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@@ -444,11 +444,11 @@ namespace UnitTest
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// before we detach, the level should contain 1 entity (the container entity) and 1 instance (of the car)
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int count = 0;
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- levelInstance->get().GetEntityIds([&count](AZ::EntityId entityId) { count++; return true; });
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+ levelInstance->get().GetEntityIds([&count](AZ::EntityId) { count++; return true; });
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EXPECT_EQ(count, 1); // expect 1 real entity, that is, the container for the car.
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count = 0;
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- levelInstance->get().GetNestedInstances([&count](AZStd::unique_ptr<Instance>& instance) { count++; });
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+ levelInstance->get().GetNestedInstances([&count](AZStd::unique_ptr<Instance>&) { count++; });
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EXPECT_EQ(count, 1); // expect 1 instance of another prefab (The the car)
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// Detach the car prefab.
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@@ -459,11 +459,11 @@ namespace UnitTest
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// after we detach, the level should contain 3 entities (2 of them real entities, one of them an instance container)
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count = 0;
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- levelInstance->get().GetEntityIds([&count](const AZ::EntityId& entityId) { count++; return true; });
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+ levelInstance->get().GetEntityIds([&count](const AZ::EntityId&) { count++; return true; });
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EXPECT_EQ(count, 3); // expect 2 REAL entities.
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count = 0;
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- levelInstance->get().GetNestedInstances([&count](AZStd::unique_ptr<Instance>& instance) { count++; });
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+ levelInstance->get().GetNestedInstances([&count](AZStd::unique_ptr<Instance>&) { count++; });
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EXPECT_EQ(count, 1); // expect 1 instance of another prefab (the wheel)
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// Validate child entity order under the level after detaching the car prefab. Should be engine, wheel, battery.
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