Rasagar/Library/PackageCache/com.unity.ai.navigation/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
2024-08-26 23:07:20 +03:00

907 lines
42 KiB
C#

//#define KEEP_ARTIFACTS_FOR_INSPECTION
//#define ENABLE_TEST_LOGS
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
#if !UNITY_2021_2_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
#endif
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.AI.Navigation.Editor.Tests
{
[Category("PrefabsWithNavMeshComponents")]
class NavMeshSurfaceInPrefabTests
{
const string k_AutoSaveKey = "AutoSave";
const string k_ParentFolder = "Assets";
const string k_TempFolderName = "TempPrefab";
static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);
const int k_GrayArea = 7;
const int k_BrownArea = 10;
const int k_RedArea = 18;
const int k_OrangeArea = 26;
const int k_YellowArea = 30;
const int k_PrefabDefaultArea = k_YellowArea;
static bool s_EnterPlayModeOptionsEnabled;
static EnterPlayModeOptions s_EnterPlayModeOptions;
[SerializeField]
string m_PrefabPath;
[SerializeField]
string m_PreviousScenePath;
[SerializeField]
string m_TempScenePath;
[SerializeField]
int m_TestCounter;
[SerializeField]
GameObject m_MainInstance;
[SerializeField]
GameObject m_SecondInstance;
#if KEEP_ARTIFACTS_FOR_INSPECTION
const bool k_KeepSceneObjects = true;
#else
const bool k_KeepSceneObjects = false;
#endif
[OneTimeSetUp]
public void OneTimeSetup()
{
// Skip the entire setup phase that runs again each time an editor test enters playmode
if (EditorApplication.isPlaying)
return;
AssetDatabase.DeleteAsset(k_TempFolder);
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
Assume.That(folderGUID, Is.Not.Empty);
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
StageUtility.GoToMainStage();
m_PreviousScenePath = SceneManager.GetActiveScene().path;
m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshSurfacePrefabTestsScene.unity");
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
EditorSceneManager.OpenScene(m_TempScenePath);
s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
EditorSettings.enterPlayModeOptionsEnabled = true;
EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
if (EditorApplication.isPlaying)
return;
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
StageUtility.GoToMainStage();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
if (string.IsNullOrEmpty(m_PreviousScenePath))
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;
#if !KEEP_ARTIFACTS_FOR_INSPECTION
AssetDatabase.DeleteAsset(k_TempFolder);
#endif
}
[UnitySetUp]
public IEnumerator SetupNewPrefabWithNavMesh()
{
if (EditorApplication.isPlaying)
yield break;
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = "NavMeshSurface" + (++m_TestCounter) + "Prefab";
var surface = plane.AddComponent<NavMeshSurface>();
surface.collectObjects = CollectObjects.Children;
m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
Object.DestroyImmediate(plane);
AssetDatabase.OpenAsset(planePrefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_PrefabDefaultArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
NavMesh.RemoveAllNavMeshData();
yield return null;
}
[UnityTearDown]
public IEnumerator TearDownAndReturnToMainStage()
{
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
TestUtility.EliminateFromScene(ref m_MainInstance, k_KeepSceneObjects);
TestUtility.EliminateFromScene(ref m_SecondInstance, k_KeepSceneObjects);
yield return null;
}
static void TestNavMeshExistsAloneAtPosition(int expectedArea, Vector3 pos)
{
var expectedAreaMask = 1 << expectedArea;
#if ENABLE_TEST_LOGS
var areaExists = HasNavMeshAtPosition(pos, expectedAreaMask);
var otherAreasExist = HasNavMeshAtPosition(pos, ~expectedAreaMask);
Debug.Log(" mask=" + expectedAreaMask.ToString("x8") + " area " + expectedArea +
" Exists=" + areaExists + " otherAreasExist=" + otherAreasExist + " at position " + pos);
if (otherAreasExist)
{
for (var i = 0; i < 32; i++)
{
if (i == expectedArea)
continue;
var thisOtherAreaExists = HasNavMeshAtPosition(pos, 1 << i);
if (thisOtherAreaExists)
{
Debug.Log(" _another area that exists here " + i);
}
}
}
#endif
Assert.IsTrue(HasNavMeshAtPosition(pos, expectedAreaMask), "Expected NavMesh with area {0} at position {1}.", expectedArea, pos);
Assert.IsFalse(HasNavMeshAtPosition(pos, ~expectedAreaMask), "A NavMesh with an area other than {0} exists at position {1}.", expectedArea, pos);
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenOpenedInPrefabMode_DoesNotActivateItsNavMesh(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
NavMesh.SamplePosition(Vector3.zero, out var hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active under any circumstances.");
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_DoesNotActivateItsNavMesh(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
PrefabSavingUtil.SavePrefab(prefabStage);
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
