public void ChangeSceneCacheOnInstancedPrefab() { //Initial setup const string DEST_PREFAB_PATH = "Assets/TestSceneCache.prefab"; const string ASSETS_FOLDER = "Assets/TestSceneCacheAssets"; bool prefabCreated = SceneCachePlayerEditorUtility.CreateSceneCachePlayerAndPrefab( Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH), DEST_PREFAB_PATH, ASSETS_FOLDER, out SceneCachePlayer player, out GameObject prefab ); Assert.IsTrue(prefabCreated); //Check the instanced prefab Assert.IsNotNull(player); Assert.IsTrue(player.gameObject.IsPrefabInstance()); //Change string newSceneCacheFilePath = Path.GetFullPath(MeshSyncTestEditorConstants.SPHERE_TEST_DATA_PATH); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, newSceneCacheFilePath); string convertedPath = newSceneCacheFilePath.Replace('\\', '/'); Assert.IsTrue(player.IsSceneCacheOpened()); Assert.AreEqual(convertedPath, player.GetSceneCacheFilePath()); //Cleanup Object.DestroyImmediate(player.gameObject); DeleteSceneCachePlayerPrefab(prefab); }
public void ChangeSceneCacheOnGameObject() { //Initial setup SceneCachePlayer player = new GameObject("SceneCache").AddComponent <SceneCachePlayer>(); Assert.IsFalse(player.IsSceneCacheOpened()); //Change SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH)); Assert.IsTrue(player.IsSceneCacheOpened()); Camera cam0 = player.GetComponentInChildren <Camera>(); Light light0 = player.GetComponentInChildren <Light>(); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, Path.GetFullPath(MeshSyncTestEditorConstants.SPHERE_TEST_DATA_PATH)); Assert.IsTrue(player.IsSceneCacheOpened()); Camera cam1 = player.GetComponentInChildren <Camera>(); Light light1 = player.GetComponentInChildren <Light>(); Assert.IsNotNull(cam0); Assert.IsNotNull(light0); Assert.AreEqual(cam0, cam1); Assert.AreEqual(light0, light1); Object.DestroyImmediate(player.gameObject); //Cleanup }
public void CopySceneCacheToStreamingAssets() { //Initial setup const string DEST_PREFAB_PATH = "Assets/TestSceneCache.prefab"; const string ASSETS_FOLDER = "Assets/TestSceneCacheAssets"; string destFolder = Path.Combine(Application.streamingAssetsPath, "TestRunner"); string streamingAssetsPath = Path.Combine(destFolder, "Copied.sc"); bool prefabCreated = SceneCachePlayerEditorUtility.CreateSceneCachePlayerAndPrefab( Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH), DEST_PREFAB_PATH, ASSETS_FOLDER, out SceneCachePlayer player, out GameObject prefab ); Assert.IsTrue(prefabCreated); //Copy Directory.CreateDirectory(destFolder); File.Copy(player.GetSceneCacheFilePath(), streamingAssetsPath); Assert.IsTrue(File.Exists(streamingAssetsPath)); AssetDatabase.Refresh(); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, streamingAssetsPath); string convertedPath = streamingAssetsPath.Replace('\\', '/'); Assert.AreEqual(convertedPath, player.GetSceneCacheFilePath()); //Cleanup Object.DestroyImmediate(player.gameObject); DeleteSceneCachePlayerPrefab(prefab); AssetDatabase.DeleteAsset(AssetUtility.NormalizeAssetPath(streamingAssetsPath)); AssetDatabase.DeleteAsset(AssetUtility.NormalizeAssetPath(destFolder)); AssetDatabase.Refresh(); }
private static SceneCachePlayer CreateTestSceneCachePlayer() { GameObject sceneCacheGo = new GameObject(); SceneCachePlayer sceneCachePlayer = sceneCacheGo.AddComponent <SceneCachePlayer>(); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(sceneCachePlayer, Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH)); return(sceneCachePlayer); }
