public IEnumerator ChangeNameBeforeAwakeTest() { // Create reference GameObject obj = new GameObject("MyObject"); obj.SetActive(false); TrainingSceneObject reference = obj.AddComponent <TrainingSceneObject>(); reference.ChangeUniqueName("Test"); reference.ChangeUniqueName("Test2"); obj.SetActive(true); // Assert that reference is now registered at the registry. Assert.IsTrue(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsGuid(reference.Guid)); Assert.AreEqual(reference, RuntimeConfigurator.Configuration.SceneObjectRegistry.GetByGuid(reference.Guid)); Assert.IsFalse(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName("Test")); Assert.IsTrue(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName("Test2")); Assert.AreEqual(reference, RuntimeConfigurator.Configuration.SceneObjectRegistry.GetByName("Test2")); // Clean up Object.DestroyImmediate(obj); yield return(null); }
public IEnumerator FastForwardInactiveBehavior() { // Given a complete scaling behavior with a positive duration, const float duration = 0.05f; GameObject target = new GameObject(targetName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(targetName); Vector3 endScale = target.transform.localScale + newScale; IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration); behavior.Configure(defaultMode); // When we mark it to fast-forward, behavior.LifeCycle.MarkToFastForward(); // Then it doesn't autocomplete because it hasn't been activated yet. Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage); Assert.IsFalse(target.transform.localScale == endScale); yield break; }
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 <DummyTouchableProperty>(); touchable.ChangeUniqueName("Touchable"); LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining") .AddChapter(new LinearChapterBuilder("TestChapter") .AddStep(InteractionDefaultSteps.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); }
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 <DummySnapZoneProperty>(); snapZone.ChangeUniqueName("SnapZone"); GameObject putGo = new GameObject("Puttable"); TrainingSceneObject objectToPut = putGo.AddComponent <TrainingSceneObject>(); putGo.AddComponent <DummySnappableProperty>(); objectToPut.ChangeUniqueName("ToPut"); LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining") .AddChapter(new LinearChapterBuilder("TestChapter") .AddStep(InteractionDefaultSteps.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); }
public IEnumerator FastForwardActivatingBehavior() { // Given an active ConfettiBehavior with activation mode "Activation", GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, duration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } // When we mark it to fast-forward, behavior.LifeCycle.MarkToFastForward(); // Then it autocompletes immediately. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); }
public IEnumerator CreateByName() { // Given two training scene objects and a duration, GameObject movedGo = new GameObject(movedName); TrainingSceneObject moved = movedGo.AddComponent <TrainingSceneObject>(); moved.ChangeUniqueName(movedName); GameObject targetGo = new GameObject(positionProviderName); TrainingSceneObject positionProvider = targetGo.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); float duration = 0.25f; // When we create MoveObjectBehavior and pass training scene objects by their unique name, MoveObjectBehavior moveObjectBehavior = new MoveObjectBehavior(movedName, positionProviderName, duration); // Then all properties of the MoveObjectBehavior are properly assigned Assert.AreEqual(moved, moveObjectBehavior.Data.Target.Value); Assert.AreEqual(positionProvider, moveObjectBehavior.Data.PositionProvider.Value); Assert.AreEqual(moveObjectBehavior.Data.Duration, duration); // Cleanup created game objects. Object.DestroyImmediate(movedGo); Object.DestroyImmediate(targetGo); yield return(null); }
public IEnumerator StillActivatingWhenPositiveDurationNotFinished() { // Given the position provider training object, some valid default settings, and the activation mode = Activation, GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, 2f, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When I activate that behavior, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } // And wait two update cycles, yield return(null); behavior.Update(); yield return(null); behavior.Update(); // Then the activation state of the behavior is "activating". Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage); }
