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https://github.com/oliverbooth/X10D
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Oliver Booth
5d2313fa20
Using yield break; in a coroutine which does not need to be one, that's a paddlin'.
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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using X10D.Unity.Drawing;
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using Random = System.Random;
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namespace X10D.Unity.Tests.Drawing
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{
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public class RectIntTests
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{
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[Test]
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public void ToSystemRectangle_ShouldReturnRectangleF_WithEquivalentMembers()
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{
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var random = new Random();
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var rect = new RectInt(random.Next(), random.Next(), random.Next(), random.Next());
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var rectangle = rect.ToSystemRectangle();
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Assert.AreEqual(rect.x, rectangle.X);
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Assert.AreEqual(rect.y, rectangle.Y);
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Assert.AreEqual(rect.width, rectangle.Width);
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Assert.AreEqual(rect.height, rectangle.Height);
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}
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[Test]
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public void ToSystemRectangleF_ShouldReturnRectangleF_WithEquivalentMembers()
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{
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var random = new Random();
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var rect = new RectInt(random.Next(), random.Next(), random.Next(), random.Next());
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var rectangle = rect.ToSystemRectangleF();
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Assert.AreEqual(rect.x, rectangle.X);
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Assert.AreEqual(rect.y, rectangle.Y);
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Assert.AreEqual(rect.width, rectangle.Width);
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Assert.AreEqual(rect.height, rectangle.Height);
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}
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}
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}
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