/// <summary> /// Add a command to be executed in parallel. /// </summary> /// <param name="command"> /// The command to execute. Should be non-null. /// </param> /// <exception cref="System.ArgumentNullException"></exception> public void Add(CommandDelegate command) { if (command == null) { throw new System.ArgumentNullException("command"); } CommandQueue queue = new CommandQueue(); queue.Enqueue(command); _queues.AddLast(queue); }
/// <summary> /// Create a new Queue with the specified commands. The CommandBehaviour /// will take care of updating the Queue. /// </summary> /// <returns> A new Queue that the Commands will run on. </returns> /// <param name="commands">Commands to be run sequentially.</param> public CommandQueue Queue(params CommandDelegate[] commands) { var queue = new CommandQueue (); if (commands.Length > 0) { queue.Enqueue (commands); } _queues.Add (queue); return queue; }
public static void TestChooseRandom() { const int NUM_SELECTIONS = 1000; CommandQueue queue = new CommandQueue(); int[] selections = new int[NUM_SELECTIONS]; int i = 0; queue.Enqueue( Commands.Repeat(NUM_SELECTIONS, Commands.Do(() => selections[i] = 0), Commands.ChooseRandom( Commands.Do(() => selections[i] = 1), Commands.Do(() => selections[i] = 2), Commands.Do(() => selections[i] = 3), Commands.Do(() => selections[i] = 4), Commands.Do(() => selections[i] = 5), Commands.Do(() => selections[i] = 6), Commands.Do(() => selections[i] = 7), Commands.Do(() => selections[i] = 8), Commands.Do(() => selections[i] = 9), null ), Commands.Do( () => i++) ) ); queue.Update(1.0f); // The chance of every number being the same is 1 / 10 ^ (NUM_SELECTIONS - 1). bool allEqual = true; for (int c = 0; c < NUM_SELECTIONS - 1; c++) { if (selections[c] != selections[c + 1]) { allEqual = false; break; } } Assert.IsTrue(!allEqual, "All numbers were equal, this is either extremely unlikely, or a bug."); }
public static void TestRepeatForever() { CommandQueue queue = new CommandQueue(); const int MAX_REPEAT_COUNT = 100; int repeatCount = 0; queue.Enqueue( Commands.RepeatForever( Commands.Do(() => { if (repeatCount < MAX_REPEAT_COUNT) { repeatCount++; } else { // Well there is one way to stop execution throw new Exception(); } }) ) ); bool threwException = false; try { while (!queue.Update(DELTA_TIME_RATE)) {} } catch (Exception) { threwException = true; } Assert.IsTrue(threwException); Assert.AreEqual(repeatCount, MAX_REPEAT_COUNT); }
public static void TestRecursiveUpdateFail() { CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Queue(queue) ); bool threwException = false; try { queue.Update(DELTA_TIME_RATE); } catch (InvalidOperationException) { threwException = true; } Assert.IsTrue(threwException, "Failed to throw exception from invalid state."); queue = new CommandQueue(); queue.Enqueue( Commands.Do(() => { queue.Update(DELTA_TIME_RATE); }) ); try { queue.Update(DELTA_TIME_RATE); } catch (InvalidOperationException) { threwException = true; } Assert.IsTrue(threwException, "Failed to throw exception from invalid state."); }
public static void TestChangeTo() { const float floatEnd = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref<float> floatRef = new Ref<float>( () => floatVal, t => floatVal = t ); const double doubleEnd = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref<double> doubleRef = new Ref<double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2End = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref<Vector2> vec2Ref = new Ref<Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3End = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref<Vector3> vec3Ref = new Ref<Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4End = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref<Vector4> vec4Ref = new Ref<Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Parallel( Commands.ChangeTo(floatRef, floatEnd, 1.0), Commands.ChangeTo(doubleRef, doubleEnd, 1.0), Commands.ChangeTo(vec2Ref, vec2End, 1.0), Commands.ChangeTo(vec3Ref, vec3End, 1.0), Commands.ChangeTo(vec4Ref, vec4End, 1.0) ) ) ); queue.Update(0.3); // Check basic lerping works. Assert.AreEqual(floatVal, floatEnd * 0.3f + floatStart * 