first commit
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fileFormatVersion: 2
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guid: 585e4d2e85b344909fd03397aa977b50
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timeCreated: 1641493617
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#if UNITY_EDITOR || UNITY_STANDALONE
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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using Unity.AI.Navigation.Updater;
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#pragma warning disable CS0618 // UnityEditor.AI.NavMeshBuilder is necessary in this implementation
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using NavMeshBuilder = UnityEditor.AI.NavMeshBuilder;
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#pragma warning restore CS0618
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namespace Unity.AI.Navigation.Editor.Tests
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{
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[Description("Tests suite related to the systems used to convert editor data from the legacy NavMesh systems to the modern component-based navigation extension")]
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class NavMeshConverterTests
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{
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const string k_RootFolder = "Assets";
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const string k_TestFolder = "ConverterTests";
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const string k_TestFolderPath = k_RootFolder + "/" + k_TestFolder;
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const string k_TestScenePath = k_TestFolderPath + "/ConverterTestsScene.unity";
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const string k_BuildHeightMeshPropertyName = "m_BuildSettings.buildHeightMesh";
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bool m_BuildHeightMeshPreviousValue;
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[OneTimeSetUp]
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public void OneTimeSetUp()
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{
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if (!AssetDatabase.IsValidFolder(k_TestFolderPath))
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AssetDatabase.CreateFolder(k_RootFolder, k_TestFolder);
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Assume.That(AssetDatabase.IsValidFolder(k_TestFolderPath));
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var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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var planeGameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
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#pragma warning disable 618
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GameObjectUtility.SetStaticEditorFlags(planeGameObject, StaticEditorFlags.NavigationStatic);
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#pragma warning restore 618
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EditorSceneManager.SaveScene(scene, k_TestScenePath);
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// Enable desired build settings (build HeightMesh)
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var settingsObject = new SerializedObject(NavMeshBuilder.navMeshSettingsObject);
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Assume.That(settingsObject, Is.Not.Null, "Unable to get the build settings object");
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var buildHeightMeshProperty = settingsObject.FindProperty(k_BuildHeightMeshPropertyName);
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Assume.That(buildHeightMeshProperty, Is.Not.Null, "Unable to get the buildHeightMesh property from the build settings object");
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m_BuildHeightMeshPreviousValue = buildHeightMeshProperty.boolValue;
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buildHeightMeshProperty.boolValue = true;
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settingsObject.ApplyModifiedProperties();
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Assume.That(buildHeightMeshProperty.boolValue, Is.True, "buildHeightMesh property from the build settings object should be true");
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NavMeshBuilder.BuildNavMesh();
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EditorSceneManager.SaveScene(scene, k_TestScenePath);
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Assume.That(NavMeshUpdaterUtility.IsSceneReferencingLegacyNavMesh(k_TestScenePath));
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NavMeshUpdaterUtility.ConvertScene(k_TestScenePath);
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}
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[Test]
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public void Converter_AfterConversion_SceneNavMeshAssetIsGone()
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{
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var navMeshOwnedByScene = NavMeshUpdaterUtility.IsSceneReferencingLegacyNavMesh(k_TestScenePath);
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Assert.IsFalse(navMeshOwnedByScene, "Converted scene should not own a NavMesh after conversion");
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}
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[Test]
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public void Converter_AfterConversion_NavMeshSurfaceIsPresent()
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{
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var surface = Object.FindAnyObjectByType<NavMeshSurface>();
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Assert.IsNotNull(surface, "Unable to find a NavMesh surface, it should have been created by the conversion");
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}
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[Test]
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public void Converter_AfterConversion_NavMeshIsPresent()
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{
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var sampleSuccess = NavMesh.SamplePosition(Vector3.zero, out var hit, 1.0f, NavMesh.AllAreas);
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Assert.IsTrue(sampleSuccess && hit.hit, "NavMesh should still be present after conversion");
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}
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[Test]
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public void Converter_AfterConversion_NoNavigationStaticGameObjects()
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{
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var gameObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
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foreach (var gameObject in gameObjects)
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{
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#pragma warning disable 618
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Assert.IsFalse(GameObjectUtility.AreStaticEditorFlagsSet(gameObject, StaticEditorFlags.NavigationStatic), "Objects should not be flagged as NavigationStatic after conversion");
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#pragma warning restore 618
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}
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}
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[Test]
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public void Converter_AfterConversion_HeightMeshIsPresent()
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{
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var surface = Object.FindAnyObjectByType<NavMeshSurface>();
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Assume.That(surface, Is.Not.Null, "Unable to find a NavMesh surface, it should have been created by the conversion");
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Assert.IsTrue(surface.buildHeightMesh, "A scene NavMesh built with HeightMesh should be converted to a surface with the buildHeightMesh option enabled");
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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if (AssetDatabase.IsValidFolder(k_TestFolderPath))
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AssetDatabase.DeleteAsset(k_TestFolderPath);
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// Restore build settings value
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var settingsObject = new SerializedObject(NavMeshBuilder.navMeshSettingsObject);
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Assume.That(settingsObject, Is.Not.Null, "Unable to get the build settings object");
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var buildHeightMeshProperty = settingsObject.FindProperty(k_BuildHeightMeshPropertyName);
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Assume.That(buildHeightMeshProperty, Is.Not.Null, "Unable to get the buildHeightMesh property from the build settings object");
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buildHeightMeshProperty.boolValue = m_BuildHeightMeshPreviousValue;
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settingsObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 726f4ec00efc48ab9ab7f5647c4c2f7a
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timeCreated: 1641493654
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@@ -0,0 +1,870 @@
