135 lines
5.6 KiB
C#
135 lines
5.6 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Cinemachine;
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namespace Tests.Runtime
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{
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public class BrainTargetOverrideTests : CinemachineFixtureBase
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{
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GameObject m_CameraHolderWithBrain, m_CameraHolderWithoutBrain, m_GoWithBrain, m_GoWithoutBrain;
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CinemachineVirtualCamera m_Vcam;
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GameObject m_FollowObject;
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CinemachineBrain m_BrainAlone, m_BrainAlone2;
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[SetUp]
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public override void SetUp()
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{
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m_CameraHolderWithBrain = CreateGameObject("MainCamera 1", typeof(Camera), typeof(CinemachineBrain));
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m_CameraHolderWithoutBrain = CreateGameObject("MainCamera 2", typeof(Camera));
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m_BrainAlone = CreateGameObject("BrainAlone for MainCamera 2", typeof(CinemachineBrain)).GetComponent<CinemachineBrain>();
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m_BrainAlone.ControlledObject = m_CameraHolderWithoutBrain;
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m_GoWithBrain = CreateGameObject("Empty 1", typeof(CinemachineBrain));
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m_GoWithoutBrain = CreateGameObject("Empty 2");
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m_BrainAlone2 = CreateGameObject("BrainAlone for Empty 2", typeof(CinemachineBrain)).GetComponent<CinemachineBrain>();
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m_BrainAlone2.ControlledObject = m_GoWithoutBrain;
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m_Vcam = CreateGameObject("CM Vcam", typeof(CinemachineVirtualCamera)).GetComponent<CinemachineVirtualCamera>();
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m_Vcam.Priority = 100;
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m_FollowObject = CreateGameObject("Follow Object");
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base.SetUp();
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}
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Vector3 m_Delta = new Vector3(10, 0, 0);
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IEnumerator CheckThatBrainsAreControllingTheirTargets()
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{
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m_FollowObject.transform.position += m_Delta;
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yield return null;
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AreBrainControlledTransformsTheSame();
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m_FollowObject.transform.position += m_Delta;
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yield return null;
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AreBrainControlledTransformsTheSame();
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void AreBrainControlledTransformsTheSame()
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{
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Assert.That(m_CameraHolderWithBrain.GetComponent<Camera>().fieldOfView == m_CameraHolderWithoutBrain.GetComponent<Camera>().fieldOfView, Is.True);
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Assert.That(EqualTransforms(m_CameraHolderWithBrain.transform, m_CameraHolderWithoutBrain.transform), Is.True);
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Assert.That(EqualTransforms(m_CameraHolderWithBrain.transform, m_GoWithBrain.transform), Is.True);
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Assert.That(EqualTransforms(m_CameraHolderWithBrain.transform, m_GoWithoutBrain.transform), Is.True);
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bool EqualTransforms(Transform a, Transform b) => a.position == b.position && a.rotation == b.rotation;
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}
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}
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IEnumerator CheckDisconnectedBrains()
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{
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m_BrainAlone.ControlledObject = null;
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m_BrainAlone2.ControlledObject = null;
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m_FollowObject.transform.position += m_Delta;
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yield return null;
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var position = m_CameraHolderWithBrain.transform.position;
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Assert.That(position == m_CameraHolderWithoutBrain.transform.position, Is.False);
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Assert.That(position == m_GoWithoutBrain.transform.position, Is.False);
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}
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[UnityTest]
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public IEnumerator DoNothing()
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{
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m_Vcam.m_Lens.FieldOfView = 50;
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yield return CheckThatBrainsAreControllingTheirTargets();
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}
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[UnityTest]
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public IEnumerator ThirdPerson()
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{
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m_Vcam.AddCinemachineComponent<Cinemachine3rdPersonFollow>();
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m_Vcam.m_Lens.FieldOfView = 50;
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m_Vcam.Follow = m_FollowObject.transform;
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yield return CheckThatBrainsAreControllingTheirTargets();
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yield return CheckDisconnectedBrains();
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}
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[UnityTest]
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public IEnumerator FramingTransposer()
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{
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var component = m_Vcam.AddCinemachineComponent<CinemachineFramingTransposer>();
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component.m_XDamping = 0;
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component.m_YDamping = 0;
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component.m_ZDamping = 0;
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component.m_CameraDistance = 1f;
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m_Vcam.Follow = m_FollowObject.transform;
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yield return CheckThatBrainsAreControllingTheirTargets();
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yield return CheckDisconnectedBrains();
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}
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[UnityTest]
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public IEnumerator HardLockToTarget()
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{
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m_Vcam.AddCinemachineComponent<CinemachineHardLockToTarget>();
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m_Vcam.Follow = m_FollowObject.transform;
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yield return CheckThatBrainsAreControllingTheirTargets();
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yield return CheckDisconnectedBrains();
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}
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[UnityTest]
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public IEnumerator OrbTransposer()
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{
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var component = m_Vcam.AddCinemachineComponent<CinemachineOrbitalTransposer>();
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component.m_XDamping = 0;
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component.m_YDamping = 0;
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component.m_ZDamping = 0;
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component.m_FollowOffset = new Vector3(0, 0, 0);
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m_Vcam.Follow = m_FollowObject.transform;
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yield return CheckThatBrainsAreControllingTheirTargets();
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yield return CheckDisconnectedBrains();
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}
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[UnityTest]
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public IEnumerator Transposer()
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{
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var component = m_Vcam.AddCinemachineComponent<CinemachineTransposer>();
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component.m_XDamping = 0;
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component.m_YDamping = 0;
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component.m_ZDamping = 0;
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component.m_FollowOffset = new Vector3(0, 0, 0);
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m_Vcam.Follow = m_FollowObject.transform;
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yield return CheckThatBrainsAreControllingTheirTargets();
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yield return CheckDisconnectedBrains();
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}
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}
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} |