0, 1, 1, 0)));
}
[Test]
public void WithZ_ShouldReturnVectorWithNewZ_GivenVector()
{
Assert.That(Vector4.one.WithZ(0), Is.EqualTo(new Vector4(1, 1, 0, 1)));
Assert.That(Vector4.zero.WithZ(0), Is.EqualTo(Vector4.zero));
Assert.That(new Vector4(0, 0, 0, 1).WithZ(0), Is.EqualTo(new Vector4(0, 0, 0, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithZ(0), Is.EqualTo(new Vector4(1, 0, 0, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithZ(0), Is.EqualTo(new Vector4(0, 1, 0, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithZ(0), Is.EqualTo(Vector4.zero));
Assert.That(Vector4.one.WithZ(1), Is.EqualTo(Vector4.one));
Assert.That(Vector4.zero.WithZ(1), Is.EqualTo(new Vector4(0, 0, 1, 0)));
Assert.That(new Vector4(0, 0, 0, 1).WithZ(1), Is.EqualTo(new Vector4(0, 0, 1, 1)));
Assert.That(new Vector4(1, 0, 0, 0).WithZ(1), Is.EqualTo(new Vector4(1, 0, 1, 0)));
Assert.That(new Vector4(0, 1, 0, 0).WithZ(1), Is.EqualTo(new Vector4(0, 1, 1, 0)));
Assert.That(new Vector4(0, 0, 1, 0).WithZ(1), Is.EqualTo(new Vector4(0, 0, 1, 0)));
}
}
}

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fileFormatVersion: 2
guid: 0d487c2046a64354b199f4de01d57391
timeCreated: 1652088132

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@ -1,43 +0,0 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace X10D.Unity.Tests
{
public class SingletonTests
{
[Test]
public void Singleton_ShouldReturnNewInstance_WhenNoInstanceExists()
{
TestBehaviour instance = Singleton<TestBehaviour>.Instance;
Assert.That(instance, Is.Not.Null);
Assert.That(instance.Flag);
}
[Test]
public void Singleton_ShouldReturnSameInstance_WhenAccessedTwice()
{
TestBehaviour instance = Singleton<TestBehaviour>.Instance;
Assert.That(instance, Is.Not.Null);
Assert.That(Singleton<TestBehaviour>.Instance, Is.EqualTo(instance));
}
[UnityTest]
public IEnumerator Singleton_ShouldReturnNewInstance_WhenDestroyed()
{
TestBehaviour instance = Singleton<TestBehaviour>.Instance;
Assert.That(instance, Is.Not.Null);
Object.Destroy(instance);
yield return null;
Assert.IsFalse(instance);
// ReSharper disable once HeuristicUnreachableCode
instance = Singleton<TestBehaviour>.Instance;
Assert.That(instance, Is.Not.Null);
Assert.IsTrue(instance.Flag);
}
}
}

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fileFormatVersion: 2
guid: 5c51198d124f40859bd9298d3241d5a6
timeCreated: 1652428949

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@ -1,10 +0,0 @@
namespace X10D.Unity.Tests
{
internal sealed class TestBehaviour : Singleton<TestBehaviour>
{
public bool Flag
{
get => true;
}
}
}

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fileFormatVersion: 2
guid: df932718d20948ecbe9b0de8aa7bbaf4
timeCreated: 1652428898

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@ -1,59 +0,0 @@
#nullable enable
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace X10D.Unity.Tests
{
public class TransformTests
{
[UnityTest]
public IEnumerator LookAt_ShouldRotateSameAsTransform()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Transform firstTransform = first.transform;
Transform secondTransform = second.transform;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
Assert.That(secondTransform.rotation, Is.EqualTo(Quaternion.identity));
firstTransform.LookAt(secondTransform);
Quaternion expected = firstTransform.rotation;
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
firstTransform.LookAt(second);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
yield break;
}
[UnityTest]
public IEnumerator SetParent_ShouldSetParent()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Assert.That(first.transform.parent, Is.EqualTo(null));
Assert.That(second.transform.parent, Is.EqualTo(null));
first.transform.SetParent(second);
Assert.That(first.transform.parent, Is.EqualTo(second.transform));
first.transform.SetParent(null!);
Assert.That(first.transform.parent, Is.EqualTo(null));
second.transform.SetParent(first);
Assert.That(second.transform.parent, Is.EqualTo(first.transform));
yield break;
}
}
}