0.7f, 0.01); Assert.AreEqual(doubleVal, doubleEnd * 0.3 + doubleStart * 0.7, 0.01); AreEqual(vec2Val, vec2End * 0.3f + vec2Start * 0.7f, 0.01f); AreEqual(vec3Val, vec3End * 0.3f + vec3Start * 0.7f, 0.01f); AreEqual(vec4Val, vec4End * 0.3f + vec4Start * 0.7f, 0.01f); // Reset the vals to zero. Checks that 'ChangeTo' will force itself back on // track. floatVal = 0.0f; doubleVal = 0.0; vec2Val = Vector2.zero; vec3Val = Vector3.zero; vec4Val = Vector4.zero; queue.Update(0.2); // Completes the offset Assert.AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01); Assert.AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01); AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f); AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f); AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f); queue.Update(0.5); Assert.AreEqual(floatVal, floatEnd, 0.01f); Assert.AreEqual(doubleVal, doubleEnd, 0.01); AreEqual(vec2Val, vec2End, 0.01f); AreEqual(vec3Val, vec3End, 0.01f); AreEqual(vec4Val, vec4End, 0.01f); queue.Update(0.5); // Check that it doesn't move once it has reached it's final position. Assert.AreEqual(floatVal, floatEnd, 0.01f); Assert.AreEqual(doubleVal, doubleEnd, 0.01); AreEqual(vec2Val, vec2End, 0.01f); AreEqual(vec3Val, vec3End, 0.01f); AreEqual(vec4Val, vec4End, 0.01f); Rect rectEnd = new Rect(-1.0f, 1.0f, 5.0f, 5.0f); Rect rectStart = new Rect(0.0f,2.0f, 6.0f, 6.0f); Rect rectVal = new Rect(); Ref<Rect> rectRef = new Ref<Rect>( () => { return rectVal; }, t => { rectVal = t; } ); Vector2 firstAnchor = new Vector2(0.0f, 0.0f); Vector2 secondAnchor = new Vector2(1.0f, 0.0f); Vector3 thirdAnchor = new Vector2(0.0f, 1.0f); Vector2 forthAnchor = new Vector2(1.0f, 1.0f); CommandDelegate reset = Commands.Do(() => { rectVal = rectStart; }); queue = new CommandQueue(); queue.Enqueue( reset, Commands.ChangeTo(rectRef, rectEnd, 1.0, firstAnchor), Commands.WaitForFrames(1), reset, Commands.ChangeTo(rectRef, rectEnd, 1.0, secondAnchor), Commands.WaitForFrames(1), reset, Commands.ChangeTo(rectRef, rectEnd, 1.0, thirdAnchor), Commands.WaitForFrames(1), reset, Commands.ChangeTo(rectRef, rectEnd, 1.0, forthAnchor) ); // Test the top left corner. queue.Update(0.5); AreEqual(rectVal, new Rect( -0.5f, 1.5f, (rectStart.width + rectEnd.width) * 0.5f, (rectStart.height + rectEnd.height) * 0.5f), 0.001f ); queue.Update(0.5); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the top right corner. queue.Update(0.3); AreEqual(rectVal, new Rect( 5.4f - 5.7f, 1.7f, rectStart.width * 0.7f + rectEnd.width * 0.3f, rectStart.height * 0.7f + rectEnd.height * 0.3f), 0.001f ); queue.Update(0.7); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the bottom left corner. queue.Update(0.4); AreEqual(rectVal, new Rect( -0.4f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.6); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the bottom right corner. queue.Update(0.4); AreEqual(rectVal, new Rect( 5.2f - 5.6f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.6); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); }
public static void TestChangeFrom() { const float floatEnd = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref <float> floatRef = new Ref <float>( () => floatVal, t => floatVal = t ); const double doubleEnd = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref <double> doubleRef = new Ref <double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2End = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref <Vector2> vec2Ref = new Ref <Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3End = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref <Vector3> vec3Ref = new Ref <Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4End = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref <Vector4> vec4Ref = new Ref <Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Sequence( Commands.Parallel( Commands.ChangeFrom(floatRef, floatEnd, 1.0), Commands.ChangeFrom(doubleRef, doubleEnd, 1.0), Commands.ChangeFrom(vec2Ref, vec2End, 1.0), Commands.ChangeFrom(vec3Ref, vec3End, 1.0), Commands.ChangeFrom(vec4Ref, vec4End, 1.0) ), Commands.WaitForFrames(1) ) ) ); queue.Update(0.3); // Check