267 lines
11 KiB
C#
267 lines
11 KiB
C#
|
using UnityEngine;
|
|||
|
using UnityEngine.TestTools;
|
|||
|
using NUnit.Framework;
|
|||
|
using System.Collections;
|
|||
|
|
|||
|
public class AsteroidTests
|
|||
|
{
|
|||
|
GameObject asteroidPrefab;
|
|||
|
|
|||
|
[SetUp]
|
|||
|
public void Setup()
|
|||
|
{
|
|||
|
GameManager.InitializeTestingEnvironment(false, false, false, false, false);
|
|||
|
|
|||
|
asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
|
|||
|
}
|
|||
|
|
|||
|
void ClearScene()
|
|||
|
{
|
|||
|
Transform[] objects = Object.FindObjectsOfType<Transform>();
|
|||
|
foreach (Transform obj in objects)
|
|||
|
{
|
|||
|
if (obj != null)
|
|||
|
Object.DestroyImmediate(obj.gameObject);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _01_AsteroidPrefabExists()
|
|||
|
{
|
|||
|
Assert.NotNull(asteroidPrefab);
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _02_AsteroidPrefabCanBeInstantiated()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab);
|
|||
|
asteroid.name = "Asteroid";
|
|||
|
Assert.NotNull(GameObject.Find("Asteroid"));
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _03_AsteroidPrefabHasRequiredComponentTransform()
|
|||
|
{
|
|||
|
Assert.IsNotNull(asteroidPrefab.GetComponent<Transform>());
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _04_AsteroidPrefabHasRequiredComponentCollider()
|
|||
|
{
|
|||
|
Assert.IsNotNull(asteroidPrefab.GetComponent<CircleCollider2D>());
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _05_AsteroidPrefabHasRequiredComponentControllerScript()
|
|||
|
{
|
|||
|
Assert.IsNotNull(asteroidPrefab.GetComponent<AsteroidController>());
|
|||
|
Assert.IsNotNull(asteroidPrefab.GetComponent<AsteroidController>().asteroidExplosion); // Checking if script component has required references
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _06_AsteroidGameobjectIsDestroyedOnSplit()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split();
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
Assert.IsTrue(asteroid == null, "Base asteroid was not destroyed on Split");
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _07_AsteroidSplitCountCanBeChanged()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
asteroid.SetSplitCount(2);
|
|||
|
Assert.IsTrue(asteroid.GetSplitCount() == 2);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _08_AsteroidCanSplitIntoTwo()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
Assert.IsTrue(asteroids.Length == 2); // There should be 2 asteroids in the scene now
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _09_AsteroidCanSplitTwice()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
foreach(AsteroidController childAsteroid in asteroids)
|
|||
|
childAsteroid.Split(); // Split found asteroids
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
Assert.IsTrue(asteroids.Length == 4); // There should be 4 asteroids in the scene now
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
// It takes three hits to destroy an asteroid from base size, after 3 hits the asteroid should not split anymore
|
|||
|
public IEnumerator _10_AsteroidCannotSplitThreeTimes()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
foreach (AsteroidController childAsteroid in asteroids)
|
|||
|
childAsteroid.Split(); // Split found asteroids
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
foreach (AsteroidController childAsteroid in asteroids)
|
|||
|
childAsteroid.Split(); // Split found asteroids
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
Assert.IsTrue(asteroids.Length == 0); // There should be no asteroids left in the scene
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
// Splitting the asteroid should spawn 2 asteroids at half scale of the split asteroid
|
|||
|
public IEnumerator _11_AsteroidScaleIsCutInHalfOnSplit()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
|
|||
|
foreach (AsteroidController childAsteroid in asteroids)
|
|||
|
Assert.IsTrue(childAsteroid.transform.localScale == new Vector3(0.5f, 0.5f, 0.5f));
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _12_AsteroidCanMove()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
asteroid.Move();
|
|||
|
Assert.IsTrue(asteroid.transform.position != Vector3.zero);
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _13_AsteroidDirectionCanBeChanged()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
asteroid.SetDirection(Vector2.up);
|
|||
|
Assert.IsTrue(asteroid.GetDirection() == Vector2.up);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _14_AsteroidMovesAccordingToItsDirectionVector()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
asteroid.SetDirection(Vector2.up);
|
|||
|
Assert.IsTrue(asteroid.GetDirection() == Vector2.up);
|
|||
|
|
|||
|
float t = 0.5f;
|
|||
|
while (t > 0.0f)
|
|||
|
{
|
|||
|
t -= Time.deltaTime;
|
|||
|
yield return null;
|
|||
|
}
|
|||
|
|
|||
|
Assert.IsTrue(asteroid.transform.position.x == 0.0f && asteroid.transform.position.y > 0.0f);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _15_AsteroidIsDestroyedWhenOffscreen()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.right * 100, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
Assert.IsTrue(asteroid == null, "Asteroid was not destroyed when off screen");
|
|||
|
}
|
|||
|
|
|||
|
[Test]
|
|||
|
public void _16_AsteroidPrefabHasRequiredVisual()
|
|||
|
{
|
|||
|
Transform visualChild = asteroidPrefab.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 _17_AsteroidPrefabHasRequiredComponentRigidbody()
|
|||
|
{
|
|||
|
Assert.IsNotNull(asteroidPrefab.GetComponent<Rigidbody2D>());
|
|||
|
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().isKinematic);
|
|||
|
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().collisionDetectionMode == CollisionDetectionMode2D.Continuous);
|
|||
|
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().interpolation == RigidbodyInterpolation2D.Interpolate);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _18_AsteroidStartsWithARandomRotation()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid1 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
AsteroidController asteroid2 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
AsteroidController asteroid3 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
Assert.IsTrue(asteroid1.transform.rotation != asteroid2.transform.rotation && asteroid1.transform.rotation != asteroid3.transform.rotation && asteroid2.transform.rotation != asteroid3.transform.rotation);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _19_AsteroidSpawnsExplosionWhenDestroyed()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
|
|||
|
asteroid.GetComponent<AsteroidController>().Split();
|
|||
|
|
|||
|
yield return null;
|
|||
|
|
|||
|
Assert.IsTrue(asteroid == null);
|
|||
|
GameObject explosion = GameObject.Find("ExplosionRegular(Clone)");
|
|||
|
Assert.NotNull(explosion);
|
|||
|
}
|
|||
|
|
|||
|
[UnityTest]
|
|||
|
public IEnumerator _20_AsteroidDoesntMoveDuringPause()
|
|||
|
{
|
|||
|
ClearScene();
|
|||
|
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
|
|||
|
asteroid.SetDirection(Vector2.up);
|
|||
|
Vector3 startPosition = asteroid.transform.position;
|
|||
|
GameManager.IsPaused = true;
|
|||
|
|
|||
|
for(int i = 0; i < 20; i++)
|
|||
|
yield return null;
|
|||
|
|
|||
|
Assert.IsTrue(asteroid.transform.position == startPosition);
|
|||
|
}
|
|||
|
}
|