public void TearDown() { PlayModeTestUtilities.TearDown(); }
public IEnumerator TearDown() { PlayModeTestUtilities.TearDown(); yield return(null); }
public IEnumerator TearDown() { GameObject.Destroy(cube); PlayModeTestUtilities.TearDown(); yield return(null); }
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(); }