NavMesh.SamplePosition(Vector3.zero, out var hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
PrefabSavingUtil.SavePrefab(prefabStage);
NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_LeavesMainSceneUntouched(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
Assume.That(HasNavMeshAtPosition(Vector3.zero), Is.False);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
Assume.That(prefabStage, Is.Not.Null);
Assume.That(prefabStage.prefabContentsRoot, Is.Not.Null);
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
Assert.AreNotSame(initialPrefabNavMeshData, prefabSurface.navMeshData);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
yield return null;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, NavMesh.AllAreas, 0, 1000.0f));
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstantiated_ReferencesTheSameNavMeshData(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
var instanceNavMeshData = instanceSurface.navMeshData;
var clonePosition = new Vector3(20, 0, 0);
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
Assume.That(m_SecondInstance, Is.Not.Null);
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceCloneSurface, Is.Not.Null);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
Assert.AreSame(instanceNavMeshData, instanceCloneNavMeshData);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
Assume.That(prefabStage, Is.Not.Null);
Assume.That(prefabStage.prefabContentsRoot, Is.Not.Null);
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreSame(prefabNavMeshData, instanceNavMeshData);
StageUtility.GoToMainStage();
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstantiatedAndCleared_InstanceHasEmptyNavMeshData(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface.navMeshData != null, "NavMeshSurface in prefab instance must have NavMeshData.");
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
PrefabSavingUtil.SavePrefab(prefabStage);
if (EditorApplication.isPlaying)
{
yield return new ExitPlayMode();
instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
}
StageUtility.GoToMainStage();
Assert.IsTrue(instanceSurface.navMeshData == null,
"After the NavMeshSurface in the prefab has been cleared the prefab instance should no longer hold NavMeshData.");
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenBakesNewNavMesh_UpdatesTheInstance(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceOne");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
AssetDatabase.OpenAsset(prefab);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
m_SecondInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceTwo");
// Reactivate the object to apply the change of position immediately
m_SecondInstance.SetActive(false);
m_SecondInstance.transform.position = new Vector3(20, 0, 0);
m_SecondInstance.SetActive(true);
// Check that the second prefab instance has the new prefab area type
TestNavMeshExistsAloneAtPosition(k_RedArea, m_SecondInstance.transform.position);
// Only in edit mode, check that the prefab change has been picked up by the first instance
if (!EditorApplication.isPlaying)
{
TestNavMeshExistsAloneAtPosition(k_RedArea, m_MainInstance.transform.position);
// Modify the first instance
var instanceOneSurface = m_MainInstance.GetComponent<NavMeshSurface>();
yield return TestUtility.BakeNavMeshAsync(instanceOneSurface, k_BrownArea);
// Check that the first prefab instance kept its modified area type
TestNavMeshExistsAloneAtPosition(k_BrownArea, m_MainInstance.transform.position);
}
else
{
// After the prefab has been saved the running prefab instance should still have the old NavMeshData
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
}
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRebaked_HasDifferentNavMeshData(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
var clonePosition = new Vector3(20, 0, 0);
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
Assume.That(m_SecondInstance, Is.Not.Null);
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
var mainSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(mainSurface, Is.Not.Null);
yield return TestUtility.BakeNavMeshAsync(mainSurface, k_RedArea);
var mainNavMeshData = mainSurface.navMeshData;
TestNavMeshExistsAloneAtPosition(k_RedArea, m_MainInstance.transform.position);
// For when multiple instances of the same NavMesh prefab modify their data in playmode the behavior is currently undefined
if (runMode != RunMode.PlayMode)
{
var cloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
Assert.IsTrue(cloneSurface.navMeshData != null, "The clone should still have NavMesh data.");
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask), "The clone should still reference the prefab's data.");
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
}
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreNotSame(mainNavMeshData, prefabNavMeshData);
if (runMode != RunMode.PlayMode)
