forked from BilalY/Rasagar
117 lines
5.4 KiB
C#
117 lines
5.4 KiB
C#
#if UNITY_2022_2_OR_NEWER
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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using Unity.AI.Navigation.Updater;
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using NavMeshBuilder = UnityEditor.AI.NavMeshBuilder;
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namespace Unity.AI.Navigation.Editor.Tests
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{
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[Description("Tests suite related to the systems used to convert editor data from the legacy NavMesh systems to the modern component-based navigation extension")]
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class ConverterTests
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{
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const string k_RootFolder = "Assets";
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const string k_TestFolder = "ConverterTests";
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const string k_TestFolderPath = k_RootFolder + "/" + k_TestFolder;
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const string k_TestScenePath = k_TestFolderPath + "/ConverterTestsScene.unity";
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const string k_BuildHeightMeshPropertyName = "m_BuildSettings.buildHeightMesh";
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bool m_BuildHeightMeshPreviousValue;
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[OneTimeSetUp]
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public void OneTimeSetUp()
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{
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if (!AssetDatabase.IsValidFolder(k_TestFolderPath))
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AssetDatabase.CreateFolder(k_RootFolder, k_TestFolder);
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Assume.That(AssetDatabase.IsValidFolder(k_TestFolderPath));
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var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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var planeGameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
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#pragma warning disable 618
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GameObjectUtility.SetStaticEditorFlags(planeGameObject, StaticEditorFlags.NavigationStatic);
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#pragma warning restore 618
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EditorSceneManager.SaveScene(scene, k_TestScenePath);
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// Enable desired build settings (build HeightMesh)
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var settingsObject = new SerializedObject(NavMeshBuilder.navMeshSettingsObject);
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Assume.That(settingsObject, Is.Not.Null, "Unable to get the build settings object");
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var buildHeightMeshProperty = settingsObject.FindProperty(k_BuildHeightMeshPropertyName);
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Assume.That(buildHeightMeshProperty, Is.Not.Null, "Unable to get the buildHeightMesh property from the build settings object");
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m_BuildHeightMeshPreviousValue = buildHeightMeshProperty.boolValue;
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buildHeightMeshProperty.boolValue = true;
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settingsObject.ApplyModifiedProperties();
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Assume.That(buildHeightMeshProperty.boolValue, Is.True, "buildHeightMesh property from the build settings object should be true");
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NavMeshBuilder.BuildNavMesh();
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EditorSceneManager.SaveScene(scene, k_TestScenePath);
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Assume.That(NavMeshUpdaterUtility.IsSceneReferencingLegacyNavMesh(k_TestScenePath));
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NavMeshUpdaterUtility.ConvertScene(k_TestScenePath);
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}
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[Test]
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public void Converter_AfterConversion_SceneNavMeshAssetIsGone()
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{
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var navMeshOwnedByScene = NavMeshUpdaterUtility.IsSceneReferencingLegacyNavMesh(k_TestScenePath);
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Assert.IsFalse(navMeshOwnedByScene, "Converted scene should not own a NavMesh after conversion");
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}
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[Test]
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public void Converter_AfterConversion_NavMeshSurfaceIsPresent()
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{
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var surface = Object.FindAnyObjectByType<NavMeshSurface>();
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Assert.IsNotNull(surface, "Unable to find a NavMesh surface, it should have been created by the conversion");
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}
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[Test]
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public void Converter_AfterConversion_NavMeshIsPresent()
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{
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var sampleSuccess = NavMesh.SamplePosition(Vector3.zero, out var hit, 1.0f, NavMesh.AllAreas);
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Assert.IsTrue(sampleSuccess && hit.hit, "NavMesh should still be present after conversion");
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}
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[Test]
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public void Converter_AfterConversion_NoNavigationStaticGameObjects()
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{
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var gameObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
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foreach (var gameObject in gameObjects)
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{
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#pragma warning disable 618
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Assert.IsFalse(GameObjectUtility.AreStaticEditorFlagsSet(gameObject, StaticEditorFlags.NavigationStatic), "Objects should not be flagged as NavigationStatic after conversion");
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#pragma warning restore 618
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}
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}
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[Test]
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public void Converter_AfterConversion_HeightMeshIsPresent()
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{
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var surface = Object.FindAnyObjectByType<NavMeshSurface>();
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Assume.That(surface, Is.Not.Null, "Unable to find a NavMesh surface, it should have been created by the conversion");
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Assert.IsTrue(surface.buildHeightMesh, "A scene NavMesh built with HeightMesh should be converted to a surface with the buildHeightMesh option enabled");
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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if (AssetDatabase.IsValidFolder(k_TestFolderPath))
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AssetDatabase.DeleteAsset(k_TestFolderPath);
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// Restore build settings value
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var settingsObject = new SerializedObject(NavMeshBuilder.navMeshSettingsObject);
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Assume.That(settingsObject, Is.Not.Null, "Unable to get the build settings object");
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var buildHeightMeshProperty = settingsObject.FindProperty(k_BuildHeightMeshPropertyName);
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Assume.That(buildHeightMeshProperty, Is.Not.Null, "Unable to get the buildHeightMesh property from the build settings object");
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buildHeightMeshProperty.boolValue = m_BuildHeightMeshPreviousValue;
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settingsObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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