mathe/Library/PackageCache/com.unity.testtools.codecoverage@1.2.4/Samples~/Tutorial/Asteroids/Tests/FXTests.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 FXTests
{
GameObject spaceshipPrefab;
GameObject asteroidPrefab;
GameObject spaceshipDebrisPrefab;
GameObject explosionPrefab;
[SetUp]
public void Setup()
{
GameManager.InitializeTestingEnvironment(false, false, true, false, false);
spaceshipPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipPrefab;
asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
spaceshipDebrisPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipDebrisPrefab;
explosionPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().explosionPrefab;
}
void ClearScene()
{
Transform[] objects = Object.FindObjectsOfType<Transform>();
foreach (Transform obj in objects)
{
if (obj != null)
Object.DestroyImmediate(obj.gameObject);
}
}
[Test]
public void _01_FXPrefabsExist()
{
Assert.NotNull(spaceshipDebrisPrefab);
Assert.NotNull(spaceshipDebrisPrefab.GetComponent<DebrisController>());
Assert.NotNull(explosionPrefab);
}
[UnityTest]
public IEnumerator _02_DebrisFragmentsHaveVelocityOnStart()
{
ClearScene();
GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity);
yield return null;
foreach(Rigidbody2D fragment in debris.GetComponentsInChildren<Rigidbody2D>())
{
Assert.IsTrue(fragment.velocity != Vector2.zero);
}
}
[UnityTest]
public IEnumerator _03_DebrisFragmentsAreDestroyedAfterSeconds()
{
ClearScene();
GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity);
yield return new WaitForSeconds(1.0f); // Debris should be destroyed after 1 sec
Assert.IsTrue(debris == null);
Assert.IsTrue(Object.FindObjectsOfType<Rigidbody2D>().Length == 0);
}
[UnityTest]
public IEnumerator _04_ExplosionParticlesAreSpawnedWithDebris()
{
ClearScene();
GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity);
yield return null;
ParticleSystem explosion = Object.FindObjectOfType<ParticleSystem>();
Assert.IsTrue(explosion != null);
yield return new WaitForSeconds(explosion.main.duration);
Assert.IsTrue(explosion == null);
}
[UnityTest]
public IEnumerator _05_ExplosionParticlesActivateChildParticlesAndSubEmmitersSuccessfully()
{
ClearScene();
ParticleSystem explosion = Object.Instantiate(spaceshipDebrisPrefab.GetComponent<DebrisController>().explosionParticles, Vector3.zero, Quaternion.identity).GetComponent<ParticleSystem>();
Assert.IsTrue(explosion != null);
Assert.IsTrue(explosion.transform.GetChild(0).GetComponent<ParticleSystem>() != null);
Assert.IsTrue(explosion.transform.GetChild(1).GetComponent<ParticleSystem>() != null);
Assert.IsTrue(explosion.transform.GetChild(2).GetComponent<ParticleSystem>() != null);
yield return null;
Assert.IsTrue(explosion.particleCount == 50); // Main explosion PS burst emits 50 particles on the first frame
Assert.IsTrue(explosion.transform.GetChild(0).GetComponent<ParticleSystem>().particleCount == 1); // Glow emits 1 particle on the first frame
Assert.IsTrue(explosion.transform.GetChild(1).GetComponent<ParticleSystem>().particleCount == 2); // Shockwave emits 2 particles on the first frame
Assert.IsTrue(explosion.subEmitters.GetSubEmitterSystem(0) != null); // Subemitter exists, indexOutOfRange if subemitter cannot be found
yield return new WaitForSeconds(0.2f);
Assert.IsTrue(explosion.subEmitters.GetSubEmitterSystem(0).particleCount > 0); // Subemitter emits particles over time
}
}