forked from BilalY/Rasagar
74 lines
3.0 KiB
C#
74 lines
3.0 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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namespace UnityEngine.UI.Tests
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{
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static class GraphicTestHelper
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{
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public static void TestOnPopulateMeshDefaultBehavior(Graphic graphic, VertexHelper vh)
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{
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Assert.AreEqual(4, vh.currentVertCount);
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List<UIVertex> verts = new List<UIVertex>();
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vh.GetUIVertexStream(verts);
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// The vertices for the 2 triangles of the canvas
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UIVertex[] expectedVertices =
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{
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x, graphic.rectTransform.rect.y),
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uv0 = new Vector2(0f, 0f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x, graphic.rectTransform.rect.y + graphic.rectTransform.rect.height),
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uv0 = new Vector2(0f, 1f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x + graphic.rectTransform.rect.width, graphic.rectTransform.rect.y + graphic.rectTransform.rect.height),
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uv0 = new Vector2(1f, 1f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x + graphic.rectTransform.rect.width, graphic.rectTransform.rect.y + graphic.rectTransform.rect.height),
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uv0 = new Vector2(1f, 1f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x + graphic.rectTransform.rect.width, graphic.rectTransform.rect.y),
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uv0 = new Vector2(1f, 0f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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new UIVertex
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{
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color = graphic.color,
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position = new Vector3(graphic.rectTransform.rect.x, graphic.rectTransform.rect.y),
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uv0 = new Vector2(0f, 0f),
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normal = new Vector3(0, 0, -1),
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tangent = new Vector4(1, 0, 0, -1)
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},
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};
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for (int i = 0; i < verts.Count; i++)
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{
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Assert.AreEqual(expectedVertices[i], verts[i]);
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}
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}
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}
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}
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