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.AI.Navigation.Updater;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Unity.AI.Navigation.Editor.Tests
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{
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#pragma warning disable 618
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internal class OffMeshLinkConverterTests
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{
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string m_TestFolderName;
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string m_TestFolderPath;
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struct OffMeshLinkData
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{
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public bool activated;
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public bool autoUpdatePositions;
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public bool biDirectional;
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public float costOverride;
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public Transform startTransform;
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public Transform endTransform;
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}
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[TearDown]
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public void TearDown()
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{
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if (!string.IsNullOrEmpty(m_TestFolderPath) && AssetDatabase.IsValidFolder(m_TestFolderPath))
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{
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AssetDatabase.DeleteAsset(m_TestFolderPath);
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AssetDatabase.Refresh();
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}
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}
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[SetUp]
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public void SetUp()
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{
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m_TestFolderName = System.IO.Path.GetRandomFileName();
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AssetDatabase.CreateFolder("Assets", m_TestFolderName);
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m_TestFolderPath = "Assets/" + m_TestFolderName;
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}
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[Test]
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public void Convert_InvalidGuid_NoConversion()
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{
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const string invalidGuid = "InvalidGuid";
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var convertList = new List<string> { invalidGuid };
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OffMeshLinkUpdaterUtility.Convert(convertList, out var failedConversions);
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Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the invalid GUID.");
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}
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[Test]
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public void FindObjectsToConvert_PrefabWithOML_ConverterFindsPrefab()
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{
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var omlPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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Assume.That(omlPrefab.GetComponent<OffMeshLink>(), Is.Not.Null, "Prefab should have OffMeshLink component");
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var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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Assert.That(foundPrefabs.Count, Is.EqualTo(1), "Should have found 1 prefab with OffMeshLink component.");
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Assert.That(GuidToPrefab(foundPrefabs[0]) == omlPrefab, "Should have found the prefab with OffMeshLink component.");
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}
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[Test]
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public void FindObjectsToConvert_PrefabWithoutOML_ConverterDoesNotFindPrefab()
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{
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CreatePrefabWithComponent<SpriteRenderer>(m_TestFolderPath + "/SpriteRendererPrefab.prefab");
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var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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Assert.That(foundPrefabs.Count, Is.EqualTo(0), "Should not have found any prefabs with OffMeshLink component.");
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}
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[Test]
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public void FindObjectsToConvert_ConverterLookingInEmptyFolder_NoItemsFound()
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{
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CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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var randomFolderName = System.IO.Path.GetRandomFileName();
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var randomFolderPath = "Assets/" + randomFolderName;
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AssetDatabase.CreateFolder("Assets", randomFolderName);
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try
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{
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var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { randomFolderPath });
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Assert.That(foundPrefabs.Count, Is.EqualTo(0), "Should not have found any prefabs with OffMeshLink component.");
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}
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finally
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{
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AssetDatabase.DeleteAsset(randomFolderPath);
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}
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}
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[Test]
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public void Convert_PrefabIsReadOnly_NoConversion()
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{
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var prefabPath = m_TestFolderPath + "/OffMeshLinkPrefab.prefab";
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CreatePrefabWithComponent<OffMeshLink>(prefabPath);
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var attributes = System.IO.File.GetAttributes(prefabPath);
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System.IO.File.SetAttributes(prefabPath, attributes | System.IO.FileAttributes.ReadOnly);
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var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(prefabPath) };
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OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out var failedConversions);
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Assert.That(foundPrefabs.Count, Is.Zero, "Prefab should have been removed from conversion list.");
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Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the prefab.");
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Assert.That(failedConversions[0].failureMessage, Is.Not.Empty, "Should have a failure message.");
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}
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[Test]
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public void FindObjectsToConvert_PrefabWithOMLOnChild_ConverterFindsPrefab()
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{
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var parent = new GameObject("Parent");
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var child = new GameObject("Child");
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child.transform.parent = parent.transform;
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child.AddComponent<OffMeshLink>();
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CreatePrefabFromGameObject(parent, m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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Assert.That(foundPrefabs.Count, Is.EqualTo(1), "Should have found 1 prefab with OffMeshLink component.");
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}
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[Test]
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public void Convert_PrefabWithOML_PrefabConverted()
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{
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CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
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var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
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Assert.That(convertedPrefab.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
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Assert.That(convertedPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
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}
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[Test]