basic lerping works. AreEqual(floatVal, floatEnd * 0.7f + floatStart * 0.3f, 0.01); AreEqual(doubleVal, doubleEnd * 0.7 + doubleStart * 0.3, 0.01); AreEqual(vec2Val, vec2End * 0.7f + vec2Start * 0.3f, 0.01f); AreEqual(vec3Val, vec3End * 0.7f + vec3Start * 0.3f, 0.01f); AreEqual(vec4Val, vec4End * 0.7f + vec4Start * 0.3f, 0.01f); // Reset the vals to zero. Checks that 'ChangeTo' will force itself back on // track. floatVal = 0.0f; doubleVal = 0.0; vec2Val = Vector2.zero; vec3Val = Vector3.zero; vec4Val = Vector4.zero; queue.Update(0.2); // Completes the offset AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01); AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01); AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f); AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f); AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f); queue.Update(0.5); AreEqual(floatVal, floatStart, 0.01f); AreEqual(doubleVal, doubleStart, 0.01); AreEqual(vec2Val, vec2Start, 0.01f); AreEqual(vec3Val, vec3Start, 0.01f); AreEqual(vec4Val, vec4Start, 0.01f); queue.Update(0.0); queue.Update(0.5); // Check that it does jump on repeat AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01); AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01); AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f); AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f); AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f); Rect rectEnd = new Rect(-1.0f, 1.0f, 5.0f, 5.0f); Rect rectStart = new Rect(0.0f, 2.0f, 6.0f, 6.0f); Rect rectVal = rectStart; Ref <Rect> rectRef = new Ref <Rect>( () => rectVal, t => rectVal = t ); Vector2 firstAnchor = new Vector2(0.0f, 0.0f); Vector2 secondAnchor = new Vector2(1.0f, 0.0f); Vector3 thirdAnchor = new Vector2(0.0f, 1.0f); Vector2 forthAnchor = new Vector2(1.0f, 1.0f); queue = new CommandQueue(); queue.Enqueue( Commands.ChangeFrom(rectRef, rectEnd, 1.0, firstAnchor), Commands.WaitForFrames(1), Commands.ChangeFrom(rectRef, rectEnd, 1.0, secondAnchor), Commands.WaitForFrames(1), Commands.ChangeFrom(rectRef, rectEnd, 1.0, thirdAnchor), Commands.WaitForFrames(1), Commands.ChangeFrom(rectRef, rectEnd, 1.0, forthAnchor) ); // Test the top left corner. queue.Update(0.5); AreEqual(rectVal, new Rect( -0.5f, 1.5f, (rectStart.width + rectEnd.width) * 0.5f, (rectStart.height + rectEnd.height) * 0.5f), 0.001f ); queue.Update(0.5); AreEqual(rectVal, rectStart, 0.001f); queue.Update(0.0f); // Test the top right corner. queue.Update(0.7); AreEqual(rectVal, new Rect( 5.4f - 5.7f, 1.7f, rectStart.width * 0.7f + rectEnd.width * 0.3f, rectStart.height * 0.7f + rectEnd.height * 0.3f), 0.001f ); queue.Update(0.3); AreEqual(rectVal, rectStart, 0.001f); queue.Update(0.0f); // Test the bottom left corner. queue.Update(0.6); AreEqual(rectVal, new Rect( -0.4f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.4); AreEqual(rectVal, rectStart, 0.001f); queue.Update(0.0); // Test the bottom right corner. queue.Update(0.6); AreEqual(rectVal, new Rect( 5.2f - 5.6f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.4); AreEqual(rectVal, rectStart, 0.001f); queue.Update(0.0f); }
public static void TestCondition() { CommandQueue queue = new CommandQueue(); int testCount = 0; int conditionCalledCount = 0; queue.Enqueue( Commands.Repeat(4, Commands.Condition(() => testCount % 2 == 0, Commands.Do( () => testCount += 1), Commands.Do( () => { Assert.IsTrue(testCount % 2 == 1, "Unexpected state in condition branch."); conditionCalledCount += 1; testCount += 1; }) ) ), Commands.Do(() => Assert.AreEqual(conditionCalledCount, 2)) ); while (!queue.Update(DELTA_TIME_RATE)) {} }
public static void TestWaitFrames() { int count = 0; CommandDelegate incr = Commands.Do(() => ++count); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.WaitForFrames(1), incr, Commands.WaitForFrames(2), incr, Commands.Repeat(3, Commands.Sequence( Commands.WaitForFrames(2), incr ) ) ); queue.Update(0.1); Assert.AreEqual(count, 0); queue.Update(0.1); Assert.AreEqual(count, 1); queue.Update(0.1); Assert.AreEqual(count, 1); queue.Update(0.1); Assert.AreEqual(count, 2); queue.Update(0.1); Assert.AreEqual(count, 2); queue.Update(0.1); Assert.AreEqual(count, 3); queue.Update(0.1); Assert.AreEqual(count, 3); queue.Update(0.1); Assert.AreEqual(count, 4); queue.Update(0.1); Assert.AreEqual(count, 4); }
