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