{
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceCloneSurface, Is.Not.Null);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
Assert.AreNotSame(instanceCloneNavMeshData, mainNavMeshData);
Assert.That(instanceCloneNavMeshData, Is.EqualTo(prefabNavMeshData));
}
StageUtility.GoToMainStage();
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_InstanceHasEmptyNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
var clonePosition = new Vector3(20, 0, 0);
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
Assume.That(m_SecondInstance, Is.Not.Null);
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceCloneSurface, Is.Not.Null);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreNotSame(prefabNavMeshData, instanceSurface.navMeshData);
Assert.AreNotSame(instanceCloneNavMeshData, instanceSurface.navMeshData);
Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_PrefabKeepsNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
var initialPrefabNavMeshData = instanceSurface.navMeshData;
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(prefabNavMeshData != null,
"NavMeshSurface in the prefab must still have NavMeshData even though the instance was cleared.");
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButInstanceModified_DoesNotChangeDataReferencedByInstance(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
var instanceNavMeshData = instanceSurface.navMeshData;
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.IsTrue(prefabNavMeshData != null,
"NavMeshSurface in prefab must have NavMeshData after baking, saving, closing and reopening.");
Assert.AreNotSame(instanceNavMeshData, prefabNavMeshData);
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
Assert.AreSame(instanceNavMeshData, instanceSurface.navMeshData);
if (EditorApplication.isPlaying)
yield return new ExitPlayMode();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_RevertsToTheInitialNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
var initialPrefabNavMeshAssetPath = AssetDatabase.GetAssetPath(initialPrefabNavMeshData);
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
Assert.AreNotSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
var prefabNavMeshAssetPath = AssetDatabase.GetAssetPath(prefabNavMeshData);
StringAssert.AreEqualIgnoringCase(initialPrefabNavMeshAssetPath, prefabNavMeshAssetPath,
"The NavMeshData asset referenced by the prefab should remain the same when exiting prefab mode without saving.");
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_TheRebakedAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
var rebakedAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
Assert.IsTrue(File.Exists(rebakedAssetPath), "NavMeshData file must exist. ({0})", rebakedAssetPath);
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
Assert.IsFalse(File.Exists(rebakedAssetPath), "NavMeshData file still exists after discarding the changes. ({0})", rebakedAssetPath);
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebaked_TheOldAssetExistsUntilSavingAndNotAfter()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialNavMeshData = prefabSurface.navMeshData;
var initialAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
Assume.That(initialNavMeshData != null, "Prefab must have some NavMeshData.");
Assume.That(File.Exists(initialAssetPath), Is.True, "NavMeshData file must exist. ({0})", initialAssetPath);
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
Assert.IsTrue(initialNavMeshData != null, "The initial NavMeshData must still exist immediately after prefab re-bake.");
Assert.IsTrue(File.Exists(initialAssetPath), "The initial NavMeshData file must exist after prefab re-bake. ({0})", initialAssetPath);
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
var unsavedRebakedNavMeshData = prefabSurface.navMeshData;
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_OrangeArea);
// Assert.IsNull would return a wrong result here (e.g. Expected: null But was: <null>)
Assert.IsTrue(unsavedRebakedNavMeshData == null,"An unsaved NavMeshData should not exist after a re-bake.");
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
PrefabSavingUtil.SavePrefab(prefabStage);
Assert.IsFalse(File.Exists(initialAssetPath), "NavMeshData file still exists after saving. ({0})", initialAssetPath);
Assert.IsTrue(initialNavMeshData == null, "The initial NavMeshData must no longer exist after saving the prefab.");
// This code is still reachable because initialNavMeshData has been affected by BakeNavMeshAsync()
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedAndAutoSaved_InstanceHasTheNewNavMeshData()
{
var wasAutoSave = PrefabStageAutoSavingUtil.GetPrefabStageAutoSave();
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(true);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
Assert.AreSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(wasAutoSave);
yield return null;
}
