public IEnumerator AudioIsPlayedOnDeactivation() { // Given a PlayAudioBehavior with activation mode "Deactivation", ResourceAudio audioData = new ResourceAudio(new LocalizedString("Sounds/test-sound", "Sounds/test-sound")); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Deactivation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When we activate and deactivate it, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Active) { yield return(null); behavior.Update(); } behavior.LifeCycle.Deactivate(); yield return(null); behavior.Update(); // Then the audio is playing. Assert.IsTrue(audioSource.isPlaying); }
public IEnumerator BehaviorWithoutAudioClipIsDeactivatedImmediately() { // Given a PlayAudioBehavior with empty audio data and mode set to Deactivation ResourceAudio audioData = new ResourceAudio(null); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Deactivation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When behavior is activated behavior.LifeCycle.Activate(); yield return(null); behavior.Update(); behavior.LifeCycle.Deactivate(); yield return(null); behavior.Update(); // Then it immediately finishes its activation. Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage); }
public IEnumerator StillDeactivatingWhenPlayingAudio() { // Given a PlayAudioBehavior with activation mode "Deactivation", ResourceAudio audioData = new ResourceAudio(new LocalizedString("Sounds/test-sound", "Sounds/test-sound")); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Deactivation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.GetCurrentMode()); // When we activate and deactivate it, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Active) { yield return(null); behavior.Update(); } behavior.LifeCycle.Deactivate(); yield return(null); behavior.Update(); // Then that audio source is playing but behavior is deactivating. Assert.IsTrue(audioSource.isPlaying); Assert.AreEqual(Stage.Deactivating, behavior.LifeCycle.Stage); yield break; }
public IEnumerator ActiveAfterAudioPlayed() { // Given a PlayAudioBehavior, ResourceAudio audioData = new ResourceAudio(new LocalizedString("Sounds/test-sound", "Sounds/test-sound")); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Activation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When we activate it and wait for the audio to play back, behavior.LifeCycle.Activate(); float startTime = Time.time; while (audioSource.isPlaying) { Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage); yield return(null); behavior.Update(); } float duration = Time.time - startTime; // Then the audio is not playing and the behavior is active. Assert.AreEqual(audioData.AudioClip.length, duration, 0.1f); Assert.IsFalse(audioSource.isPlaying); Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); }
public IEnumerator IsDeactivatedAfterPlayingAudio() { // Given a PlayAudioBehavior with activation mode "Deactivation", ResourceAudio audioData = new ResourceAudio(new LocalizedString("Sounds/test-sound", "Sounds/test-sound")); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Deactivation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When we activate and deactivate it and wait until the clip stops playing, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Active) { yield return(null); behavior.Update(); } behavior.LifeCycle.Deactivate(); float startTime = Time.time; while (audioSource.isPlaying) { yield return(null); behavior.Update(); } float duration = Time.time - startTime; // Then the behavior is deactivated after the clip's duration has elapsed, within a margin of error. Assert.AreEqual(audioData.AudioClip.length, duration, 0.1f); Assert.IsFalse(audioSource.isPlaying); Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage); }
public IEnumerator ActivatingWhileAudioPlays() { // Given a PlayAudioBehavior, ResourceAudio audioData = new ResourceAudio(new LocalizedString("Sounds/test-sound", "Sounds/test-sound")); IBehavior behavior = new PlayAudioBehavior(audioData, BehaviorExecutionStages.Activation, audioSource); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When we activate it, behavior.LifeCycle.Activate(); yield return(null); behavior.Update(); // Then that audio source is playing but behavior is active. Assert.IsTrue(audioSource.isPlaying); Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage); }