forked from BilalY/Rasagar
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using System.Collections.Generic;
|
|
using NUnit.Framework;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.AI.Navigation.Editor.Tests
|
|
{
|
|
[TestFixture]
|
|
[Description("Verifies that the desired Navigation editor menus are accessible with the package.")]
|
|
public class NavigationPresenceInMenus
|
|
{
|
|
GameObject m_ComponentsReceiver;
|
|
|
|
[OneTimeSetUp]
|
|
public void OneTimeSetUp()
|
|
{
|
|
// Create an empty game object and select it in order for components menus to be available
|
|
m_ComponentsReceiver = new GameObject("ComponentsReceiver");
|
|
Selection.activeObject = m_ComponentsReceiver;
|
|
}
|
|
|
|
static IEnumerable<string> NavigationMenuItemProvider()
|
|
{
|
|
yield return "Component/Navigation/Nav Mesh Agent";
|
|
yield return "Component/Navigation/Nav Mesh Obstacle";
|
|
yield return "Component/Navigation/NavMeshSurface";
|
|
yield return "Component/Navigation/NavMeshModifierVolume";
|
|
yield return "Component/Navigation/NavMeshModifier";
|
|
yield return "Component/Navigation/NavMeshLink";
|
|
yield return "Window/AI/Navigation";
|
|
}
|
|
|
|
[Test]
|
|
[TestCaseSource(nameof(NavigationMenuItemProvider))]
|
|
public void MenuIsEnabled(string menuPath)
|
|
{
|
|
var menuEnabled = Menu.GetEnabled(menuPath);
|
|
Assert.That(menuEnabled, Is.True, $"Navigation component menu '{menuPath}' should be available");
|
|
}
|
|
|
|
[OneTimeTearDown]
|
|
public void OneTimeTearDown()
|
|
{
|
|
Object.DestroyImmediate(m_ComponentsReceiver);
|
|
}
|
|
}
|
|
}
|