mathe/Library/PackageCache/com.unity.testtools.codecoverage@1.2.4/Samples~/Tutorial/Asteroids/Tests/WeaponTests.cs

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2024-09-20 20:30:10 +02:00
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEditor;
public class WeaponTests
{
GameObject projectilePrefab;
GameObject laserPrefab;
GameObject asteroidPrefab;
GameObject spaceshipPrefab;
[SetUp]
public void Setup()
{
GameManager.InitializeTestingEnvironment(false, false, false, false, false);
spaceshipPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipPrefab;
asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
projectilePrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().projectilePrefab;
laserPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().laserPrefab;
}
void ClearScene()
{
Transform[] objects = Object.FindObjectsOfType<Transform>();
foreach (Transform obj in objects)
{
if(obj != null)
Object.DestroyImmediate(obj.gameObject);
}
}
/*
// Uncomment the code from line 35 up to line 237, run the tests again and compare the code coverage results
[Test]
public void _01_ProjectilePrefabExists()
{
Assert.NotNull(projectilePrefab);
}
[Test]
public void _02_ProjectilePrefabCanBeInstantiated()
{
ClearScene();
GameObject projectile = (GameObject)Object.Instantiate(projectilePrefab);
projectile.name = "Projectile";
Assert.NotNull(GameObject.Find("Projectile"));
}
[Test]
public void _03_ProjectilePrefabHasRequiredComponentTransform()
{
Assert.IsNotNull(projectilePrefab.GetComponent<Transform>());
}
[Test]
public void _04_ProjectilePrefabHasRequiredComponentCollider()
{
Assert.IsNotNull(projectilePrefab.GetComponent<BoxCollider2D>());
Assert.IsTrue(projectilePrefab.GetComponent<BoxCollider2D>().size == new Vector2(0.2f, 0.2f));
}
[Test]
public void _05_ProjectilePrefabHasRequiredComponentControllerScript()
{
Assert.IsNotNull(projectilePrefab.GetComponent<ProjectileController>());
}
[Test]
public void _06_ProjectilePrefabHasRequiredVisual()
{
Transform visualChild = projectilePrefab.transform.GetChild(0);
Assert.IsTrue(visualChild.name == "Visual");
Assert.IsNotNull(visualChild);
Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>());
Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>().sharedMaterials[0]);
Assert.IsNotNull(visualChild.GetComponent<MeshFilter>());
Assert.IsNotNull(visualChild.GetComponent<MeshFilter>().sharedMesh);
}
[Test]
public void _07_ProjectileCanMove()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
projectile.Move();
Assert.IsTrue(projectile.transform.position != Vector3.zero);
}
[Test]
public void _08_ProjectileDirectionCanBeChanged()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
projectile.SetDirection(Vector2.up);
Assert.IsTrue(projectile.GetDirection() == Vector2.up);
}
[UnityTest]
public IEnumerator _09_ProjectileMovesAccordingToItsDirectionVector()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
projectile.SetDirection(Vector2.up);
Assert.IsTrue(projectile.GetDirection() == Vector2.up);
float t = 0.5f;
while (t > 0.0f)
{
t -= Time.deltaTime;
yield return null;
}
Assert.IsTrue(projectile.transform.position.x == 0.0f && projectile.transform.position.y > 0.0f); //check if projectile moves according to given trajectory along the Y axis
}
[UnityTest]
public IEnumerator _10_ProjectileRotatesAccordingToItsDirectionVector()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
projectile.SetDirection(new Vector2(0.714f, -0.156f).normalized);
yield return null;
Assert.IsTrue((Vector2)projectile.transform.up == projectile.GetDirection());
}
[UnityTest]
public IEnumerator _11_ProjectileIsDestroyedWhenOffsceen()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.right * 100, Quaternion.identity).GetComponent<ProjectileController>();
yield return null;
Assert.IsTrue(projectile == null);
}
[Test]
public void _12_ProjectilePrefabHasRequiredComponentRigidbody()
{
Assert.IsNotNull(projectilePrefab.GetComponent<Rigidbody2D>());
Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().isKinematic);
Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().collisionDetectionMode == CollisionDetectionMode2D.Continuous);
Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().interpolation == RigidbodyInterpolation2D.Interpolate);
}
[UnityTest]
public IEnumerator _13_ProjectileIsDestroyedOnCollisionWithAsteroid()
{
ClearScene();
GameObject projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
yield return new WaitForFixedUpdate();
yield return null;
Assert.IsTrue(projectile == null);
}
[UnityTest]
public IEnumerator _14_ProjectileIgnoresCollisionWithSpaceship()
{
ClearScene();
GameObject projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
Object.Instantiate(spaceshipPrefab, Vector2.zero, Quaternion.identity);
yield return new WaitForFixedUpdate();
yield return null;
Assert.IsTrue(projectile != null);
}
[UnityTest]
public IEnumerator _15_ProjectileTriggersAsteroidSplit()
{
ClearScene();
Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
yield return new WaitForFixedUpdate();
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
Assert.IsTrue(asteroids.Length > 1);
}
[UnityTest]
public IEnumerator _16_ProjectilesCannotSplitTheSameAsteroidTwice()
{
ClearScene();
Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
yield return new WaitForFixedUpdate();
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
Assert.IsTrue(asteroids.Length == 2);
}
[UnityTest]
public IEnumerator _17_ProjectilesDontMoveDuringPause()
{
ClearScene();
ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
projectile.SetDirection(Vector2.up);
Vector3 startPosition = projectile.transform.position;
GameManager.IsPaused = true;
for (int i = 0; i < 10; i++)
yield return null;
Assert.IsTrue(projectile.transform.position == startPosition);
}
[UnityTest]
public IEnumerator _18_LaserFiresSuccessfully()
{
// ClearScene();
// SpaceshipController spaceship = Object.Instantiate(spaceshipPrefab).GetComponent<SpaceshipController>();
// spaceship.currentWeapon = SpaceshipController.Weapon.Laser;
// spaceship.Shoot();
yield return null;
// LaserController laser = Object.FindObjectOfType<LaserController>();
// Assert.NotNull(laser);
}
*/
}