public static void TestRunToEnd() { CommandQueue queue = new CommandQueue(); double time = 0.0; bool started = false; bool finished = false; queue.Enqueue( Commands.Do( () => started = true), Commands.Duration( t => time = t, 1.0), Commands.Do( () => finished = true) ); Assert.AreEqual(false, started); queue.RunToEnd(); Assert.AreEqual(true, started); Assert.AreEqual(1.0, time); Assert.AreEqual(true, finished); }
public static void TestScaleBy() { const float floatScale = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref <float> floatRef = new Ref <float>( () => floatVal, t => floatVal = t ); const double doubleScale = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref <double> doubleRef = new Ref <double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2Scale = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref <Vector2> vec2Ref = new Ref <Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3Scale = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref <Vector3> vec3Ref = new Ref <Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4Scale = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref <Vector4> vec4Ref = new Ref <Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Cmd.Repeat(2, Cmd.Sequence( Cmd.Parallel( Cmd.ScaleBy(floatRef, floatScale, 1.0), Cmd.ScaleBy(doubleRef, doubleScale, 1.0), Cmd.ScaleBy(vec2Ref, vec2Scale, 1.0), Cmd.ScaleBy(vec3Ref, vec3Scale, 1.0), Cmd.ScaleBy(vec4Ref, vec4Scale, 1.0) ), Cmd.WaitForFrames(1) ) ) ); queue.Update(0.2f); Vector2 vec2ExpectedScale = vec2Scale; Vector3 vec3ExpectedScale = vec3Scale; Vector4 vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(new Vector2(0.2f, 0.2f)); vec3ExpectedScale.Scale(new Vector3(0.2f, 0.2f, 0.2f)); vec4ExpectedScale.Scale(new Vector4(0.2f, 0.2f, 0.2f, 0.2f)); vec2ExpectedScale += new Vector2(0.8f, 0.8f); vec3ExpectedScale += new Vector3(0.8f, 0.8f, 0.8f); vec4ExpectedScale += new Vector4(0.8f, 0.8f, 0.8f, 0.8f); vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * (0.8f + floatScale * 0.2f), 0.001f); AreEqual(doubleVal, doubleStart * (0.8 + doubleScale * 0.2), 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); queue.Update(0.8); vec2ExpectedScale = vec2Scale; vec3ExpectedScale = vec3Scale; vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * floatScale, 0.001f); AreEqual(doubleVal, doubleStart * doubleScale, 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); floatVal = floatStart; doubleVal = doubleStart; vec2Val = vec2Start; vec3Val = vec3Start; vec4Val = vec4Start; queue.Update(0.0); queue.Update(0.5); vec2ExpectedScale = vec2Scale; vec3ExpectedScale = vec3Scale; vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(new Vector2(0.5f, 0.5f)); vec3ExpectedScale.Scale(new Vector3(0.5f, 0.5f, 0.5f)); vec4ExpectedScale.Scale(new Vector4(0.5f, 0.5f, 0.5f, 0.5f)); vec2ExpectedScale += new Vector2(0.5f, 0.5f); vec3ExpectedScale += new Vector3(0.5f, 0.5f, 0.5f); vec4ExpectedScale += new Vector4(0.5f, 0.5f, 0.5f, 0.5f); vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * (0.5f + floatScale * 0.5f), 0.001f); AreEqual(doubleVal, doubleStart * (0.5 + doubleScale * 0.5), 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); }
public static void TestTintTo() { Color colourStart = new Color(0.4f, 0.2f, 0.7f, 0.5f); Color colourEnd = new Color(0.3f, 0.4f, 0.15f, 0.25f); Color colourVal = colourStart; Ref<Color> colourRef = new Ref<Color>( () => colourVal, t => colourVal = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.TintTo(colourRef, colourEnd, 1.0) ) ); queue.Update(0.2); AreEqual(colourVal, colourStart * 0.8f + colourEnd * 0.2f, 0.001f); colourVal = colourStart; queue.Update(0.8); AreEqual(colourVal, colourEnd, 0.001f); queue.Update(0.5); AreEqual(colourVal, colourEnd, 0.001f); }