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public void Convert_PrefabWithOMLOnChild_ChildConverted()
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{
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var parent = new GameObject("Parent");
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var child = new GameObject("Child");
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child.transform.parent = parent.transform;
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child.AddComponent<OffMeshLink>();
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CreatePrefabFromGameObject(parent, m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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var objectsToConvert = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
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OffMeshLinkUpdaterUtility.Convert(objectsToConvert, out _);
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var convertedPrefab = GuidToPrefab(objectsToConvert[0]);
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Assert.That(convertedPrefab.transform.GetChild(0).GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
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Assert.That(convertedPrefab.transform.GetChild(0).GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
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}
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[Test]
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public void FindObjectsToConvert_SceneWithOML_ConverterFindsScene()
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{
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var scene = CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
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var gameObjects = scene.GetRootGameObjects();
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var omlGameObject = Array.Find(gameObjects, x => x.TryGetComponent<OffMeshLink>(out _));
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Assume.That(omlGameObject, Is.Not.Null, "A GameObject in the scene should have an OffMeshLink component.");
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var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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Assert.That(foundObjects.Count, Is.EqualTo(1), "Should have found 1 scene with OffMeshLink component.");
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}
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[Test]
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public void FindObjectsToConvert_SceneWithPrefabInstance_ConverterFindsCorrectNumberToConvert()
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{
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CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
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var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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// Open the scene and instantiate the prefab
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var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
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PrefabUtility.InstantiatePrefab(prefab);
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EditorSceneManager.SaveScene(scene);
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var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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Assert.That(foundObjects.Count, Is.EqualTo(2), "Should have found 2 objects to convert.");
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}
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[Test]
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public void Convert_SceneWithOML_InstanceInSceneConverted()
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{
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CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
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var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
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OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
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var pathToObject = AssetDatabase.GUIDToAssetPath(foundObjects[0]);
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var scene = EditorSceneManager.OpenScene(pathToObject, OpenSceneMode.Additive);
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var convertedGameObject = scene.GetRootGameObjects()[0];
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Assert.That(convertedGameObject.transform.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
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Assert.That(convertedGameObject.transform.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
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}
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[Test]
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public void Convert_SceneIsReadOnly_NoConversion()
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{
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var scenePath = m_TestFolderPath + "/OffMeshLinkScene.unity";
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CreateSceneWithComponent<OffMeshLink>(scenePath);
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var attributes = System.IO.File.GetAttributes(scenePath);
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System.IO.File.SetAttributes(scenePath, attributes | System.IO.FileAttributes.ReadOnly);
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var foundItems = new List<string> { AssetDatabase.AssetPathToGUID(scenePath) };
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OffMeshLinkUpdaterUtility.Convert(foundItems, out var failedConversions);
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Assert.That(foundItems.Count, Is.Zero, "Scene should have been removed from conversion list.");
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Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the scene.");
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Assert.That(failedConversions[0].failureMessage, Is.Not.Empty, "Should have a failure message.");
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}
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[Test]
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public void Convert_SceneWithOMLOnChild_ChildConverted()
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{
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var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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SceneManager.SetActiveScene(scene);
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var parent = new GameObject("Parent");
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var child = new GameObject("Child");
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child.transform.parent = parent.transform;
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child.AddComponent<OffMeshLink>();
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EditorSceneManager.SaveScene(scene, m_TestFolderPath + "/OffMeshLinkScene.unity");
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AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
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var foundObjects = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity") };
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OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
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var pathToObject = AssetDatabase.GUIDToAssetPath(foundObjects[0]);
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scene = EditorSceneManager.OpenScene(pathToObject, OpenSceneMode.Additive);
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var convertedGameObject = scene.GetRootGameObjects()[0];
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||||
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Assert.That(convertedGameObject.transform.GetChild(0).GetComponent<OffMeshLink>(), Is.Null, "GameObject should not have OffMeshLink component after conversion.");
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Assert.That(convertedGameObject.transform.GetChild(0).GetComponent<NavMeshLink>(), Is.Not.Null, "GameObject should have NavMeshLink component after conversion.");
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||||
}
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||||
[Test]
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public void Convert_SceneWithPrefabInstance_PrefabAndInstanceConverted()
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{
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CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
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var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
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||||
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// Open the scene and instantiate the prefab
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var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
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||||
PrefabUtility.InstantiatePrefab(prefab);
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EditorSceneManager.SaveScene(scene);
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||||
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||||
var foundObjects = new List<string>
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{
