コード例 #1
0
        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);
        }
コード例 #2
0
        /// <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);
            }
        }
コード例 #3
0
        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();
        }