forked from BilalY/Rasagar
83 lines
3.4 KiB
C#
83 lines
3.4 KiB
C#
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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namespace Unity.AI.Navigation.Tests
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{
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[TestFixture]
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[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
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[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
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class OffMeshLinkMultipleAddComponent
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{
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const string k_SceneName = "OffMeshLinkTwoPlanesScene";
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GameObject m_LinkGO;
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[UnitySetUp]
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public IEnumerator UnitySetUp()
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{
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yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
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yield return null;
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
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m_LinkGO = new GameObject("OffMeshLinkMultipleAddComponent");
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}
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[Test]
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[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })]
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public void OffMeshLink_WhenMultipleAddedToGameObject_AreAllUsable()
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{
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var a = GameObject.Find("plane1").GetComponent<Transform>();
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var b = GameObject.Find("plane2").GetComponent<Transform>();
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Assert.That(a, Is.Not.Null, "Plane1 is missing.");
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Assert.That(b, Is.Not.Null, "Plane2 is missing.");
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var pathAB = new NavMeshPath();
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var pathBA = new NavMeshPath();
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var foundAB = NavMesh.CalculatePath(a.position, b.position, -1, pathAB);
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var foundBA = NavMesh.CalculatePath(b.position, a.position, -1, pathBA);
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Assert.That(foundAB, Is.True, "Found unexpected path A->B.");
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Assert.That(foundBA, Is.True, "Found unexpected path B->A.");
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// Create setup where one GO has two OffMeshLinks with 'Bi Directional' set to false
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AddOneWayLink(a, b);
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AddOneWayLink(b, a);
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// Tests that path a->b and b->a are valid and have same end-points (mirrored).
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foundAB = NavMesh.CalculatePath(a.position, b.position, -1, pathAB);
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foundBA = NavMesh.CalculatePath(b.position, a.position, -1, pathBA);
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Assert.That(foundAB, Is.True, "No path from A->B");
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Assert.That(foundBA, Is.True, "No path from B->A");
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var d1 = Vector3.Distance(pathAB.corners[0], pathBA.corners[pathBA.corners.Length - 1]);
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var d2 = Vector3.Distance(pathAB.corners[pathAB.corners.Length - 1], pathBA.corners[0]);
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Assert.That(d1, Is.EqualTo(0.0f).Within(1e-5f), "Endpoint mismatch: A start -> B end.");
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Assert.That(d2, Is.EqualTo(0.0f).Within(1e-5f), "Endpoint mismatch: B start -> A end.");
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}
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void AddOneWayLink(Transform start, Transform end)
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{
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var offMeshLink = m_LinkGO.AddComponent<NavMeshLink>();
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Assert.That(offMeshLink, Is.Not.Null, "Failed to create NavMeshLink.");
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offMeshLink.bidirectional = false;
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offMeshLink.startTransform = start;
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offMeshLink.endTransform = end;
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// we modified the endpoint references above - now explicitly update positions.
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offMeshLink.UpdateLink();
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}
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[UnityTearDown]
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public IEnumerator UnityTearDown()
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{
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Object.DestroyImmediate(m_LinkGO);
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yield return SceneManager.UnloadSceneAsync(k_SceneName);
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}
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}
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}
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