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AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab"),
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AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity")
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};
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OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
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// Validate the converted prefab
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var convertedPrefab = GuidToPrefab(foundObjects[0]);
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Assume.That(convertedPrefab.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
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Assume.That(convertedPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
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Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Prefab should have only one NavMeshLink component after conversion.");
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||||
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||||
// Validate the converted scene
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scene = EditorSceneManager.OpenScene(AssetDatabase.GUIDToAssetPath(foundObjects[1]), OpenSceneMode.Additive);
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||||
var rootGameObjects = scene.GetRootGameObjects();
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foreach (var sceneGo in rootGameObjects)
|
||||
{
|
||||
Assume.That(sceneGo.GetComponent<OffMeshLink>(), Is.Null, $"{sceneGo.name} should not have OffMeshLink component after conversion.");
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Assume.That(sceneGo.GetComponent<NavMeshLink>(), Is.Not.Null, $"{sceneGo.name} Prefab should have NavMeshLink component after conversion.");
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||||
Assert.That(sceneGo.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), $"{sceneGo.name} Prefab should have only one NavMeshLink component after conversion.");
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||||
}
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||||
}
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||||
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||||
[Test]
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||||
public void Convert_PrefabWithCustomValues_ValuesAreCopiedOver()
|
||||
{
|
||||
var testData = new OffMeshLinkData()
|
||||
{
|
||||
activated = false,
|
||||
autoUpdatePositions = false,
|
||||
biDirectional = false,
|
||||
costOverride = 123f
|
||||
};
|
||||
|
||||
var gameObject = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var oml = gameObject.GetComponent<OffMeshLink>();
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||||
oml.activated = testData.activated;
|
||||
oml.autoUpdatePositions = testData.autoUpdatePositions;
|
||||
oml.biDirectional = testData.biDirectional;
|
||||
oml.costOverride = testData.costOverride;
|
||||
oml.startTransform = testData.startTransform;
|
||||
oml.endTransform = testData.endTransform;
|
||||
|
||||
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
|
||||
AssertValuesAreEqual(testData, convertedPrefab.GetComponent<NavMeshLink>());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_NestedPrefabWithCustomValuesOnChild_ValuesAreCopiedOver([Values(true, false)] bool shouldFlipPrefabOrder)
|
||||
{
|
||||
var testData = new OffMeshLinkData()
|
||||
{
|
||||
activated = false,
|
||||
autoUpdatePositions = false,
|
||||
biDirectional = false,
|
||||
costOverride = 123f
|
||||
};
|
||||
|
||||
var parentPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ParentPrefab.prefab");
|
||||
var childPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ChildPrefab.prefab");
|
||||
|
||||
NestPrefabs(parentPrefab, childPrefab);
|
||||
|
||||
var oml = childPrefab.GetComponent<OffMeshLink>();
|
||||
oml.activated = testData.activated;
|
||||
oml.autoUpdatePositions = testData.autoUpdatePositions;
|
||||
oml.biDirectional = testData.biDirectional;
|
||||
oml.costOverride = testData.costOverride;
|
||||
oml.startTransform = testData.startTransform;
|
||||
oml.endTransform = testData.endTransform;
|
||||
|
||||
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
|
||||
if (shouldFlipPrefabOrder)
|
||||
foundPrefabs.Reverse();
|
||||
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
var convertedPrefabs = GuidsToPrefabs(foundPrefabs);
|
||||
|
||||
var convertedPrefab = convertedPrefabs.Find(x => x.name == childPrefab.name);
|
||||
Assume.That(convertedPrefab, Is.Not.Null, "Could not find child prefab.");
|
||||
AssertValuesAreEqual(testData, convertedPrefab.GetComponent<NavMeshLink>());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_NestedPrefabWithOverriddenValues_ValuesAreOverriddenAfterConversion()
|
||||
{
|
||||
const float overrideValue = 321f;
|
||||
|
||||
var parentPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ParentPrefab.prefab");
|
||||
var childPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ChildPrefab.prefab");
|
||||
|
||||
NestPrefabs(parentPrefab, childPrefab);
|
||||
|
||||
var parentInstance = PrefabUtility.InstantiatePrefab(parentPrefab) as GameObject;
|
||||
var childInstance = parentInstance.transform.GetChild(0);
|
||||
|
||||
var oml = childInstance.GetComponent<OffMeshLink>();
|
||||
oml.costOverride = overrideValue;
|
||||
oml.activated = false;
|
||||
oml.autoUpdatePositions = false;
|
||||
oml.biDirectional = false;
|
||||
oml.startTransform = oml.transform;
|
||||
oml.endTransform = oml.transform;
|
||||
|
||||
PrefabUtility.ApplyPrefabInstance(parentInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/ParentPrefab.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/ChildPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
var convertedPrefabs = GuidsToPrefabs(foundPrefabs);
|
||||
|
||||
var convertedParentPrefab = convertedPrefabs.Find(x => x.name == parentPrefab.name);
|
||||
var convertedChildPrefab = convertedParentPrefab.transform.GetChild(0).gameObject;
|
||||
|
||||
var hasAnyOverrides = PrefabUtility.HasPrefabInstanceAnyOverrides(convertedChildPrefab, false);
|
||||
Assume.That(hasAnyOverrides, Is.True, "Child prefab should have overrides.");
|
||||
|
||||
var propertyModifications = PrefabUtility.GetPropertyModifications(convertedChildPrefab);
|
||||
Assume.That(propertyModifications.Length, Is.GreaterThan(0), "Child prefab should have property modifications.");
|
||||
|
||||
var propertyModification = Array.Find(propertyModifications, x => x.propertyPath == "m_CostModifier" && x.target?.GetType() == typeof(NavMeshLink));
|
||||
Assume.That(propertyModification, Is.Not.Null, "Property modification for cost override should exist.");
|
||||
Assert.That(propertyModification.value, Is.EqualTo(overrideValue.ToString()), "Property modification value should be equal to the override value.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_SceneWithOverriddenPrefabInstance_ValuesAreOverriddenAfterConversion()
|
||||
{
|
||||
const float overrideValue = 42f;
|
||||
|
||||
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
CreateSceneWithPrefabInstance(prefab, m_TestFolderPath + "/OffMeshLinkScene.unity");
|
||||
|
||||
// Open the scene and override prefab instance values
|
||||
var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
|
||||
var rootGameObjects = scene.GetRootGameObjects();
|
||||
var prefabInstance = Array.Find(rootGameObjects, x => x.GetComponent<OffMeshLink>());
|
||||
var oml = prefabInstance.GetComponent<OffMeshLink>();
|
||||
oml.costOverride = overrideValue;
|
||||
oml.activated = false;
|
||||
oml.autoUpdatePositions = false;
|
||||
oml.biDirectional = false;
|
||||
oml.startTransform = oml.transform;
|
||||
oml.endTransform = oml.transform;
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
|
||||
var foundObjects = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
|
||||
|
||||
Assume.That(foundObjects.Count, Is.EqualTo(2));
|
||||
|
||||
scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
|
||||
rootGameObjects = scene.GetRootGameObjects();
|
||||
prefabInstance = Array.Find(rootGameObjects, x => x.GetComponent<NavMeshLink>());
|
||||
|
||||
var hasAnyOverrides = PrefabUtility.HasPrefabInstanceAnyOverrides(prefabInstance, false);
|
||||
Assume.That(hasAnyOverrides, Is.True, "Prefab instance should have overrides.");
|
||||
|
||||
var propertyModifications = PrefabUtility.GetPropertyModifications(prefabInstance);
|
||||
Assume.That(propertyModifications.Length, Is.GreaterThan(0), "Prefab instance should have property modifications.");
|
||||
|
||||
var propertyModification = Array.Find(propertyModifications, x => x.propertyPath == "m_CostModifier" && x.target?.GetType() == typeof(NavMeshLink));
|
||||
Assume.That(propertyModification, Is.Not.Null, "Property modification for cost override should exist.");
|
||||
Assert.That(propertyModification.value, Is.EqualTo(overrideValue.ToString()), "Property modification value should be equal to the override value.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(2)]
|
||||
[TestCase(4)]
|
||||
[TestCase(16)]
|
||||
public void Convert_PrefabWithMultipleOML_ConvertedToMultipleNML(int noOfComponets)
|
||||
{
|
||||
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
// Start at 1 since we already have one component
|
||||
for (var i = 1; i < noOfComponets; ++i)
|
||||
prefab.AddComponent<OffMeshLink>();
|
||||
PrefabUtility.SavePrefabAsset(prefab);
|
||||
|
||||
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
|
||||
Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(noOfComponets), "Should have converted all OffMeshLink components to NavMeshLink components.");
|
||||
Assert.That(convertedPrefab.GetComponents<OffMeshLink>().Length, Is.Zero, "Should not have any OffMeshLink components left.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_PrefabWithOMLAndNML_PrefabConvertedAndHasOriginalNML()
|
||||
{
|
||||
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
prefab.AddComponent<NavMeshLink>();
|
||||
PrefabUtility.SavePrefabAsset(prefab);
|
||||
|
||||
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
|
||||
Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(2), "Should have converted all OffMeshLink components to NavMeshLink components.");
|
||||
Assert.That(convertedPrefab.GetComponents<OffMeshLink>().Length, Is.Zero, "Should not have any OffMeshLink components left.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_PrefabWithOMLAndNML_ValuesAreCopiedOverToCorrectNML()
|
||||
{
|
||||
var testData = new OffMeshLinkData()
|
||||
{
|
||||
activated = false,
|
||||
autoUpdatePositions = false,
|
||||
biDirectional = false,
|
||||
costOverride = 123f
|
||||
};
|
||||
|
||||
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var oml = prefab.GetComponent<OffMeshLink>();
|
||||
oml.activated = testData.activated;
|
||||
oml.autoUpdatePositions = testData.autoUpdatePositions;
|
||||
oml.biDirectional = testData.biDirectional;
|
||||
oml.costOverride = testData.costOverride;
|
||||
oml.startTransform = testData.startTransform;
|
||||
oml.endTransform = testData.endTransform;
|
||||
|
||||
var existingNml = prefab.AddComponent<NavMeshLink>();
|
||||
|
||||
PrefabUtility.SavePrefabAsset(prefab);
|
||||
|
||||
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
|
||||
var links = convertedPrefab.GetComponents<NavMeshLink>();
|
||||
var convertedNml = Array.Find(links, x => x != existingNml);
|
||||
AssertValuesAreEqual(testData, convertedNml);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabWithOml_VariantConverted()
|
||||
{
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
|
||||
|
||||
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink component.");
|
||||
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink component.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabWithOverrides_ValuesAreOverriddenAfterConversion()
|
||||
{
|
||||
const float costOverride = 42f;
|
||||
|
||||
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
|
||||
variantPrefab.GetComponent<OffMeshLink>().costOverride = costOverride;
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
Assume.That(prefab.GetComponent<OffMeshLink>().costOverride, Is.EqualTo(-1), "Source prefab should have a cost override equal to -1.");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
|
||||
Assume.That(convertedVariantPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab should have NavMeshLink component.");
|
||||
|
||||
Assert.That(convertedVariantPrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(costOverride), $"Variant prefab should have a cost modifier equal to {costOverride}.");
|
||||
Assert.That(convertedSourcePrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(-1), "Source prefab should have a cost modifier equal to -1.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabWithAddedOML_VariantConvertedWithAddedNMLAndOriginalNML()
|
||||
{
|
||||
var sourcePrefab = CreatePrefabFromGameObject(new GameObject(), m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
variantPrefab.AddComponent<OffMeshLink>();
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
|
||||
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink components.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FindObjectsToConvert_VariantPrefabRemovedOML_ConverterFindsVariant()
|
||||
{
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var foundVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
Assume.That(foundPrefabs.Count, Is.EqualTo(2), "Should have found 2 prefabs.");
|
||||
Assert.That(foundVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabRemovedOML_SourceConvertedToNML()
|
||||
{
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
|
||||
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
|
||||
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(0), "Variant prefab should not have any NavMeshLink components.");
|
||||
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink components.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabRemovedOneKeptOneOML_ConvertedWithOneNML()
|
||||
{
|
||||
const float costOverrideValue = 1234f;
|
||||
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var secondaryOml = sourcePrefab.AddComponent<OffMeshLink>();
|
||||
secondaryOml.costOverride = costOverrideValue;
|
||||
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
var omlToDestroy = Array.Find(variantPrefab.GetComponents<OffMeshLink>(), x => !Mathf.Approximately(x.costOverride, costOverrideValue));
|
||||
Object.DestroyImmediate(omlToDestroy);
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
|
||||
|
||||
var convertedNavMeshLink = convertedVariantPrefab.GetComponent<NavMeshLink>();
|
||||
Assume.That(convertedNavMeshLink, Is.Not.Null, "Variant prefab should have one NavMeshLink components.");
|
||||
|
||||
Assert.That(convertedNavMeshLink.costModifier, Is.EqualTo(costOverrideValue).Within(Mathf.Epsilon), "Cost modifier should be equal to the cost override value.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_VariantPrefabRemovedOMLAndAddNewOML_ConvertedWithOneNML()
|
||||
{
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
|
||||
variantPrefab.AddComponent<OffMeshLink>();
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
|
||||
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
|
||||
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
|
||||
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
|
||||
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink components.");
|
||||
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink components.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_TwoVariantsWithOverrides_VariantsKeepTheirOverridesAfterConversion()
|
||||
{
|
||||
const float firstCostOverride = 42f;
|
||||
const float secondCostOverride = 1234f;
|
||||
|
||||
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
|
||||
|
||||
var firstVariantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
|
||||
firstVariantPrefab.GetComponent<OffMeshLink>().costOverride = firstCostOverride;
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(firstVariantPrefab);
|
||||
var firstVariantPrefabAsset = PrefabUtility.SaveAsPrefabAsset(firstVariantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariantOne.prefab");
|
||||
|
||||
var secondVariantPrefab = PrefabUtility.InstantiatePrefab(firstVariantPrefabAsset) as GameObject;
|
||||
secondVariantPrefab.GetComponent<OffMeshLink>().costOverride = secondCostOverride;
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(secondVariantPrefab);
|
||||
PrefabUtility.SaveAsPrefabAsset(secondVariantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariantTwo.prefab");
|
||||
|
||||
Assume.That(sourcePrefab.GetComponent<OffMeshLink>().costOverride, Is.EqualTo(-1), "Source prefab should have a cost override equal to -1.");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariantOne.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariantTwo.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
|
||||
};
|
||||
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var convertedVariantPrefabOne = prefabs.Find(x => x.name == "OffMeshLinkPrefabVariantOne");
|
||||
var convertedVariantPrefabTwo = prefabs.Find(x => x.name == "OffMeshLinkPrefabVariantTwo");
|
||||
var convertedSourcePrefab = prefabs.Find(x => x.name == "OffMeshLinkPrefab");
|
||||
|
||||
Assume.That(convertedVariantPrefabOne, Is.Not.Null, "Variant prefab one should have been found.");
|
||||
Assume.That(convertedVariantPrefabTwo, Is.Not.Null, "Variant prefab two should have been found.");
|
||||
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
|
||||
Assume.That(convertedVariantPrefabOne.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab one should have a NavMeshLink component.");
|
||||
Assume.That(convertedVariantPrefabTwo.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab two should have a NavMeshLink component.");
|
||||
Assume.That(convertedSourcePrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Source prefab should have a NavMeshLink component.");
|
||||
|
||||
Assert.That(convertedVariantPrefabOne.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(firstCostOverride), $"Variant prefab one should have a cost modifier equal to {firstCostOverride}.");
|
||||
Assert.That(convertedVariantPrefabTwo.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(secondCostOverride), $"Variant prefab two should have a cost modifier equal to {secondCostOverride}.");
|
||||
Assert.That(convertedSourcePrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(-1), "Source prefab should have a cost modifier equal to -1.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Convert_TwoVariantsSameSource_VariantsAreSuccessfullyConverted()
|
||||
{
|
||||
var topSourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/TopSourcePrefab.prefab");
|
||||
|
||||
var midSourcePrefab = PrefabUtility.InstantiatePrefab(topSourcePrefab) as GameObject;
|
||||
var midSourcePrefabAsset = PrefabUtility.SaveAsPrefabAsset(midSourcePrefab, m_TestFolderPath + "/MidSourcePrefab.prefab");
|
||||
|
||||
var firstLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
|
||||
PrefabUtility.SaveAsPrefabAsset(firstLeafPrefab, m_TestFolderPath + "/FirstLeafPrefab.prefab");
