forked from BilalY/Rasagar
64 lines
2.2 KiB
C#
64 lines
2.2 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.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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[Category("RegressionTest")]
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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 AgentVelocityTestAfterOffMeshLink : OffMeshLinkTestBase
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{
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readonly string k_SceneName = "OffMeshLinkTwoPlanesScene";
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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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}
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })]
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public IEnumerator Agent_AfterTraversingOffMeshLink_HasVelocityAlignedWithTheLink()
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{
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var link = CreateBiDirectionalLink(true);
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m_Agent.transform.position = link.startTransform.position + new Vector3(3, 0, 3);
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m_Agent.SetDestination(link.endTransform.position + new Vector3(-3, 0, 3));
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yield return null;
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while (!m_Agent.isOnOffMeshLink)
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yield return null;
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while (m_Agent.isOnOffMeshLink)
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yield return null;
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yield return 0;
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var agentMoveDir = m_Agent.velocity;
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agentMoveDir.y = 0;
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agentMoveDir = agentMoveDir.normalized;
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var linkDir = link.endTransform.position - link.startTransform.position;
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linkDir.y = 0;
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linkDir = linkDir.normalized;
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// Get the angle in degrees between the direction vectors.
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var angle = Vector3.Angle(linkDir, agentMoveDir);
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Assert.That(angle, Is.LessThan(5.0f), "Agent Velocity is not aligned with the off-mesh link.");
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}
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[UnityTearDown]
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public IEnumerator UnityTearDown()
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{
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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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