LocalClientSpawnsMultiplePlayers.cs
1.6 KB
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine.TestTools;
using UnityEngine;
using UnityEngine.Networking;
#pragma warning disable 618
public class LocalClientSpawnsMultiplePlayers : SpawningTestBase
{
const int kPlayerCount = 2;
List<short> m_ReadyPlayers = new List<short>();
private int numPlayers = 0;
GameObject obj;
[UnityTest]
public IEnumerator LocalClientSpawnsMultiplePlayersTest()
{
NetworkClient.ShutdownAll();
NetworkServer.Reset();
SetupPrefabs();
StartServer();
StartLocalClient(kPlayerCount);
while (m_ReadyPlayers.Count != kPlayerCount)
{
yield return null;
}
ClientScene.DestroyAllClientObjects();
yield return null;
NetworkServer.Destroy(obj);
NetworkServer.Destroy(playerObj);
}
public override void OnServerReady(GameObject player)
{
obj = (GameObject)Instantiate(rockPrefab, Vector3.zero, Quaternion.identity);
NetworkServer.Spawn(obj);
// rock + this player
Assert.AreEqual(numPlayers + 2, numStartServer);
Assert.AreEqual(numPlayers + 2, numStartClient);
numPlayers += 2;
}
public override void OnClientReady(short playerId)
{
// Sanity check. Make sure these are unique player IDs each time
if (!m_ReadyPlayers.Contains(playerId))
{
m_ReadyPlayers.Add(playerId);
}
else
{
Assert.Fail("Player with such Id already exist");
}
}
}
#pragma warning restore 618