public static void TestTintBy() { Color colourStart = new Color(0.4f, 0.2f, 0.7f, 0.5f); Color colourOffset = new Color(0.3f, 0.4f, 0.15f, 0.25f); Color colourVal = colourStart; Ref<Color> colourRef = new Ref<Color>( () => colourVal, t => colourVal = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.TintBy(colourRef, colourOffset, 1.0) ) ); queue.Update(0.5); AreEqual(colourVal, new Color(0.55f, 0.4f, 0.775f, 0.625f), 0.001f); colourVal = colourStart; queue.Update(0.5); AreEqual(colourVal, new Color(0.55f, 0.4f, 0.775f, 0.625f), 0.001f); queue.Update(0.5); AreEqual(colourVal, new Color(0.7f, 0.6f, 0.85f, 0.75f), 0.001f); }
public static void TestScaleBy() { const float floatScale = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref<float> floatRef = new Ref<float>( () => floatVal, t => floatVal = t ); const double doubleScale = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref<double> doubleRef = new Ref<double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2Scale = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref<Vector2> vec2Ref = new Ref<Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3Scale = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref<Vector3> vec3Ref = new Ref<Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4Scale = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref<Vector4> vec4Ref = new Ref<Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Sequence( Commands.Parallel( Commands.ScaleBy(floatRef, floatScale, 1.0), Commands.ScaleBy(doubleRef, doubleScale, 1.0), Commands.ScaleBy(vec2Ref, vec2Scale, 1.0), Commands.ScaleBy(vec3Ref, vec3Scale, 1.0), Commands.ScaleBy(vec4Ref, vec4Scale, 1.0) ), Commands.WaitForFrames(1) ) ) ); queue.Update(0.2f); Vector2 vec2ExpectedScale = vec2Scale; Vector3 vec3ExpectedScale = vec3Scale; Vector4 vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(new Vector2(0.2f, 0.2f)); vec3ExpectedScale.Scale(new Vector3(0.2f, 0.2f, 0.2f)); vec4ExpectedScale.Scale(new Vector4(0.2f, 0.2f, 0.2f, 0.2f)); vec2ExpectedScale += new Vector2(0.8f, 0.8f); vec3ExpectedScale += new Vector3(0.8f, 0.8f, 0.8f); vec4ExpectedScale += new Vector4(0.8f, 0.8f, 0.8f, 0.8f); vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * (0.8f + floatScale * 0.2f), 0.001f); AreEqual(doubleVal, doubleStart * (0.8 + doubleScale * 0.2), 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); queue.Update(0.8); vec2ExpectedScale = vec2Scale; vec3ExpectedScale = vec3Scale; vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * floatScale, 0.001f); AreEqual(doubleVal, doubleStart * doubleScale, 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); floatVal = floatStart; doubleVal = doubleStart; vec2Val = vec2Start; vec3Val = vec3Start; vec4Val = vec4Start; queue.Update(0.0); queue.Update(0.5); vec2ExpectedScale = vec2Scale; vec3ExpectedScale = vec3Scale; vec4ExpectedScale = vec4Scale; vec2ExpectedScale.Scale(new Vector2(0.5f, 0.5f)); vec3ExpectedScale.Scale(new Vector3(0.5f, 0.5f, 0.5f)); vec4ExpectedScale.Scale(new Vector4(0.5f, 0.5f, 0.5f, 0.5f)); vec2ExpectedScale += new Vector2(0.5f, 0.5f); vec3ExpectedScale += new Vector3(0.5f, 0.5f, 0.5f); vec4ExpectedScale += new Vector4(0.5f, 0.5f, 0.5f, 0.5f); vec2ExpectedScale.Scale(vec2Start); vec3ExpectedScale.Scale(vec3Start); vec4ExpectedScale.Scale(vec4Start); AreEqual(floatVal, floatStart * (0.5f + floatScale * 0.5f), 0.001f); AreEqual(doubleVal, doubleStart * (0.5 + doubleScale * 0.5), 0.001f); AreEqual(vec2Val, vec2ExpectedScale, 0.001f); AreEqual(vec3Val, vec3ExpectedScale, 0.001f); AreEqual(vec4Val, vec4ExpectedScale, 0.001f); }
public static void TestRotateTo() { Quaternion quatStart = Quaternion.Euler(10.0f, 20.0f, 30.0f); Quaternion quatEnd = Quaternion.Euler(30.0f,20.0f,10.0f); Quaternion quatVal = quatStart; Ref<Quaternion> quatRef = new Ref<Quaternion>( () => quatVal, t => quatVal = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.RotateTo(quatRef, quatEnd, 1.0) ) ); queue.Update(0.5); AreEqual(quatVal, Quaternion.Slerp(quatStart, quatEnd, 0.5f), 0.000001f); quatVal = Quaternion.identity; queue.Update(0.5); AreEqual(quatVal, quatEnd, 0.000001f); queue.Update(0.5); AreEqual(quatVal, quatEnd, 0.000001f); // Make sure the rotation ends in the correct position when given a complex easing function. queue = new CommandQueue(); quatVal = quatStart; queue.Enqueue( Commands.RotateTo(quatRef, quatEnd, 1f, Ease.OutElastic()) ); while (!queue.Update(1 / 30f)) {} AreEqual(quatVal, quatEnd, 0.001f); }