[Ignore("Currently the deletion of the old asset must be done manually.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_TheOldAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
var initialInstanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
Assert.IsTrue(File.Exists(initialInstanceAssetPath), "Prefab's NavMeshData file must exist. ({0})", initialInstanceAssetPath);
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
Assert.IsTrue(File.Exists(initialInstanceAssetPath),
"Prefab's NavMeshData file exists after the instance has changed. ({0})", initialInstanceAssetPath);
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
Assert.IsFalse(File.Exists(initialInstanceAssetPath),
"Prefab's NavMeshData file still exists after the changes from the instance have been applied back to the prefab. ({0})",
initialInstanceAssetPath);
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_UpdatedAccordingToInstance()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceOne");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
m_SecondInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceTwo");
// reactivate the object to apply the change of position immediately
m_SecondInstance.SetActive(false);
m_SecondInstance.transform.position = new Vector3(20, 0, 0);
m_SecondInstance.SetActive(true);
var instanceOneSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceOneSurface, Is.Not.Null);
yield return TestUtility.BakeNavMeshAsync(instanceOneSurface, k_RedArea);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_SecondInstance.transform.position);
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
TestNavMeshExistsAloneAtPosition(k_RedArea, m_SecondInstance.transform.position);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
TestNavMeshExistsAloneAtPosition(k_GrayArea, Vector3.zero);
TestNavMeshExistsAloneAtPosition(k_GrayArea, m_SecondInstance.transform.position);
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterClearedInstanceAppliedBack_HasEmptyData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
Assert.IsTrue(prefabSurface.navMeshData == null,
"Prefab should have empty NavMeshData when empty data has been applied back from the instance.");
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_InstanceIsLikePrefab()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
PrefabUtility.RevertPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
yield return null;
}
[Ignore("Deletion of the old asset is expected to be done manually for the time being.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_TheInstanceAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
Assume.That(instanceSurface, Is.Not.Null);
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
var instanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
Assert.IsTrue(File.Exists(instanceAssetPath), "Instance's NavMeshData file must exist. ({0})", instanceAssetPath);
PrefabUtility.RevertPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
Assert.IsFalse(File.Exists(instanceAssetPath), "Instance's NavMeshData file still exists after revert. ({0})", instanceAssetPath);
yield return null;
}
[Ignore("The expected behaviour has not been decided.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenDeleted_InstancesMakeCopiesOfData(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
yield return null;
Assert.Fail("not implemented yet");
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenBakingInPrefabModeScene_CollectsOnlyPrefabModeSceneObjects(
[Values(RunMode.EditMode, RunMode.PlayMode)]
RunMode runMode)
{
m_SecondInstance = GameObject.CreatePrimitive(PrimitiveType.Plane);
var goName = "MainScenePlane" + m_TestCounter;
m_SecondInstance.name = goName;
m_SecondInstance.transform.localScale = new Vector3(100, 1, 100);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
if (runMode == RunMode.PlayMode)
yield return new EnterPlayMode();
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
prefabSurface.collectObjects = CollectObjects.All;
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
if (EditorApplication.isPlaying)
{
yield return new ExitPlayMode();
m_SecondInstance = GameObject.Find(goName);
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
}
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "PrefabInstance" + m_TestCounter);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
var posNearby = new Vector3(20, 0, 0);
Assert.IsFalse(HasNavMeshAtPosition(posNearby, 1 << k_RedArea),
"NavMesh with the prefab's area exists at position {1}, outside the prefab's plane. ({0})",
k_RedArea, posNearby);
yield return null;
}
public static bool HasNavMeshAtPosition(Vector3 pos, int areaMask = NavMesh.AllAreas, int agentTypeId = 0, float range = 0.1f)
{
var filter = new NavMeshQueryFilter
{
areaMask = areaMask,
agentTypeID = agentTypeId
};
var result = NavMesh.SamplePosition(pos, out _, range, filter);
return result;
}
}
}