public IEnumerator CreatePlayableAsset() { EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); //Add director GameObject directorGo = new GameObject("Director"); PlayableDirector director = directorGo.AddComponent <PlayableDirector>(); //Setup scene cache GameObject sceneCacheGo = new GameObject(); SceneCachePlayer sceneCachePlayer = sceneCacheGo.AddComponent <SceneCachePlayer>(); Assert.IsFalse(sceneCachePlayer.IsSceneCacheOpened()); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(sceneCachePlayer, Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH)); //Create timeline asset TimelineAsset asset = ScriptableObject.CreateInstance <TimelineAsset>(); director.playableAsset = asset; //Create PlayableAsset/Track/ etc SceneCachePlayableAsset playableAsset = ScriptableObject.CreateInstance <SceneCachePlayableAsset>(); SceneCacheTrack sceneCacheTrack = asset.CreateTrack <SceneCacheTrack>(null, "TestSceneCacheTrack"); TimelineClip clip = sceneCacheTrack.CreateDefaultClip(); clip.asset = playableAsset; director.SetReferenceValue(playableAsset.GetSceneCachePlayerRef().exposedName, sceneCachePlayer); //Select gameObject and open Timeline Window. This will trigger the TimelineWindow's update etc. EditorApplication.ExecuteMenuItem("Window/Sequencing/Timeline"); Selection.activeTransform = directorGo.transform; yield return(null); director.time = 0; yield return(null); Assert.AreEqual(0, sceneCachePlayer.GetRequestedNormalizedTime()); double timePerFrame = 1.0f / sceneCacheTrack.timelineAsset.editorSettings.fps; double directorTime = clip.start + clip.duration - timePerFrame; SetDirectorTime(director, directorTime); yield return(null); //Check clipData and curve SceneCacheClipData clipData = playableAsset.GetBoundClipData(); Assert.IsNotNull(clipData); AnimationCurve curve = clipData.GetAnimationCurve(); Assert.IsNotNull(curve); float normalizedTime = curve.Evaluate((float)directorTime); Assert.AreEqual(normalizedTime, sceneCachePlayer.GetRequestedNormalizedTime()); }
public void ChangeSceneCacheOnGameObject() { //Initial setup GameObject go = new GameObject(); SceneCachePlayer player = go.AddComponent <SceneCachePlayer>(); Assert.IsFalse(player.IsSceneCacheOpened()); //Change SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH)); Assert.IsTrue(player.IsSceneCacheOpened()); SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, Path.GetFullPath(MeshSyncTestEditorConstants.SPHERE_TEST_DATA_PATH)); Assert.IsTrue(player.IsSceneCacheOpened()); //Cleanup Object.DestroyImmediate(go); }
public IEnumerator ReloadSceneCache() { SceneCachePlayer player = new GameObject("SceneCache").AddComponent <SceneCachePlayer>(); //Set and reload SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, Path.GetFullPath(MeshSyncTestEditorConstants.CUBE_TEST_DATA_PATH)); Assert.IsTrue(player.IsSceneCacheOpened()); yield return(null); SceneCachePlayerEditorUtility.ReloadSceneCacheFile(player); Assert.IsTrue(player.transform.childCount > 0); Assert.IsTrue(player.IsSceneCacheOpened()); yield return(null); Object.DestroyImmediate(player.gameObject); //Cleanup }
//---------------------------------------------------------------------------------------------------------------------- static TestDataComponents ChangeSceneCacheFileAndVerify(SceneCachePlayer player, string scPath) { SceneCachePlayerEditorUtility.ChangeSceneCacheFile(player, scPath); string savedScFilePath = player.GetSceneCacheFilePath(); Assert.AreEqual(AssetEditorUtility.NormalizePath(scPath), savedScFilePath); Assert.IsTrue(AssetEditorUtility.IsPathNormalized(savedScFilePath), $"{savedScFilePath} is not normalized"); Assert.IsTrue(player.transform.childCount > 0); TestDataComponents ret = new TestDataComponents( player.GetComponentInChildren <Camera>(), player.GetComponentInChildren <Light>(), player.GetComponentInChildren <MeshRenderer>() ); Assert.IsNotNull(ret.cam); Assert.IsNotNull(ret.light); Assert.IsNotNull(ret.meshRenderer); return(ret); }