public static void TestChangeBy() { const float floatOffset = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref<float> floatRef = new Ref<float>( () => floatVal, t => floatVal = t ); const double doubleOffset = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref<double> doubleRef = new Ref<double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2Offset = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref<Vector2> vec2Ref = new Ref<Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3Offset = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref<Vector3> vec3Ref = new Ref<Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4Offset = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref<Vector4> vec4Ref = new Ref<Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Parallel( Commands.ChangeBy(floatRef, floatOffset, 1.0), Commands.ChangeBy(doubleRef, doubleOffset, 1.0), Commands.ChangeBy(vec2Ref, vec2Offset, 1.0), Commands.ChangeBy(vec3Ref, vec3Offset, 1.0), Commands.ChangeBy(vec4Ref, vec4Offset, 1.0) ) ) ); queue.Update(0.3); // Check basic lerping works. Assert.AreEqual(floatVal, floatOffset * 0.3f + floatStart, 0.01); Assert.AreEqual(doubleVal, doubleOffset * 0.3 + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset * 0.3f + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset * 0.3f + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset * 0.3f + vec4Start, 0.01f); queue.Update(0.7); // Completes the offset Assert.AreEqual(floatVal, floatOffset + floatStart, 0.01f); Assert.AreEqual(doubleVal, doubleOffset + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset + vec4Start, 0.01f); queue.Update(0.3); // Check that it compounds the result Assert.AreEqual(floatVal, floatOffset * 1.3f + floatStart, 0.01f); Assert.AreEqual(doubleVal, doubleOffset * 1.3 + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset * 1.3f + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset * 1.3f + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset * 1.3f + vec4Start, 0.01f); // Reset the vals to zero. floatVal = 0.0f; doubleVal = 0.0; vec2Val = Vector2.zero; vec3Val = Vector3.zero; vec4Val = Vector4.zero; queue.Update(0.7); // And check the offset continues. Assert.AreEqual(floatVal, floatOffset * 0.7f, 0.01f); Assert.AreEqual(doubleVal, doubleOffset * 0.7, 0.01); AreEqual(vec2Val, vec2Offset * 0.7f, 0.01f); AreEqual(vec3Val, vec3Offset * 0.7f, 0.01f); AreEqual(vec4Val, vec4Offset * 0.7f, 0.01f); }
public static void TestRequire() { CommandQueue queue = new CommandQueue(); bool shouldStop = false; bool didFinish = false; int callCount = 0; queue.Enqueue( Commands.RepeatForever( Commands.Require( () => !shouldStop, () => Commands.RepeatForever( Commands.Sequence( Commands.Do( () => callCount++), Commands.WaitForFrames(1) ) ) ), Commands.Do( () => didFinish = true), Commands.WaitForFrames(1) ) ); Assert.AreEqual(callCount, 0); queue.Update(1.0f); Assert.AreEqual(callCount, 1); queue.Update(1.0f); Assert.AreEqual(callCount, 2); queue.Update(1.0f); Assert.AreEqual(callCount, 3); // Require should only re-evaluate on next update. shouldStop = true; Assert.AreEqual(didFinish, false); queue.Update(1.0f); Assert.AreEqual(callCount, 3); Assert.AreEqual(didFinish, true); queue.Update(1.0f); Assert.AreEqual(callCount, 3); Assert.AreEqual(didFinish, true); shouldStop = false; queue.Update(1.0f); Assert.AreEqual(callCount, 4); Assert.AreEqual(didFinish, true); }
public static void TestCoroutine() { float floatVal = 0.0f; Ref<float> floatRef = new Ref<float>( () => floatVal, t => floatVal = t ); int calledCount = 0; Ref<int> calledCountRef = new Ref<int>( () => calledCount, t => calledCount = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Coroutine(() => CoroutineOne(floatRef, 2, calledCountRef)) ) ); Assert.AreEqual(calledCount, 0); queue.Update(2.0f); Assert.AreEqual(calledCount, 1); Assert.AreEqual(floatVal, 2.5f, 0.001f); queue.Update(5.0f); Assert.AreEqual(calledCount, 1); Assert.AreEqual(floatVal, 3.0f, 0.001f); queue.Update(2.0f); Assert.AreEqual(calledCount, 1); queue.Update(0.0f); // yield return null; Assert.AreEqual(calledCount, 2); queue.Update(4.0f); Assert.AreEqual(calledCount, 2); Assert.AreEqual(floatVal, 5.0f, 0.001f); queue.Update(5.0f); Assert.AreEqual(calledCount, 2); queue.Update(0.0f); // yield return null; Assert.AreEqual(calledCount, 3); queue.Update(4.0f); Assert.AreEqual(calledCount, 3); Assert.AreEqual(floatVal, 5.0f, 0.001f); }
