public void TearDown()
 {
     PlayModeTestUtilities.TearDown();
 }
Пример #2
0
 public IEnumerator TearDown()
 {
     PlayModeTestUtilities.TearDown();
     yield return(null);
 }
Пример #3
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 public IEnumerator TearDown()
 {
     GameObject.Destroy(cube);
     PlayModeTestUtilities.TearDown();
     yield return(null);
 }
Пример #4
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 public void ShutdownMrtk()
 {
     PlayModeTestUtilities.TearDown();
 }
        public IEnumerator TestTeleportAndContentOffset()
        {
            var             iss = PlayModeTestUtilities.GetInputSimulationService();
            ExperienceScale originalExperienceScale;
            float           originalProfileContentOffset;

            float contentOffset = 1.3f;

            // MRTK has already been created by SetUp prior to calling this,
            // we have to shut it down to re-init with the custom input profile which
            // has our contentOffset value set
            PlayModeTestUtilities.TearDown();
            yield return(null);

            // Initialize a profile with the appropriate contentOffset
            var profile = TestUtilities.GetDefaultMixedRealityProfile <MixedRealityToolkitConfigurationProfile>();

            originalProfileContentOffset = profile.ExperienceSettingsProfile.ContentOffset;
            originalExperienceScale      = profile.ExperienceSettingsProfile.TargetExperienceScale;

            profile.ExperienceSettingsProfile.ContentOffset         = contentOffset;
            profile.ExperienceSettingsProfile.TargetExperienceScale = ExperienceScale.Room;

            PlayModeTestUtilities.Setup(profile);

            yield return(new WaitForSeconds(0.5f));

            // Ensure that the SceneContent object is contentOffset units above the origin
            Assert.AreEqual(GameObject.Find("MixedRealitySceneContent").transform.position.y, contentOffset, 0.005f);

            // Create a floor and make sure it's below the camera
            var floor = GameObject.CreatePrimitive(PrimitiveType.Plane);

            floor.transform.position = -0.5f * Vector3.up;

            // Test Right Hand Teleport
            TestUtilities.PlayspaceToOriginLookingForward();
            float initialForwardPosition = MixedRealityPlayspace.Position.z;

            TestHand leftHand  = new TestHand(Handedness.Left);
            TestHand rightHand = new TestHand(Handedness.Right);

            // Make sure the hand is in front of the camera
            yield return(rightHand.Show(Vector3.forward * 0.6f));

            rightHand.SetRotation(Quaternion.identity);

            yield return(rightHand.SetGesture(ArticulatedHandPose.GestureId.TeleportStart));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            yield return(rightHand.SetGesture(ArticulatedHandPose.GestureId.TeleportEnd));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            // We should have teleported in the forward direction after the teleport
            Assert.IsTrue(MixedRealityPlayspace.Position.z > initialForwardPosition);
            rightHand.Hide();

            // Test Left Hand Teleport
            TestUtilities.PlayspaceToOriginLookingForward();

            // Make sure the hand is in front of the camera
            yield return(leftHand.Show(Vector3.forward * 0.6f));

            yield return(leftHand.SetGesture(ArticulatedHandPose.GestureId.TeleportStart));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            yield return(leftHand.SetGesture(ArticulatedHandPose.GestureId.TeleportEnd));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            // We should have teleported in the forward direction after the teleport
            Assert.IsTrue(MixedRealityPlayspace.Position.z > initialForwardPosition);

            // Reset the profile's settings to it's original value
            profile.ExperienceSettingsProfile.TargetExperienceScale = originalExperienceScale;
            profile.ExperienceSettingsProfile.ContentOffset         = originalProfileContentOffset;

            leftHand.Hide();
        }