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fileFormatVersion: 2
guid: 1f1518cdf51546288b7a16369297be5e
timeCreated: 1652005981

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@ -1,23 +0,0 @@
{
"name": "X10D.Unity.Tests",
"rootNamespace": "X10D.Unity",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"X10D.dll",
"X10D.Unity.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}

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@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 34215b8a0b1faf64487ff72821603aad
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,36 +0,0 @@
using System.Collections;
using UnityEngine;
namespace X10D.Unity.Tests
{
public class YieldInstructionIntegrationTests : MonoBehaviour
{
private void Start()
{
StartCoroutine(CO_WaitForAnyKeyDown());
StartCoroutine(CO_WaitForSpaceKeyDown());
StartCoroutine(CO_WaitForSpaceKeyUp());
}
private IEnumerator CO_WaitForAnyKeyDown()
{
Debug.Log("Waiting for any key to be pressed...");
yield return new WaitForKeyDown();
Debug.Log("Key was pressed!");
}
private IEnumerator CO_WaitForSpaceKeyDown()
{
Debug.Log("Waiting for Space key to be pressed...");
yield return new WaitForKeyDown(KeyCode.Space);
Debug.Log("Space key was pressed!");
}
private IEnumerator CO_WaitForSpaceKeyUp()
{
Debug.Log("Waiting for Space key to be released...");
yield return new WaitForKeyUp(KeyCode.Space);
Debug.Log("Space key was released!");
}
}
}

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fileFormatVersion: 2
guid: 67d53e2f993d4a5ba0eb34431d1846cd
timeCreated: 1657791682

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@ -1,52 +0,0 @@
using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UTime = UnityEngine.Time;
namespace X10D.Unity.Tests
{
public class YieldInstructionTests : MonoBehaviour
{
[UnityTest]
public IEnumerator WaitForFrames_ShouldYieldCorrectNumberOfFrames()
{
int frameCount = UTime.frameCount;
yield return new WaitForFrames(10);
Assert.That(UTime.frameCount, Is.EqualTo(frameCount + 10), $"{frameCount + 10} == {UTime.frameCount}");
}
[UnityTest]
public IEnumerator WaitForSecondsNoAlloc_ShouldYieldForCorrectTime()
{
float time = UTime.time;
yield return new WaitForSecondsNoAlloc(2);
Assert.That(UTime.time, Is.EqualTo(time + 2).Within(1e-2), $"{time + 2} == {UTime.time}");
}
[UnityTest]
public IEnumerator WaitForSecondsRealtimeNoAlloc_ShouldYieldForCorrectTime()
{
float time = UTime.time;
yield return new WaitForSecondsRealtimeNoAlloc(2);
Assert.That(UTime.time, Is.EqualTo(time + 2).Within(1e-2), $"{time + 2} == {UTime.time}");
}
[UnityTest]
public IEnumerator WaitForTimeSpan_ShouldYieldForCorrectTime()
{
float time = UTime.time;
yield return new WaitForTimeSpan(TimeSpan.FromSeconds(2.0));
Assert.That(UTime.time, Is.GreaterThanOrEqualTo(time + 2.0f).Or.GreaterThanOrEqualTo(time + 1.5f));
}
[UnityTest]
public IEnumerator WaitForTimeSpanRealtime_ShouldYieldForCorrectTime()
{
float time = UTime.time;
yield return new WaitForTimeSpanRealtime(TimeSpan.FromSeconds(2.0));
Assert.That(UTime.time, Is.EqualTo(time + 2).Within(1e-2), $"{time + 2} == {UTime.time}");
}
}
}

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fileFormatVersion: 2
guid: d7d35eefdf5b43278a6f6aa268a71091
timeCreated: 1657795834

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@ -1,46 +0,0 @@
{
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"com.unity.ide.visualstudio": "2.0.18",
"com.unity.ide.vscode": "1.2.5",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.6.5",
"com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.6",
"com.unity.ugui": "1.0.0",
"com.unity.visualscripting": "1.8.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
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"com.unity.modules.physics": "1.0.0",
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"com.unity.modules.ui": "1.0.0",
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"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
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}
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}
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}
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}
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"com.unity.modules.audio": "1.0.0",
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"com.unity.modules.imageconversion": "1.0.0"
}
},
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}
},
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"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0"
}
},
"com.unity.modules.vr": {
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