Rasagar/Library/PackageCache/com.unity.ai.navigation/Tests/Runtime/OffMeshLinkTests/AgentCustomLinkMovement.cs

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2024-08-26 13:07:20 -07:00
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using UnityEngine.TestTools.Utils;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[Category("RegressionTest")]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class AgentCustomLinkMovement : OffMeshLinkTestBase
{
const string k_SceneName = "OffMeshLinkTwoPlanesScene";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })] //MTT-4133 Fails on Dedicated Server
public IEnumerator Agent_WithoutAutoTraverseOnOffMeshLink_DoesNotMoveByItself()
{
var link = CreateBiDirectionalLink(true);
m_Agent.autoTraverseOffMeshLink = false;
m_Agent.baseOffset = 1.0f;
m_Agent.transform.position = link.startTransform.position;
var hasDestination = m_Agent.SetDestination(link.endTransform.position);
Assert.That(hasDestination, Is.True, "NavMeshAgent destination has not been set.");
yield return null;
Assert.That(m_Agent.isOnOffMeshLink, Is.True, "NavMeshAgent is currently not positioned on NavMeshLink.");
// Move to gap between the navmeshes connected by the NavMeshLink
var midAirPosition = new Vector3(17.71f, 3.92f, -6.66f);
m_Agent.transform.position = midAirPosition;
yield return null;
// Ensure the agent stays at this position - as 'autoTraverseOffMeshLink' is false
Assert.That(m_Agent.transform.position, Is.EqualTo(midAirPosition).Using(new Vector3EqualityComparer(0.01f)), "NavMeshAgent should be at midAirPosition.");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}