< Summary

Class:SceneControllerBridge
Assembly:DCL.Runtime
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/WorldRuntime/Bridge/SceneControllerBridge.cs
Covered lines:0
Uncovered lines:11
Coverable lines:11
Total lines:32
Line coverage:0% (0 of 11)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
LoadParcelScenes(...)0%2100%
SendSceneMessage(...)0%2100%
UnloadScene(...)0%2100%
AnalyzeLoadingHUDState()0%30500%
CreateGlobalScene(...)0%2100%
UpdateParcelScenes(...)0%2100%
BuilderReady()0%2100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/WorldRuntime/Bridge/SceneControllerBridge.cs

#LineLine coverage
 1using System.Collections;
 2using DCL;
 3using UnityEngine;
 4
 5public class SceneControllerBridge : MonoBehaviour
 6{
 07    public void LoadParcelScenes(string payload) { Environment.i.world.sceneController.LoadParcelScenes(payload); }
 8
 09    public void SendSceneMessage(string payload) { Environment.i.world.sceneController.SendSceneMessage(payload); }
 10
 11    public void UnloadScene(string sceneId)
 12    {
 013        StartCoroutine(AnalyzeLoadingHUDState(sceneId));
 014    }
 15
 16    IEnumerator AnalyzeLoadingHUDState(string sceneId)
 17    {
 018        if(DataStore.i.HUDs.loadingHUD.fadeIn.Get())
 19        {
 020            yield return new UnityEngine.WaitUntil(() => CommonScriptableObjects.isLoadingHUDOpen.Get());
 21
 22        }
 023        Environment.i.world.sceneController.UnloadScene(sceneId);
 024    }
 25
 026    public void CreateGlobalScene(string payload) { Environment.i.world.sceneController.CreateGlobalScene(payload); }
 27
 028    public void UpdateParcelScenes(string payload) { Environment.i.world.sceneController.UpdateParcelScenes(payload); }
 29
 30    // TODO: Move to Builder Bridge
 031    public void BuilderReady() { UnityEngine.SceneManagement.SceneManager.LoadScene("BuilderScene", UnityEngine.SceneMan
 32}