public IEnumerator ActivationWithSpawnedMachine() { // Given a positive duration, a position provider, some valid default settings, and the activation mode = Activation, GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, duration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When I activate that behavior and wait until it's activating, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } string prefabName = "Behavior" + pathToPrefab.Substring(pathToPrefab.LastIndexOf("/", StringComparison.Ordinal) + 1); GameObject machine = GameObject.Find(prefabName); // Then the activation state of the behavior is "activating" and the ConfettiMachine exists in the scene. Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage); Assert.IsTrue(machine != null); }
public IEnumerator UnregisterAllowsToPlaceTest() { // Create reference GameObject obj1 = new GameObject("MyObject"); TrainingSceneObject reference1 = obj1.AddComponent <TrainingSceneObject>(); reference1.ChangeUniqueName("Test"); RuntimeConfigurator.Configuration.SceneObjectRegistry.Unregister(reference1); // Create reference GameObject obj2 = new GameObject("MyObject"); TrainingSceneObject reference2 = obj2.AddComponent <TrainingSceneObject>(); reference2.ChangeUniqueName("Test"); // Assert that new added reference can be found Assert.IsTrue(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsGuid(reference2.Guid)); Assert.IsTrue(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName(reference2.UniqueName)); Assert.AreEqual(reference2, RuntimeConfigurator.Configuration.SceneObjectRegistry.GetByName(reference2.UniqueName)); // Clean up Object.DestroyImmediate(obj1); Object.DestroyImmediate(obj2); yield return(null); }
public IEnumerator BuildingUseTest() { // Given a usable property and a builder for a training with Use default step GameObject usableGo = new GameObject("Usable"); TrainingSceneObject usable = usableGo.AddComponent <TrainingSceneObject>(); usableGo.AddComponent <UsableProperty>(); usable.ChangeUniqueName("Usable"); LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining") .AddChapter(new LinearChapterBuilder("TestChapter") .AddStep(DefaultSteps.Use("TestUseStep", "Usable"))); // When you build a training with it IStep step = builder.Build().Data.FirstChapter.Data.FirstStep; // Then it has a step with an UsedCondition Assert.True(step != null); Assert.True(step.Data.Name == "TestUseStep"); Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.Count == 1); Assert.True(step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() is UsedCondition); Assert.True(ReferenceEquals((step.Data.Transitions.Data.Transitions.First().Data.Conditions.First() as UsedCondition).Data.UsableProperty.Value.SceneObject, usable)); // Cleanup Object.DestroyImmediate(usableGo); return(null); }
public IEnumerator HighlightTest() { // Given we have a training scene object and a builder for a training with a step with highlight that object GameObject go = new GameObject("Highlightable"); TrainingSceneObject highlightable = go.AddComponent <TrainingSceneObject>(); highlightable.ChangeUniqueName("Highlightable"); LinearTrainingBuilder builder = new LinearTrainingBuilder("TestTraining") .AddChapter(new LinearChapterBuilder("TestChapter") .AddStep(new BasicStepBuilder("TestHighlightStep") .Highlight("Highlightable"))); // When we build a training from it IStep step = builder.Build().Data.FirstChapter.Data.FirstStep; // Then we have a step with VRTKObjectHighlight behavior. Assert.True(step != null); Assert.True(step.Data.Name == "TestHighlightStep"); Assert.True(step.Data.Behaviors.Data.Behaviors.First() is VRTKObjectHighlight); Assert.True(ReferenceEquals((step.Data.Behaviors.Data.Behaviors.First() as VRTKObjectHighlight).Data.Target.Value, highlightable)); // Cleanup Object.DestroyImmediate(go); return(null); }
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); }
public IEnumerator RunsInstantlyWhenDelayTimeIsZero() { // Given a complete scaling behavior with duration time == 0, const float duration = 0f; GameObject target = new GameObject(targetName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(targetName); Vector3 endScale = target.transform.localScale + newScale; IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration); behavior.Configure(defaultMode); // When we activate it and wait one update cycle, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } yield return(null); behavior.Update(); // Then the behavior is activated immediately and the object is scaled correctly. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.IsTrue(target.transform.localScale == endScale); }
public IEnumerator FastForwardActivatingBehavior() { // Given an active and complete scaling behavior with a positive duration, const float duration = 0.05f; GameObject target = new GameObject(targetName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(targetName); Vector3 endScale = target.transform.localScale + newScale; IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration); behavior.Configure(defaultMode); behavior.LifeCycle.Activate(); // When we mark it to fast-forward, behavior.LifeCycle.MarkToFastForward(); // Then the behavior is activated immediately and the object is scaled correctly. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.IsTrue(target.transform.localScale == endScale); yield break; }
