public void CreatePreset_CreateDefaultTile_HasPresetTileProperties() { Tile presetTile = TileUtility.DefaultTile(m_Sprite) as Tile; Assert.IsNotNull(presetTile); presetTile.color = Color.red; var preset = new Preset(presetTile); var defaultPreset = new DefaultPreset(String.Empty, preset); var presetType = preset.GetPresetType(); AssetDatabase.CreateAsset(preset, kPresetAssetPath); Preset.SetDefaultPresetsForType(presetType, new[] { defaultPreset }); m_Tile = TileUtility.CreateDefaultTile(); var tile = m_Tile as Tile; Assert.AreEqual(typeof(Tile), m_Tile.GetType()); Assert.IsNotNull(tile); Assert.AreEqual(m_Sprite, tile.sprite); Assert.NotNull(tile.sprite); Assert.AreEqual(Color.red, tile.color); Assert.AreNotEqual(Color.white, tile.color); Object.DestroyImmediate(presetTile); Preset.SetDefaultPresetsForType(presetType, null); }
/// <summary> /// Loads a default preset in Overwatch. /// </summary> /// <param name="preset">Preset to load.</param> /// <returns>Returns true if loading the preset was successful.</returns> public bool LoadPreset(DefaultPreset preset) { using (cg.LockHandler.Interactive) { int numPresets = NavigateToPresets(); if (numPresets == -1) { return(false); } cg.KeyPress(Keys.Tab, Keys.Tab); for (int i = 0; i < numPresets / 4; i++) { cg.KeyPress(Keys.Down, Keys.Down); } cg.GridNavigator((int)preset); cg.KeyPress(Keys.Space); cg.LeftClick(Points.PRESETS_CONFIRM); // Go back to lobby cg.GoBack(2); //cg.//ResetMouse(); return(true); } }
public void TestConvertOptionsWindow() { var instance = ExportSettings.instance; // check loading export settings from preset var convertSettingsPreset = ScriptableObject.CreateInstance(typeof(ConvertToPrefabSettings)) as ConvertToPrefabSettings; convertSettingsPreset.info.SetAnimatedSkinnedMesh(true); convertSettingsPreset.info.SetExportFormat(ExportSettings.ExportFormat.ASCII); var preset = new Preset(convertSettingsPreset); // set default preset var type = preset.GetPresetType(); Assert.That(type.IsValidDefault(), Is.True); var defaultPreset = new DefaultPreset(string.Empty, preset); Assert.That(Preset.SetDefaultPresetsForType(type, new DefaultPreset[] { defaultPreset }), Is.True); // make sure the instance settings do not match the preset instance.ConvertToPrefabSettings.info.SetAnimatedSkinnedMesh(false); instance.ConvertToPrefabSettings.info.SetExportFormat(ExportSettings.ExportFormat.Binary); Assert.That(convertSettingsPreset.info.AnimateSkinnedMesh, Is.Not.EqualTo(instance.ConvertToPrefabSettings.info.AnimateSkinnedMesh)); Assert.That(convertSettingsPreset.info.ExportFormat, Is.Not.EqualTo(instance.ConvertToPrefabSettings.info.ExportFormat)); // create an empty object to have something in the export set var go = new GameObject("temp"); var convertWindow = ConvertToPrefabEditorWindow.Init(new GameObject[] { go }); // clear any previous settings convertWindow.ResetSessionSettings(); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.AnimateSkinnedMesh, Is.EqualTo(convertSettingsPreset.info.AnimateSkinnedMesh)); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.ExportFormat, Is.EqualTo(convertSettingsPreset.info.ExportFormat)); convertWindow.Close(); // check loading export settings from project settings // remove preset Preset.RemoveFromDefault(preset); Assert.That(Preset.GetDefaultPresetsForType(type), Is.Empty); convertWindow = ConvertToPrefabEditorWindow.Init(new GameObject[] { go }); // clear any previous settings convertWindow.ResetSessionSettings(); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.AnimateSkinnedMesh, Is.EqualTo(instance.ConvertToPrefabSettings.info.AnimateSkinnedMesh)); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.ExportFormat, Is.EqualTo(instance.ConvertToPrefabSettings.info.ExportFormat)); // check modifying export settings persist and don't modify project settings convertWindow.ConvertToPrefabSettingsInstance.info.SetAnimatedSkinnedMesh(true); convertWindow.ConvertToPrefabSettingsInstance.info.SetExportFormat(ExportSettings.ExportFormat.ASCII); convertWindow.SaveExportSettings(); convertWindow.Close(); convertWindow = ConvertToPrefabEditorWindow.Init(new GameObject[] { go }); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.AnimateSkinnedMesh, Is.Not.EqualTo(instance.ConvertToPrefabSettings.info.AnimateSkinnedMesh)); Assert.That(convertWindow.ConvertToPrefabSettingsInstance.info.ExportFormat, Is.Not.EqualTo(instance.ConvertToPrefabSettings.info.ExportFormat)); // make sure these settings don't persist and close window convertWindow.ResetSessionSettings(); convertWindow.Close(); }