|
||||
|
||||
var secondLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
|
||||
PrefabUtility.SaveAsPrefabAsset(secondLeafPrefab, m_TestFolderPath + "/SecondLeafPrefab.prefab");
|
||||
|
||||
var foundPrefabs = new List<string>
|
||||
{
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/FirstLeafPrefab.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/MidSourcePrefab.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/SecondLeafPrefab.prefab"),
|
||||
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/TopSourcePrefab.prefab")
|
||||
};
|
||||
|
||||
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
|
||||
|
||||
var prefabs = GuidsToPrefabs(foundPrefabs);
|
||||
var firstLeaf = prefabs.Find(x => x.name == "FirstLeafPrefab");
|
||||
var secondLeaf = prefabs.Find(x => x.name == "SecondLeafPrefab");
|
||||
var midSource = prefabs.Find(x => x.name == "MidSourcePrefab");
|
||||
var topSource = prefabs.Find(x => x.name == "TopSourcePrefab");
|
||||
|
||||
Assume.That(firstLeaf, Is.Not.Null, "First leaf prefab should have been found.");
|
||||
Assume.That(secondLeaf, Is.Not.Null, "Second leaf prefab should have been found.");
|
||||
Assume.That(midSource, Is.Not.Null, "Mid source prefab should have been found.");
|
||||
Assume.That(topSource, Is.Not.Null, "Top source prefab should have been found.");
|
||||
Assert.That(firstLeaf.GetComponent<NavMeshLink>(), Is.Not.Null, "First leaf prefab should have a NavMeshLink component.");
|
||||
Assert.That(secondLeaf.GetComponent<NavMeshLink>(), Is.Not.Null, "Second leaf prefab should have a NavMeshLink component.");
|
||||
Assert.That(midSource.GetComponent<NavMeshLink>(), Is.Not.Null, "Mid source prefab should have a NavMeshLink component.");
|
||||
Assert.That(topSource.GetComponent<NavMeshLink>(), Is.Not.Null, "Top source prefab should have a NavMeshLink component.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sort_VariantsAndScene_ConversionOrderIsDeterministic()
|
||||
{
|
||||
var topSourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/TopSourcePrefab.prefab");
|
||||
|
||||
var midSourcePrefab = PrefabUtility.InstantiatePrefab(topSourcePrefab) as GameObject;
|
||||
var midSourcePrefabAsset = PrefabUtility.SaveAsPrefabAsset(midSourcePrefab, m_TestFolderPath + "/MidSourcePrefab.prefab");
|
||||
|
||||
var firstLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
|
||||
PrefabUtility.SaveAsPrefabAsset(firstLeafPrefab, m_TestFolderPath + "/FirstLeafPrefab.prefab");
|
||||
|
||||
var secondLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
|
||||
PrefabUtility.SaveAsPrefabAsset(secondLeafPrefab, m_TestFolderPath + "/SecondLeafPrefab.prefab");
|
||||
|
||||
CreateSceneWithComponent<OffMeshLink>("Assets/OffMeshLinkScene.unity");
|
||||
|
||||
var firstLeafGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/FirstLeafPrefab.prefab");
|
||||
var secondLeafGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/SecondLeafPrefab.prefab");
|
||||
var midSourceGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/MidSourcePrefab.prefab");
|
||||
var topSourceGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/TopSourcePrefab.prefab");
|
||||
var sceneGuid = AssetDatabase.AssetPathToGUID("Assets/OffMeshLinkScene.unity");
|
||||
|
||||
var assetsToConvert = new List<string>
|
||||
{
|
||||
firstLeafGuid,
|
||||
midSourceGuid,
|
||||
secondLeafGuid,
|
||||
topSourceGuid,
|
||||
sceneGuid
|
||||
};
|
||||
OffMeshLinkUpdaterUtility.Convert(assetsToConvert, out _);
|
||||
|
||||
Assume.That(assetsToConvert.Count, Is.EqualTo(5), "Should have 5 assets to convert.");
|
||||
Assert.That(assetsToConvert[0], Is.EqualTo(topSourceGuid));
|
||||
Assert.That(assetsToConvert[1], Is.EqualTo(midSourceGuid));
|
||||
Assert.That(assetsToConvert[2], Is.EqualTo(firstLeafGuid));
|
||||
Assert.That(assetsToConvert[3], Is.EqualTo(secondLeafGuid));
|
||||
Assert.That(assetsToConvert[4], Is.EqualTo(sceneGuid));
|
||||
}
|
||||
|
||||
static GameObject CreatePrefabWithComponent<T>(string savePath) where T : Component
|
||||
{
|
||||
var go = new GameObject();
|
||||
go.AddComponent<T>();
|
||||
return CreatePrefabFromGameObject(go, savePath);
|
||||
}
|
||||
|
||||
static GameObject CreatePrefabFromGameObject(GameObject go, string savePath)
|
||||
{
|
||||
var prefabGo = PrefabUtility.SaveAsPrefabAsset(go, savePath);
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
||||
Object.DestroyImmediate(go);
|
||||
return prefabGo;
|
||||
}
|
||||
|
||||
static Scene CreateSceneWithComponent<T>(string savePath) where T : Component
|
||||
{
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
|
||||
SceneManager.SetActiveScene(scene);
|
||||
|
||||
var go = new GameObject();
|
||||
go.AddComponent<T>();
|
||||
|
||||
EditorSceneManager.SaveScene(scene, savePath);
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
||||
return scene;
|
||||
}
|
||||
|
||||
static Scene CreateSceneWithPrefabInstance(GameObject prefab, string savePath)
|
||||
{
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
|
||||
SceneManager.SetActiveScene(scene);
|
||||
|
||||
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
|
||||
EditorSceneManager.SaveScene(scene, savePath);
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
static void NestPrefabs(GameObject parentPrefab, GameObject childPrefab)
|
||||
{
|
||||
var parentInstance = PrefabUtility.InstantiatePrefab(parentPrefab) as GameObject;
|
||||
PrefabUtility.InstantiatePrefab(childPrefab, parentInstance.transform);
|
||||
PrefabUtility.ApplyPrefabInstance(parentInstance, InteractionMode.AutomatedAction);
|
||||
}
|
||||
|
||||
static GameObject GuidToPrefab(string guid)
|
||||
{
|
||||
var pathToObject = AssetDatabase.GUIDToAssetPath(guid);
|
||||
return AssetDatabase.LoadAssetAtPath<GameObject>(pathToObject);
|
||||
}
|
||||
|
||||
static List<GameObject> GuidsToPrefabs(List<string> guids)
|
||||
{
|
||||
var gameObjects = new List<GameObject>();
|
||||
foreach (var guid in guids)
|
||||
gameObjects.Add(GuidToPrefab(guid));
|
||||
return gameObjects;
|
||||
}
|
||||
|
||||
static void AssertValuesAreEqual(OffMeshLinkData expectedData, NavMeshLink navMeshLink)
|
||||
{
|
||||
Assert.That(navMeshLink.activated, Is.EqualTo(expectedData.activated), "Expected activated to be equal.");
|
||||
Assert.That(navMeshLink.autoUpdate, Is.EqualTo(expectedData.autoUpdatePositions), "Expected autoUpdate to be equal.");
|
||||
Assert.That(navMeshLink.bidirectional, Is.EqualTo(expectedData.biDirectional), "Expected bidirectional to be equal.");
|
||||
Assert.That(navMeshLink.costModifier, Is.EqualTo(expectedData.costOverride), "Expected costModifier to be equal.");
|
||||
Assert.That(navMeshLink.startTransform, Is.EqualTo(expectedData.startTransform), "Expected startTransform to be equal.");
|
||||
Assert.That(navMeshLink.endTransform, Is.EqualTo(expectedData.endTransform), "Expected endTransform to be equal.");
|
||||
}
|
||||
}
|
||||
#pragma warning restore 618
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e0ec7ba7e5444cf7b7fa8ea5e2f8c4f5
|
||||
timeCreated: 1710247468
|
||||
@@ -0,0 +1,56 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
internal abstract class DomainReloadTestBase
|
||||
{
|
||||
struct OptionSet
|
||||
{
|
||||
public bool enterPlayModeOptionsEnabled;
|
||||
public EnterPlayModeOptions enterPlayModeOptions;
|
||||
}
|
||||
OptionSet m_OriginalOptions;
|
||||
|
||||
[SerializeField] protected GameObject m_TestGo;
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
if (m_TestGo != null)
|
||||
{
|
||||
Object.DestroyImmediate(m_TestGo);
|
||||
m_TestGo = null;
|
||||
}
|
||||
}
|
||||
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetUp()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
m_OriginalOptions = new OptionSet()
|
||||
{
|
||||
enterPlayModeOptions = EditorSettings.enterPlayModeOptions,
|
||||
enterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled
|
||||
};
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
EditorSettings.enterPlayModeOptions = m_OriginalOptions.enterPlayModeOptions;
|
||||
EditorSettings.enterPlayModeOptionsEnabled = m_OriginalOptions.enterPlayModeOptionsEnabled;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c69ffaa78fdb4e7796dc916a104d99ba
|
||||
timeCreated: 1700481896
|
||||
@@ -0,0 +1,105 @@
|
||||
using System.Reflection;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
internal class InspectorWindowWrapper
|
||||
{
|
||||
readonly EditorWindow m_InspectorWindow;
|
||||
readonly bool m_OriginalInspectorThrottling;
|
||||
readonly bool m_OriginalPanelThrottling;
|
||||
|
||||
public InspectorWindowWrapper()
|
||||
{
|
||||
EditorApplication.ExecuteMenuItem("Window/General/Inspector");
|
||||
var windows = Resources.FindObjectsOfTypeAll<EditorWindow>();
|
||||
foreach (var window in windows)
|
||||
{
|
||||
if (window.GetType().Name != "InspectorWindow")
|
||||
continue;
|
||||
|
||||
m_InspectorWindow = window;
|
||||
break;
|
||||
}
|
||||
|
||||
Assume.That(m_InspectorWindow, Is.Not.Null, "Inspector window not found");
|
||||
m_OriginalInspectorThrottling = GetDisableInspectorElementThrottling();
|
||||
m_OriginalPanelThrottling = GetDisablePanelThrottling();
|
||||
|
||||
SetDisableInspectorElementThrottling(true);
|
||||
SetDisablePanelThrottling(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the inspector's element throttling, by accessing and setting its internal disabledThrottling property.
|
||||
/// The throttling is there to collect calls to UI Toolkit and execute them in batch.
|
||||
/// Disabling the throttling means that calls will be executed at the next available time.
