コード例 #1
0
ファイル: TrainingBuilderTests.cs プロジェクト: vued/Creator
        public IEnumerator BuildingTouchTest()
        {
            // Given you have a touchable property and a builder for a training with Touch default step
            GameObject          touchableGo = new GameObject("Touchable");
            TrainingSceneObject touchable   = touchableGo.AddComponent <TrainingSceneObject>();

            touchableGo.AddComponent <TouchableProperty>();
            touchable.ChangeUniqueName("Touchable");

            LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining")
                                            .AddChapter(new LinearChapterBuilder("TestChapter")
                                                        .AddStep(DefaultSteps.Touch("TestTouchStep", "Touchable")));

            // When you build a training with it
            IStep step = builder.Build().Data.FirstChapter.Data.FirstStep;

            // Then it has a step with a TouchCOndition
            Assert.True(step != null);
            Assert.True(step.Data.Name == "TestTouchStep");
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Count == 1);
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() is TouchedCondition);
            Assert.True(ReferenceEquals((step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() as TouchedCondition).Data.TouchableProperty.Value.SceneObject, touchable));

            // Cleanup
            Object.DestroyImmediate(touchableGo);

            return(null);
        }
コード例 #2
0
ファイル: TrainingBuilderTests.cs プロジェクト: vued/Creator
        public IEnumerator BuildingSnapZonePutTest()
        {
            // Given a snap zone and snappable property and a builder for a training with a PutIntoSnapZone default step
            GameObject          snapZoneGo = new GameObject("SnapZone");
            TrainingSceneObject snapZone   = snapZoneGo.AddComponent <TrainingSceneObject>();

            snapZoneGo.AddComponent <SnapZoneProperty>();
            snapZone.ChangeUniqueName("SnapZone");

            GameObject          putGo       = new GameObject("Puttable");
            TrainingSceneObject objectToPut = putGo.AddComponent <TrainingSceneObject>();

            putGo.AddComponent <SnappableProperty>();
            objectToPut.ChangeUniqueName("ToPut");

            LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining")
                                            .AddChapter(new LinearChapterBuilder("TestChapter")
                                                        .AddStep(DefaultSteps.PutIntoSnapZone("TestSnapZonePutStep", "SnapZone", "ToPut")));

            // When you build a training with it
            IStep step = builder.Build().Data.FirstChapter.Data.FirstStep;

            // Then it has a step with a SnappedCondition
            Assert.True(step != null);
            Assert.True(step.Data.Name == "TestSnapZonePutStep");
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Count == 1);
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() is SnappedCondition);
            Assert.True(ReferenceEquals((step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() as SnappedCondition).Data.Target.Value.SceneObject, objectToPut));

            // Cleanup
            Object.DestroyImmediate(snapZoneGo);
            Object.DestroyImmediate(putGo);

            return(null);
        }
コード例 #3
0
ファイル: TrainingBuilderTests.cs プロジェクト: vued/Creator
        public IEnumerator BuildingGrabTest()
        {
            // Given a `GrabbableProperty` and a builder for a training with a Grab default step
            GameObject          go = new GameObject("TestGrabbable");
            TrainingSceneObject to = go.AddComponent <TrainingSceneObject>();

            go.AddComponent <GrabbableProperty>();
            to.ChangeUniqueName("Grabbable");


            LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining")
                                            .AddChapter(new LinearChapterBuilder("TestChapter")
                                                        .AddStep(DefaultSteps.Grab("TestGrabStep", "Grabbable")));

            // When we build a training from it
            IStep step = builder.Build().Data.FirstChapter.Data.FirstStep;

            //Then it should has a stap with a GrabbedCondition which refers to the `GrabbableProperty`.
            Assert.True(step != null);
            Assert.True(step.Data.Name == "TestGrabStep");
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Count == 1);
            GrabbedCondition condition = step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() as GrabbedCondition;

            Assert.True(ReferenceEquals(to, condition.Data.GrabbableProperty.Value.SceneObject));

            // Cleanup
            Object.DestroyImmediate(go);

            yield return(null);
        }
コード例 #4
0
ファイル: TrainingBuilderTests.cs プロジェクト: vued/Creator
        public void BuildingIntroTest()
        {
            // Given a builder with a predefined Intro step
            LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining")
                                            .AddChapter(new LinearChapterBuilder("TestChapter")
                                                        .AddStep(DefaultSteps.Intro("TestIntroStep")));

            // When we build a training from it,
            IStep step = builder.Build().Data.FirstChapter.Data.FirstStep;

            // Then a training with an Intro step is created.
            Assert.True(step != null);
            Assert.True(step.Data.Name == "TestIntroStep");
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Any() == false);
        }
コード例 #5
0
ファイル: TrainingBuilderTests.cs プロジェクト: vued/Creator
        public IEnumerator BuildingColliderPutTest()
        {
            // Given two training scene objects with `ColliderWithTriggerProperty` and a builder for at raining with a PutIntoCollider default step
            GameObject          colliderGo   = new GameObject("Collider");
            TrainingSceneObject testCollider = colliderGo.AddComponent <TrainingSceneObject>();

            colliderGo.AddComponent <SphereCollider>().isTrigger = true;
            colliderGo.AddComponent <ColliderWithTriggerProperty>();
            testCollider.ChangeUniqueName("Collider");

            GameObject          putGo           = new GameObject("Puttable");
            TrainingSceneObject testObjectToPut = putGo.AddComponent <TrainingSceneObject>();

            putGo.AddComponent <SphereCollider>().isTrigger = true;
            putGo.AddComponent <ColliderWithTriggerProperty>();
            testObjectToPut.ChangeUniqueName("ToPut");

            LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining")
                                            .AddChapter(new LinearChapterBuilder("TestChapter")
                                                        .AddStep(DefaultSteps.PutIntoCollider("TestColliderPutStep", "Collider", 1f, "ToPut")));

            // When you build a training from it
            IStep step = builder.Build().Data.FirstChapter.Data.FirstStep;

            // Then it has a step with a ObjectInColliderCondition.
            Assert.True(step != null);
            Assert.True(step.Data.Name == "TestColliderPutStep");
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Count == 1);
            Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() is ObjectInColliderCondition);

            // Cleanup
            Object.DestroyImmediate(colliderGo);
            Object.DestroyImmediate(putGo);

            return(null);
        }