forked from BilalY/Rasagar
86 lines
3.6 KiB
C#
86 lines
3.6 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(CurrentNextOffMeshLinkDataSetUp))]
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[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(CurrentNextOffMeshLinkDataSetUp))]
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class CurrentNextOffMeshLinkData
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{
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const string k_SceneName = "OffMeshLinkTest";
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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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[Explicit("Unstable test")]
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public IEnumerator Agent_TraversingOffMeshLink_ReportsCorrectCurrentAndNextLink()
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{
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var agent = GameObject.Find("Agent").GetComponent<NavMeshAgent>();
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var offMeshLink = GameObject.Find("Plane1").GetComponent<NavMeshLink>();
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var target = GameObject.Find("Plane2").transform;
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Assert.That(offMeshLink, Is.Not.Null, "Didn't find Off-mesh link");
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Assert.That(agent, Is.Not.Null, "Didn't find NavMeshAgent");
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var destinationSet = agent.SetDestination(target.position);
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agent.speed *= 10;
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Assert.That(destinationSet, Is.True, "NavMeshAgent's destination position is not set");
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// Wait for path calculation
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yield return null;
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// Before link
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while (!agent.isOnOffMeshLink)
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{
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Assert.That(agent.currentOffMeshLinkData.valid, Is.False, "Before link : agent.currentOffMeshLinkData is valid");
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AssertValidOffMeshLinkData(agent.nextOffMeshLinkData, offMeshLink);
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yield return null;
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}
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// On link
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while (agent.isOnOffMeshLink)
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{
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Assert.That(agent.nextOffMeshLinkData.valid, Is.False, "On link : agent.nextOffMeshLinkData is valid");
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AssertValidOffMeshLinkData(agent.currentOffMeshLinkData, offMeshLink);
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yield return null;
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}
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// After link
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Assert.That(agent.currentOffMeshLinkData.valid, Is.False, "After link : agent.currentOffMeshLinkData is valid");
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Assert.That(agent.nextOffMeshLinkData.valid, Is.False, "After link : agent.nextOffMeshLinkData is valid");
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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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static void AssertValidOffMeshLinkData(OffMeshLinkData offMeshLinkData, NavMeshLink offMeshLink)
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{
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// Double check to avoid spamming success in log-file (decreasing tests performance)
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Assert.That(offMeshLinkData.valid, Is.True, "OffMeshLinkData should be valid.");
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Assert.That(offMeshLinkData.activated, Is.True, "OffMeshLinkData should be activated.");
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Assert.That(offMeshLinkData.linkType, Is.EqualTo(OffMeshLinkType.LinkTypeManual), "OffMeshLinkData's linkType should be Manual.");
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Assert.That(offMeshLinkData.owner, Is.EqualTo(offMeshLink), "OffMeshLinkData should reference the NavMeshLink in the scene as the owner object.");
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#pragma warning disable CS0618
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Assert.That(offMeshLinkData.offMeshLink, Is.Null, "OffMeshLinkData should not reference any legacy OffMeshLink in the scene.");
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#pragma warning restore CS0618
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}
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}
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}
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