public IEnumerator FastForwardInactiveBehavior() { // Given MoveObjectBehavior that takes two training scene objects with different positions and rotations, and positive transition duration, float duration = 0.05f; GameObject movedGo = new GameObject(movedName); TrainingSceneObject moved = movedGo.AddComponent <TrainingSceneObject>(); moved.ChangeUniqueName(movedName); GameObject positionProviderGo = new GameObject(positionProviderName); positionProviderGo.transform.position = new Vector3(1, 2, 50); positionProviderGo.transform.rotation = Quaternion.Euler(57, 195, 188); TrainingSceneObject target = positionProviderGo.AddComponent <TrainingSceneObject>(); target.ChangeUniqueName(positionProviderName); MoveObjectBehavior behavior = new MoveObjectBehavior(moved, target, duration); // When we mark it to fast-forward, behavior.LifeCycle.MarkToFastForward(); // Then it doesn't autocomplete because it wasn't activated yet. Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage); // Cleanup created game objects. Object.DestroyImmediate(movedGo); Object.DestroyImmediate(positionProviderGo); yield return(null); }
public IEnumerator CreateByName() { // Given the path to the confetti machine prefab, the position provider name, the duration, the bool isAboveTrainee, the area radius, and the activation mode, GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); BehaviorExecutionStages executionStages = BehaviorExecutionStages.ActivationAndDeactivation; // When we create ConfettiBehavior and pass training objects by their unique name, ConfettiBehavior confettiBehavior = new ConfettiBehavior(false, positionProviderName, pathToMockPrefab, areaRadius, duration, executionStages); confettiBehavior.Configure(defaultMode); // Then all properties of the MoveObjectBehavior are properly assigned. Assert.AreEqual(false, confettiBehavior.Data.IsAboveTrainee); Assert.AreEqual(positionProvider, confettiBehavior.Data.PositionProvider.Value); Assert.AreEqual(pathToMockPrefab, confettiBehavior.Data.ConfettiMachinePrefabPath); Assert.AreEqual(areaRadius, confettiBehavior.Data.AreaRadius); Assert.AreEqual(duration, confettiBehavior.Data.Duration); Assert.AreEqual(executionStages, confettiBehavior.Data.ExecutionStages); yield break; }
public IEnumerator FastForwardInactiveBehaviorAndActivateIt() { // Given MoveObjectBehavior that takes two training scene objects with different positions and rotations, and positive transition duration, float duration = 0.05f; GameObject movedGo = new GameObject(movedName); TrainingSceneObject moved = movedGo.AddComponent <TrainingSceneObject>(); moved.ChangeUniqueName(movedName); GameObject positionProviderGo = new GameObject(positionProviderName); positionProviderGo.transform.position = new Vector3(1, 2, 50); positionProviderGo.transform.rotation = Quaternion.Euler(57, 195, 188); TrainingSceneObject target = positionProviderGo.AddComponent <TrainingSceneObject>(); target.ChangeUniqueName(positionProviderName); MoveObjectBehavior behavior = new MoveObjectBehavior(moved, target, duration); // When we mark it to fast-forward and activate it, behavior.LifeCycle.MarkToFastForward(); behavior.LifeCycle.Activate(); // Then it autocompletes immediately, and moved object position and rotation matches the ones of positionProvider. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.IsTrue((movedGo.transform.position - positionProviderGo.transform.position).sqrMagnitude < 0.001f); Assert.IsTrue(Quaternion.Dot(movedGo.transform.rotation, positionProviderGo.transform.rotation) > 0.999f); // Cleanup created game objects. Object.DestroyImmediate(movedGo); Object.DestroyImmediate(positionProviderGo); yield return(null); }
public IEnumerator NotExistingPrefab() { // Given the position provider training object, an invalid path to a not existing prefab, some valid default settings, and the activation mode = Activation, GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToMockPrefab, areaRadius, duration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When I activate that behavior and wait for one update cycle, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } yield return(null); behavior.Update(); string prefabName = "Behavior" + pathToMockPrefab.Substring(pathToMockPrefab.LastIndexOf("/", StringComparison.Ordinal) + 1); GameObject machine = GameObject.Find(prefabName); // Then the activation state of the behavior is "active" and there is no confetti machine in the scene. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.AreEqual(null, machine); }
