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

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2024-09-20 20:30:10 +02:00
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);
}
}