public IEnumerator State_Time_SetTime_DoesntStartState([ValueSource(typeof(ComparativeTestFixture), "Sources")] System.Type type)
        {
            IAnimation animation    = ComparativeTestFixture.Instantiate(type);
            var        clip         = Resources.Load <AnimationClip>("LinearX");
            var        clipInstance = Object.Instantiate <AnimationClip>(clip);

            clipInstance.legacy = animation.usesLegacy;

            animation.AddClip(clipInstance, "ValidName");
            IAnimationState state = animation.GetState("ValidName");

            animation.Play(state.name);
            state.time = 2.0f;
            state.time = 0.2f;
            yield return(null);

            Assert.IsTrue(state.enabled, "State should be disabled");
            Assert.IsTrue(animation.IsPlaying(state.name), "State should be disabled");
            Assert.IsTrue(animation.isPlaying, "State should be disabled");
        }
Exemple #2
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    public IEnumerator NegativeSpeed_Does_Trigger_Crossfade([ValueSource(typeof(ComparativeTestFixture), "Sources")] System.Type type)
    {
        IAnimation animation    = ComparativeTestFixture.Instantiate(type);
        var        clip         = Resources.Load <AnimationClip>("LinearX");
        var        clipInstance = Object.Instantiate <AnimationClip>(clip);

        clipInstance.legacy = animation.usesLegacy;

        animation.AddClip(clipInstance, "PlayBackwards");
        animation.AddClip(clipInstance, "Crossfade");
        IAnimationState state = animation.GetState("PlayBackwards");

        state.enabled = true;
        state.time    = 0.5f;
        state.speed   = -1f;
        animation.PlayQueued("Crossfade", QueueMode.CompleteOthers);
        yield return(new WaitForSeconds(0.5f));

        Assert.IsTrue(state.enabled);
        Assert.IsTrue(animation.IsPlaying("Crossfade"));
    }