|
||||
/// </summary>
|
||||
/// <param name="enabled">True means that throttling is disabled.</param>
|
||||
static void SetDisableInspectorElementThrottling(bool enabled)
|
||||
{
|
||||
var throttlingPropertyInfo = GetDisableInspectorElementThrottlingPropertyInfo();
|
||||
throttlingPropertyInfo?.SetValue(null, enabled);
|
||||
}
|
||||
|
||||
static bool GetDisableInspectorElementThrottling()
|
||||
{
|
||||
var throttlingPropertyInfo = GetDisableInspectorElementThrottlingPropertyInfo();
|
||||
return (bool)throttlingPropertyInfo?.GetValue(null);
|
||||
}
|
||||
|
||||
static PropertyInfo GetDisableInspectorElementThrottlingPropertyInfo()
|
||||
{
|
||||
return typeof(InspectorElement).GetProperty("disabledThrottling", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the inspector's panel throttling, by accessing and setting its internal TimerEventScheduler's disableThrottling property.
|
||||
/// The throttling is there to reduce the number of times a UI panel is refreshed in a given interval.
|
||||
/// Disabling the throttling means that the refresh will happen as frequently as the system allows it to refresh.
|
||||
/// </summary>
|
||||
/// <param name="enabled">True means that throttling is disabled.</param>
|
||||
void SetDisablePanelThrottling(bool enabled)
|
||||
{
|
||||
var disableThrottlingPropInfo = GetDisablePanelThrottlingPropertyInfo(out var scheduler);
|
||||
disableThrottlingPropInfo?.SetValue(scheduler, enabled);
|
||||
}
|
||||
|
||||
bool GetDisablePanelThrottling()
|
||||
{
|
||||
var disableThrottlingPropInfo = GetDisablePanelThrottlingPropertyInfo(out var scheduler);
|
||||
return (bool)disableThrottlingPropInfo.GetValue(scheduler);
|
||||
}
|
||||
|
||||
FieldInfo GetDisablePanelThrottlingPropertyInfo(out object scheduler)
|
||||
{
|
||||
var panel = GetRootVisualElement().panel;
|
||||
var schedulerPropInfo = panel.GetType().GetProperty("scheduler", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
scheduler = schedulerPropInfo?.GetValue(panel);
|
||||
|
||||
Assume.That(scheduler?.GetType().Name, Is.EqualTo("TimerEventScheduler"), "Scheduler is not a TimerEventScheduler");
|
||||
return scheduler?.GetType().GetField("disableThrottling", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
public void RepaintImmediately()
|
||||
{
|
||||
var repaintMethodInfo = m_InspectorWindow.GetType().GetMethod("RepaintImmediately", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
repaintMethodInfo?.Invoke(m_InspectorWindow, null);
|
||||
}
|
||||
|
||||
public void Focus() => m_InspectorWindow.Focus();
|
||||
|
||||
public void Close()
|
||||
{
|
||||
SetDisablePanelThrottling(m_OriginalPanelThrottling);
|
||||
SetDisableInspectorElementThrottling(m_OriginalInspectorThrottling);
|
||||
m_InspectorWindow.Close();
|
||||
}
|
||||
|
||||
public VisualElement GetRootVisualElement() => m_InspectorWindow.rootVisualElement;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fade91be62f4426eb39af79472c77206
|
||||
timeCreated: 1717659840
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8061144b555b4fbbb5226d6e18f4dd50
|
||||
timeCreated: 1717509602
|
||||
@@ -0,0 +1,58 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class NavMeshLinkInspectorTests
|
||||
{
|
||||
GameObject m_TestGameObject;
|
||||
InspectorWindowWrapper m_InspectorWindowWrapper;
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
m_TestGameObject = new GameObject("Test GameObject", typeof(NavMeshLink));
|
||||
m_InspectorWindowWrapper = new InspectorWindowWrapper();
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
Object.DestroyImmediate(m_TestGameObject);
|
||||
m_InspectorWindowWrapper?.Close();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ShowNavMeshLinkInInspector_NoErrorsOrWarnings()
|
||||
{
|
||||
Selection.objects = new Object[] { m_TestGameObject };
|
||||
yield return WaitAmountOfMs(100);
|
||||
|
||||
m_InspectorWindowWrapper.Focus();
|
||||
m_InspectorWindowWrapper.RepaintImmediately();
|
||||
yield return WaitAmountOfMs(100);
|
||||
|
||||
// Validate that the inspector is showing the NavMeshLink component
|
||||
var rootVisualElement = m_InspectorWindowWrapper.GetRootVisualElement();
|
||||
Assume.That(rootVisualElement, Is.Not.Null, "Root visual element not found");
|
||||
var headerElement = rootVisualElement.Q<IMGUIContainer>("NavMesh LinkHeader");
|
||||
Assume.That(headerElement, Is.Not.Null, "NavMesh Link header element not found");
|
||||
|
||||
LogAssert.NoUnexpectedReceived();
|
||||
}
|
||||
|
||||
static IEnumerator WaitAmountOfMs(int ms)
|
||||
{
|
||||
var startTime = GetTimeSinceStartupMs();
|
||||
while (GetTimeSinceStartupMs() < startTime + ms)
|
||||
yield return null;
|
||||
}
|
||||
|
||||
static long GetTimeSinceStartupMs() => (long)(Time.realtimeSinceStartup * 1000f);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24d54ced0c104fe8a73ca517313d3dda
|
||||
timeCreated: 1717509626
|
||||
@@ -0,0 +1,552 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.TestTools.Utils;
|
||||
using Matrix4x4 = UnityEngine.Matrix4x4;
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
using From = Unity.AI.Navigation.Editor.Tests.NavMeshLinkEditorTests.LinkEndType;
|
||||
using To = Unity.AI.Navigation.Editor.Tests.NavMeshLinkEditorTests.LinkEndType;
|
||||
|
||||
// Note: To pause and inspect the state during these editor tests,
|
||||
// run them in playmode from the NavMeshLinkEditorTestsInPlaymode class
|
||||
// in the Unity.AI.Navigation.Editor.Tests.InPlaymode namespace.