public IEnumerator SamePosition() { // Given MoveObjectBehavior that takes two training scene objects with the same position and rotation, and positive transition duration, float duration = 0.05f; GameObject movedGo = new GameObject(movedName); TrainingSceneObject moved = movedGo.AddComponent <TrainingSceneObject>(); moved.ChangeUniqueName(movedName); GameObject targetGo = new GameObject(positionProviderName); TrainingSceneObject target = targetGo.AddComponent <TrainingSceneObject>(); target.ChangeUniqueName(positionProviderName); MoveObjectBehavior behavior = new MoveObjectBehavior(moved, target, duration); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When we activate the behavior, behavior.LifeCycle.Activate(); yield return(null); behavior.Update(); // Then it does not finish its activation immediately. Assert.IsTrue(behavior.LifeCycle.Stage == Stage.Activating); // Cleanup created game objects. Object.DestroyImmediate(movedGo); Object.DestroyImmediate(targetGo); yield return(null); }
public IEnumerator UnregisterOnDestroyTest() { // Create reference GameObject obj = new GameObject("MyObject"); TrainingSceneObject reference = obj.AddComponent <TrainingSceneObject>(); reference.ChangeUniqueName("Test"); Object.DestroyImmediate(obj); // Assert that exception is thrown Assert.IsFalse(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName("Test")); yield return(null); }
public IEnumerator PositiveDuration() { // Given MoveObjectBehavior that takes two training scene objects with different positions and rotations, and positive transition duration, float duration = 0.05f; GameObject movedGo = new GameObject(movedName); TrainingSceneObject moved = movedGo.AddComponent <TrainingSceneObject>(); moved.ChangeUniqueName(movedName); GameObject positionProviderGo = new GameObject(positionProviderName); positionProviderGo.transform.position = new Vector3(1, 2, 50); positionProviderGo.transform.rotation = Quaternion.Euler(57, 195, 188); TrainingSceneObject target = positionProviderGo.AddComponent <TrainingSceneObject>(); target.ChangeUniqueName(positionProviderName); MoveObjectBehavior behavior = new MoveObjectBehavior(moved, target, duration); behavior.Configure(RuntimeConfigurator.Configuration.Modes.CurrentMode); // When I activate that behavior and wait for transition duration, behavior.LifeCycle.Activate(); float startTime = Time.time; while (Stage.Active != behavior.LifeCycle.Stage) { yield return(null); behavior.Update(); } // Then behavior activation is completed, and moved object position and rotation matches positionProvider's. Assert.IsTrue(Time.time - startTime > duration); Assert.IsTrue((movedGo.transform.position - positionProviderGo.transform.position).sqrMagnitude < 0.001f); Assert.IsTrue(Quaternion.Dot(movedGo.transform.rotation, positionProviderGo.transform.rotation) > 0.999f); // Cleanup created game objects. Object.DestroyImmediate(movedGo); Object.DestroyImmediate(positionProviderGo); yield return(null); }
public IEnumerator DoneAfterTime() { // Given a complete scaling behavior with a positive duration, const float duration = 0.05f; GameObject target = new GameObject(targetName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(targetName); Vector3 endScale = target.transform.localScale + newScale; IBehavior behavior = new ScalingBehavior(new SceneObjectReference(targetName), endScale, duration); behavior.Configure(defaultMode); // When we activate the behavior and wait for it's delay time, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } yield return(null); behavior.Update(); float startTime = Time.time; while (Time.time < startTime + duration) { Assert.AreEqual(Stage.Activating, behavior.LifeCycle.Stage); Assert.IsFalse(target.transform.localScale == endScale); yield return(null); behavior.Update(); } // Then the behavior should be active and the object is scaled correctly. Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.IsTrue(target.transform.localScale == endScale); }
public IEnumerator CreateLockBehavior() { // Given an game object with a changed unique name, GameObject gameObject = new GameObject("Test"); TrainingSceneObject targetObject = gameObject.AddComponent <TrainingSceneObject>(); targetObject.ChangeUniqueName(targetName); // When we reference it by reference or unique name in the LockObjectBehavior, LockObjectBehavior lock1 = new LockObjectBehavior(targetObject); LockObjectBehavior lock2 = new LockObjectBehavior(targetName); // Then it is the same object. Assert.AreEqual(targetObject, lock1.Data.Target.Value); Assert.AreEqual(targetObject, lock2.Data.Target.Value); yield break; }
