forked from BilalY/Rasagar
73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
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using NUnit.Framework;
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using UnityEngine;
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[TestFixture]
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public class TerrainFloatMinMaxValueTests
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{
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private TerrainFloatMinMaxValue m_minMaxFloat;
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[SetUp]
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public void SetUp()
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{
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m_minMaxFloat = new TerrainFloatMinMaxValue(new GUIContent("test"), 5, 0,10);
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}
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[Test]
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public void MinMax()
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{
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// setting min value higher than current value sets current value to min
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m_minMaxFloat.minValue = 6;
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Assert.That(m_minMaxFloat.value, Is.EqualTo(6));
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// setting max less than value should modify value
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m_minMaxFloat.minValue = 0;
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m_minMaxFloat.maxValue = 4;
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Assert.That(m_minMaxFloat.value, Is.EqualTo(4));
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}
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[Test]
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public void MinMaxChangePaired()
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{
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// setting min value higher than current value sets current value to min
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m_minMaxFloat.minValue = 11;
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Assert.That(m_minMaxFloat.value, Is.EqualTo(11));
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Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(11));
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// setting min value higher than current value sets current value to min
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m_minMaxFloat.maxValue = 9;
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Assert.That(m_minMaxFloat.value, Is.EqualTo(9));
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Assert.That(m_minMaxFloat.minValue, Is.EqualTo(9));
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}
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[Test]
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public void MaxClamp()
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{
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// test clamping max
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m_minMaxFloat.shouldClampMax = true;
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m_minMaxFloat.maxClamp = 10;
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m_minMaxFloat.maxValue = 11;
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Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(10));
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// clear clamp
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m_minMaxFloat.shouldClampMax = false;
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m_minMaxFloat.maxValue = 11;
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Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(11));
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}
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[Test]
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public void MinClamp()
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{
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// test clamping max
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m_minMaxFloat.shouldClampMin = true;
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m_minMaxFloat.minClamp = 0;
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m_minMaxFloat.minValue = -1;
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Assert.That(m_minMaxFloat.minValue, Is.EqualTo(0));
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// clear clamp
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m_minMaxFloat.shouldClampMin = false;
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m_minMaxFloat.maxValue = -1;
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Assert.That(m_minMaxFloat.minValue, Is.EqualTo(-1));
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}
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}
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