public static void TestTiming() { CommandQueue queue = new CommandQueue(); const double FIRST_Command_DURATION = 4.5; const double SECOND_Command_DURATION = 1.0; const double WAIT_DURATION = 1.5; const int REPEAT_COUNT = 8640; double lastT = 0.0; // This test ensures that between alternating CommandDurations, // there is no accumulation of error in timing. We use a repeat // here to accentuate the error. queue.Enqueue( Commands.Repeat(REPEAT_COUNT, Commands.Sequence( Commands.WaitForSeconds(WAIT_DURATION), Commands.Do(() => lastT = 0.0), Commands.Duration( (t) => { Assert.IsTrue(t <= 1.0); Assert.IsTrue(lastT <= t); lastT = t; }, FIRST_Command_DURATION), Commands.Do(() => lastT = 0.0), Commands.Parallel( Commands.Duration( (t) => {} , SECOND_Command_DURATION / 2.0), // The following two Duration Commands should finish in the same Update call. Commands.Duration( (t) => {}, SECOND_Command_DURATION - (DELTA_TIME_RATE / 2.0)), Commands.Duration( (t) => { Assert.IsTrue(t <= 1.0); Assert.IsTrue(lastT <= t); lastT = t; }, SECOND_Command_DURATION) ) ) ) ); double totalTime = 0.0; while (!queue.Update(DELTA_TIME_RATE)) { totalTime += DELTA_TIME_RATE; } const double EXPECTED_TIME = (FIRST_Command_DURATION + SECOND_Command_DURATION + WAIT_DURATION) * REPEAT_COUNT; Assert.AreEqual(totalTime, EXPECTED_TIME, DELTA_TIME_RATE, "Time delta accumulation too large."); }
public static void TestOrdering() { CommandQueue queue = new CommandQueue(); string lastCalled = ""; queue.Enqueue( Commands.Do( () => { Assert.AreEqual(lastCalled, ""); lastCalled = "a"; }), Commands.Do( () => { Assert.AreEqual(lastCalled, "a"); lastCalled = "b"; }), Commands.Do( () => { Assert.AreEqual(lastCalled, "b"); lastCalled = "c"; // Any Command pushed to the queue now, should // execute after d. queue.Enqueue( Commands.Do( () => { Assert.AreEqual(lastCalled, "d"); lastCalled = "e"; })); }), Commands.Do( () => { Assert.AreEqual(lastCalled, "c"); lastCalled = "d"; }) ); // Fake time updating. while (!queue.Update(DELTA_TIME_RATE)) {} Assert.AreEqual(lastCalled, "e"); }
public static void TestWhile() { CommandQueue queue = new CommandQueue(); int i = 0; int c = 0; queue.Enqueue( Commands.Repeat(5, Commands.Do( () => ++i), Commands.While( () => i % 5 != 0, Commands.Do( () => ++i), Commands.WaitForFrames(1), Commands.Do( () => ++c) ), Commands.WaitForFrames(1) ) ); System.Action Update5 = ()=> { for (int j = 0; j < 5; ++j) { queue.Update(0f); } }; Update5(); Assert.AreEqual(i, 5); Assert.AreEqual(c, 4); Update5(); Assert.AreEqual(i, 10); Assert.AreEqual(c, 8); Update5(); Assert.AreEqual(i, 15); Assert.AreEqual(c, 12); Update5(); Assert.AreEqual(i, 20); Assert.AreEqual(c, 16); Update5(); Assert.AreEqual(i, 25); Assert.AreEqual(c, 20); }
public static void TestParallel() { CommandQueue queue = new CommandQueue(); double a = 0.0, b = 0.0, c = 0.0;; queue.Enqueue( Commands.Repeat(2, Commands.Parallel( Commands.Duration((t) => a = t, 4.0), Commands.Duration((t) => b = t, 3.0), Commands.Duration((t) => { c = t; Assert.IsTrue(b < c, "Runner not operating con-currently."); Assert.IsTrue(a < b, "Runner not operating con-currently."); }, 2.0) ) ) ); while (!queue.Update(DELTA_TIME_RATE)) {} Assert.AreEqual(a, 1.0, 0.001); Assert.AreEqual(b, 1.0, 0.001); Assert.AreEqual(c, 1.0, 0.001); }
public static void TestPausing() { CommandQueue queue = new CommandQueue(); bool shouldBePaused = true; bool secondCommandCalled = false; queue.Enqueue( Commands.Do( () => queue.Paused = true), Commands.Do( () => { Assert.AreEqual(shouldBePaused, false, "Executed Command while CommandQueue paused."); secondCommandCalled = true; }) ); queue.Update(10.0); queue.Paused = false; shouldBePaused = false; queue.Update(10.0); Assert.AreEqual(secondCommandCalled, true, "Second Command never called."); }
