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- 在Architecture类中添加GameContext.Bind调用以绑定架构上下文 - 创建GameContext类用于管理架构上下文实例的注册和获取 - 实现架构上下文的绑定、获取、查找和移除功能 - 更新ContextAwareGenerator生成器以使用懒加载方式获取上下文 - 在测试架构中添加就绪事件注册功能 - 添加架构上下文按类型注册的测试用例
67 lines
1.7 KiB
C#
67 lines
1.7 KiB
C#
using System.Reflection;
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using GFramework.Core.Abstractions.enums;
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using GFramework.Core.architecture;
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using GFramework.Core.Tests.architecture;
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using GFramework.Core.Tests.model;
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using GFramework.Core.Tests.system;
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using NUnit.Framework;
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namespace GFramework.Core.Tests.tests;
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[TestFixture]
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[NonParallelizable]
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public class ArchitectureInitializationTests
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{
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[SetUp]
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public void SetUp()
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{
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_architecture = new TestArchitecture();
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}
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[TearDown]
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public void TearDown()
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{
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_architecture!.Destroy();
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_architecture = null;
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}
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private TestArchitecture? _architecture;
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[Test]
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public void Architecture_Should_Initialize_All_Components_Correctly()
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{
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// Act
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_architecture!.Initialize();
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// Assert
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Assert.That(_architecture.InitCalled, Is.True);
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Assert.That(_architecture.Runtime, Is.Not.Null);
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var phaseProperty = typeof(Architecture)
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.GetProperty("CurrentPhase", BindingFlags.Instance | BindingFlags.NonPublic);
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var phase = (ArchitecturePhase)phaseProperty!.GetValue(_architecture)!;
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Assert.That(phase, Is.EqualTo(ArchitecturePhase.Ready));
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var context = _architecture.Context;
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var model = context.GetModel<TestModel>();
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Assert.That(model, Is.Not.Null);
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Assert.That(model!.Inited, Is.True);
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var system = context.GetSystem<TestSystem>();
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Assert.That(system, Is.Not.Null);
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Assert.That(system!.Inited, Is.True);
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}
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[Test]
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public void Architecture_Should_Register_Context_By_Type()
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{
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// Act
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_architecture!.Initialize();
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var ctx = GameContext.GetByType(_architecture!.GetType());
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Assert.That(ctx, Is.Not.Null);
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}
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} |