public IEnumerator CanBeFoundByUniqueNameTest() { // Create reference GameObject obj = new GameObject("MyObject"); TrainingSceneObject reference = obj.AddComponent <TrainingSceneObject>(); reference.ChangeUniqueName("Test"); // Await end of frame yield return(new WaitForFixedUpdate()); // Assert that reference is now registered at the registry. Assert.IsTrue(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName(reference.UniqueName)); Assert.AreEqual(reference, RuntimeConfigurator.Configuration.SceneObjectRegistry.GetByName(reference.UniqueName)); // Clean up Object.DestroyImmediate(obj); }
public IEnumerator ZeroDuration() { // Given a duration equals zero, a position provider, some valid default settings, and the activation mode = Activation, float newDuration = 0f; GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, newDuration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When I activate that behavior, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } // Wait one update cycle, yield return(null); behavior.Update(); // And wait one end cycle, yield return(null); behavior.Update(); // Then behavior activation is immediately completed, and the confetti machine should be in the scene. string prefabName = "Behavior" + pathToPrefab.Substring(pathToPrefab.LastIndexOf("/", StringComparison.Ordinal) + 1); GameObject machine = GameObject.Find(prefabName); Assert.AreEqual(Stage.Active, behavior.LifeCycle.Stage); Assert.IsTrue(machine == null); // Cleanup created game objects. Object.DestroyImmediate(target); }
public IEnumerator UnregisterRemovesReferenceTest() { // Create reference GameObject obj = new GameObject("MyObject"); TrainingSceneObject reference = obj.AddComponent <TrainingSceneObject>(); reference.ChangeUniqueName("Test"); // Await end of frame yield return(new WaitForFixedUpdate()); RuntimeConfigurator.Configuration.SceneObjectRegistry.Unregister(reference); // Assert that you cant find reference by guid or name Assert.IsFalse(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsGuid(reference.Guid)); Assert.IsFalse(RuntimeConfigurator.Configuration.SceneObjectRegistry.ContainsName(reference.UniqueName)); // Clean up Object.DestroyImmediate(obj); }
public IEnumerator FastForwardInactiveBehavior() { // Given a ConfettiBehavior with activation mode "Activation", GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, duration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When we mark it to fast-forward, behavior.LifeCycle.MarkToFastForward(); // Then it doesn't autocomplete because it hasn't been activated yet. Assert.AreEqual(Stage.Inactive, behavior.LifeCycle.Stage); yield break; }
public IEnumerator CreateUnlockBehavior() { // Given an game object with a changed unique name, GameObject gameObject = new GameObject("Test"); TrainingSceneObject targetObject = gameObject.AddComponent <TrainingSceneObject>(); targetObject.ChangeUniqueName(targetName); // When we reference it by reference or unique name in the UnlockObjectBehavior, UnlockObjectBehavior unlock1 = new UnlockObjectBehavior(targetObject); UnlockObjectBehavior unlock2 = new UnlockObjectBehavior(targetName); // Then it is the same object. Assert.AreEqual(targetObject, unlock1.Data.Target.Value); Assert.AreEqual(targetObject, unlock2.Data.Target.Value); // Cleanup created game objects. Object.DestroyImmediate(gameObject); yield return(null); }
public IEnumerator RemovedMachineAfterPositiveDuration() { // Given a positive duration, a position provider, some valid default settings, and the activation mode = Activation, GameObject target = new GameObject(positionProviderName); TrainingSceneObject positionProvider = target.AddComponent <TrainingSceneObject>(); positionProvider.ChangeUniqueName(positionProviderName); ConfettiBehavior behavior = new ConfettiBehavior(false, positionProvider, pathToPrefab, areaRadius, duration, BehaviorExecutionStages.Activation); behavior.Configure(defaultMode); // When I activate that behavior and wait for one update cycle, behavior.LifeCycle.Activate(); while (behavior.LifeCycle.Stage != Stage.Activating) { yield return(null); behavior.Update(); } yield return(null); behavior.Update(); // And wait duration seconds, float startTime = Time.time; while (Time.time < startTime + duration + 0.1f) { yield return(null); behavior.Update(); } // Then behavior activation is completed, and the confetti machine should be deleted. string prefabName = "Behavior" + pathToPrefab.Substring(pathToPrefab.LastIndexOf("/", StringComparison.Ordinal) + 1); Assert.IsTrue(GameObject.Find(prefabName) == null); }
public IEnumerator CantBeRegisteredTwiceTest() { // Create reference GameObject obj = new GameObject("MyObject"); TrainingSceneObject reference = obj.AddComponent <TrainingSceneObject>(); reference.ChangeUniqueName("Test"); // Assert that exception is thrown Assert.Throws(typeof(AlreadyRegisteredException), () => { RuntimeConfigurator.Configuration.SceneObjectRegistry.Register(reference); }, "ReferenceAlreadyRegisteredException was not thrown!"); // Clean up Object.DestroyImmediate(obj); yield return(null); }