public static void TestQueue() { CommandQueue mainQueue = new CommandQueue(); CommandQueue secondQueue = new CommandQueue(); bool firstCommandTriggered = false; bool secondCommandTriggered = false; bool thirdCommandTriggered = false; secondQueue.Enqueue( Commands.Do(() => { Assert.IsTrue(!firstCommandTriggered); firstCommandTriggered = true; }), Commands.Do(() => { Assert.IsTrue(firstCommandTriggered); Assert.IsTrue(!secondCommandTriggered); secondCommandTriggered = true; }), Commands.Do(() => { Assert.IsTrue(firstCommandTriggered); Assert.IsTrue(secondCommandTriggered); Assert.IsTrue(!thirdCommandTriggered); thirdCommandTriggered = true; }) ); mainQueue.Enqueue( Commands.Repeat(2, Commands.Queue(secondQueue) ) ); while (!mainQueue.Update(DELTA_TIME_RATE)) {} }
public static void TestChangeBy() { const float floatOffset = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref <float> floatRef = new Ref <float>( () => floatVal, t => floatVal = t ); const double doubleOffset = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref <double> doubleRef = new Ref <double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2Offset = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref <Vector2> vec2Ref = new Ref <Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3Offset = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref <Vector3> vec3Ref = new Ref <Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4Offset = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref <Vector4> vec4Ref = new Ref <Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Commands.Repeat(2, Commands.Parallel( Commands.ChangeBy(floatRef, floatOffset, 1.0), Commands.ChangeBy(doubleRef, doubleOffset, 1.0), Commands.ChangeBy(vec2Ref, vec2Offset, 1.0), Commands.ChangeBy(vec3Ref, vec3Offset, 1.0), Commands.ChangeBy(vec4Ref, vec4Offset, 1.0) ) ) ); queue.Update(0.3); // Check basic lerping works. Assert.AreEqual(floatVal, floatOffset * 0.3f + floatStart, 0.01); Assert.AreEqual(doubleVal, doubleOffset * 0.3 + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset * 0.3f + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset * 0.3f + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset * 0.3f + vec4Start, 0.01f); queue.Update(0.7); // Completes the offset Assert.AreEqual(floatVal, floatOffset + floatStart, 0.01f); Assert.AreEqual(doubleVal, doubleOffset + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset + vec4Start, 0.01f); queue.Update(0.3); // Check that it compounds the result Assert.AreEqual(floatVal, floatOffset * 1.3f + floatStart, 0.01f); Assert.AreEqual(doubleVal, doubleOffset * 1.3 + doubleStart, 0.01); AreEqual(vec2Val, vec2Offset * 1.3f + vec2Start, 0.01f); AreEqual(vec3Val, vec3Offset * 1.3f + vec3Start, 0.01f); AreEqual(vec4Val, vec4Offset * 1.3f + vec4Start, 0.01f); // Reset the vals to zero. floatVal = 0.0f; doubleVal = 0.0; vec2Val = Vector2.zero; vec3Val = Vector3.zero; vec4Val = Vector4.zero; queue.Update(0.7); // And check the offset continues. Assert.AreEqual(floatVal, floatOffset * 0.7f, 0.01f); Assert.AreEqual(doubleVal, doubleOffset * 0.7, 0.01); AreEqual(vec2Val, vec2Offset * 0.7f, 0.01f); AreEqual(vec3Val, vec3Offset * 0.7f, 0.01f); AreEqual(vec4Val, vec4Offset * 0.7f, 0.01f); }
void ResetEase() { Vector3 endPosition = Camera.main.ScreenToWorldPoint( new Vector3(Screen.width / 2 + 200, Screen.height / 2, 5) ); Vector3 startPosition = Camera.main.ScreenToWorldPoint( new Vector3(Screen.width / 2 - 200, Screen.height / 2, 5) ); Vector3 cubePosition = Camera.main.ScreenToWorldPoint( new Vector3(Screen.width / 2, Screen.height / 2 - 150, 5) ); Quaternion startRotation = Quaternion.Euler(0f, 0f, 0f); Quaternion endRotation = Quaternion.Euler(0f, 0f, -180f); _sphere.transform.position = startPosition; _cube.transform.position = cubePosition; _queue = new CommandQueue(); _queue.Enqueue( Commands.RepeatForever( Commands.Do( () => _sphere.transform.position = startPosition), Commands.Do( () => _cube.transform.rotation = startRotation), Commands.Parallel( Commands.MoveTo(_sphere, endPosition, 2f, _eases[_keys[_position]]), Commands.RotateBy(_cube, endRotation, 2f, _eases[_keys[_position]]) ), Commands.WaitForSeconds(0.5f) ) ); }