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
public class NavMeshLinkEditorTests
|
||||
{
|
||||
List<UnityEngine.Object> m_TestObjects = new();
|
||||
GameObject m_LinkGameObject;
|
||||
GameObject m_Start;
|
||||
GameObject m_End;
|
||||
NavMeshLink m_Link;
|
||||
NavMeshLink m_LinkSibling1;
|
||||
NavMeshLink m_LinkSibling2;
|
||||
GameObject m_StartOnNavMesh;
|
||||
GameObject m_EndOnNavMesh;
|
||||
const int k_NotWalkable = 1;
|
||||
const int k_Walkable = 0;
|
||||
|
||||
static readonly Vector3EqualityComparer k_DefaultThreshold = Vector3EqualityComparer.Instance;
|
||||
|
||||
GameObject CreateTestObject(string name, params Type[] components)
|
||||
{
|
||||
var go = new GameObject(name, components);
|
||||
m_TestObjects.Add(go);
|
||||
return go;
|
||||
}
|
||||
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetup()
|
||||
{
|
||||
m_LinkGameObject = new GameObject("Link");
|
||||
m_Link = m_LinkGameObject.AddComponent<NavMeshLink>();
|
||||
m_Start = new GameObject("Start");
|
||||
m_End = new GameObject("End");
|
||||
|
||||
m_StartOnNavMesh = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
m_StartOnNavMesh.gameObject.transform.position = new Vector3(20.0f, 0.0f, 20.0f);
|
||||
|
||||
m_EndOnNavMesh = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
m_EndOnNavMesh.gameObject.transform.position = new Vector3(20.0f, 0.0f, 40.0f);
|
||||
|
||||
var surface = m_StartOnNavMesh.gameObject.AddComponent<NavMeshSurface>();
|
||||
surface.BuildNavMesh();
|
||||
|
||||
// To debug, add these components, only to show icons for them in the scene
|
||||
//m_Start.AddComponent<NavMeshSurface>().enabled = false;
|
||||
//m_End.AddComponent<NavMeshModifier>().enabled = false;
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (m_LinkGameObject != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_LinkGameObject);
|
||||
if (m_Start != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_Start);
|
||||
if (m_End != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_End);
|
||||
if (m_StartOnNavMesh != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_StartOnNavMesh);
|
||||
if (m_EndOnNavMesh != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_EndOnNavMesh);
|
||||
}
|
||||
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.area = k_Walkable;
|
||||
m_Link.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
|
||||
m_Link.transform.localScale = Vector3.one;
|
||||
m_Link.startPoint = Vector3.left;
|
||||
m_Link.endPoint = Vector3.right;
|
||||
}
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
if (m_LinkSibling1 != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_LinkSibling1);
|
||||
|
||||
if (m_LinkSibling2 != null)
|
||||
UnityEngine.Object.DestroyImmediate(m_LinkSibling2);
|
||||
|
||||
foreach (var obj in m_TestObjects)
|
||||
{
|
||||
if (obj != null)
|
||||
UnityEngine.Object.DestroyImmediate(obj);
|
||||
}
|
||||
|
||||
m_TestObjects.Clear();
|
||||
}
|
||||
|
||||
protected static readonly Vector3[] k_ReverseDirectionPositions =
|
||||
{ Vector3.zero, new(1f, 2f, 3f), new(1f, -2f, 3f) };
|
||||
protected static readonly Quaternion[] k_ReverseDirectionOrientations =
|
||||
{ Quaternion.identity, new(0f, 0.7071067812f, 0f, 0.7071067812f) };
|
||||
protected static readonly Vector3[] k_ReverseDirectionScales =
|
||||
{ Vector3.one, new(0.5f, 1f, 2f), new(0.5f, -1f, 2f) };
|
||||
|
||||
[Test]
|
||||
public void ReverseDirection_SwapsStartAndEndPoints(
|
||||
[ValueSource(nameof(k_ReverseDirectionPositions))]
|
||||
Vector3 position,
|
||||
[ValueSource(nameof(k_ReverseDirectionOrientations))]
|
||||
Quaternion orientation,
|
||||
[ValueSource(nameof(k_ReverseDirectionScales))]
|
||||
Vector3 scale
|
||||
)
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.transform.SetPositionAndRotation(position, orientation);
|
||||
m_Link.transform.localScale = scale;
|
||||
m_Link.startPoint = new Vector3(2f, 0f, 0f);
|
||||
m_Link.endPoint = new Vector3(0f, 0f, 2f);
|
||||
}
|
||||
|
||||
NavMeshLinkEditor.ReverseDirection(m_Link);
|
||||
|
||||
Assert.That(
|
||||
(m_Link.startPoint, m_Link.endPoint),
|
||||
Is.EqualTo((new Vector3(0f, 0f, 2f), new Vector3(2f, 0f, 0f))),
|
||||
"Start and end points did not swap."
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ReverseDirection_SwapsStartAndEndPoints_TargetTransformsDoNotAffect(
|
||||
[ValueSource(nameof(k_ReverseDirectionPositions))]
|
||||
Vector3 position,
|
||||
[ValueSource(nameof(k_ReverseDirectionOrientations))]
|
||||
Quaternion orientation,
|
||||
[ValueSource(nameof(k_ReverseDirectionScales))]
|
||||
Vector3 scale
|
||||
)
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startTransform = CreateTestObject("Start").transform;
|
||||
m_Link.endTransform = CreateTestObject("End").transform;
|
||||
m_Link.transform.SetPositionAndRotation(position, orientation);
|
||||
m_Link.transform.localScale = scale;
|
||||
m_Link.startPoint = new Vector3(2f, 0f, 0f);
|
||||
m_Link.endPoint = new Vector3(0f, 0f, 2f);
|
||||
}
|
||||
|
||||
NavMeshLinkEditor.ReverseDirection(m_Link);
|
||||
|
||||
Assert.That(
|
||||
(m_Link.startPoint, m_Link.endPoint),
|
||||
Is.EqualTo((new Vector3(0f, 0f, 2f), new Vector3(2f, 0f, 0f))),
|
||||
"Start and end points did not swap."
|
||||
);
|
||||
}
|
||||
|
||||
protected static readonly TestCaseData[] k_LinkEnabledInitially =
|
||||
{
|
||||
new TestCaseData(true).SetName("Enabled before setting Not Walkable"),
|
||||
new TestCaseData(false).SetName("Disabled before setting Not Walkable")
|
||||
};
|
||||
|
||||
[Test]
|
||||
[TestCaseSource(nameof(k_LinkEnabledInitially))]
|
||||
public void NavMeshLink_AfterSwitchingFromNonWalkableAreaType_BecomesWalkable(bool enabledInitially)
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startTransform = m_StartOnNavMesh.transform;
|
||||
m_Link.endTransform = m_EndOnNavMesh.transform;
|
||||
m_Link.area = k_Walkable;
|
||||
}
|
||||
|
||||
var navMeshLinkObject = new SerializedObject(m_Link.GetComponent<NavMeshLink>());
|
||||
var navMeshLinkEnabled = navMeshLinkObject.FindProperty("m_Enabled");
|
||||
var areaTypeProperty = navMeshLinkObject.FindProperty("m_Area");
|
||||
|
||||
var path = new NavMeshPath();
|
||||
|
||||
NavMesh.CalculatePath(m_StartOnNavMesh.transform.position, m_EndOnNavMesh.transform.position, NavMesh.AllAreas, path);
|
||||
Assume.That(path.status, Is.EqualTo(NavMeshPathStatus.PathComplete));
|
||||
|
||||
navMeshLinkEnabled.boolValue = enabledInitially;
|
||||
navMeshLinkObject.ApplyModifiedProperties();
|
||||
|
||||
areaTypeProperty.intValue = k_NotWalkable;
|
||||
navMeshLinkObject.ApplyModifiedProperties();
|
||||
|
||||
NavMesh.CalculatePath(m_StartOnNavMesh.transform.position, m_EndOnNavMesh.transform.position, NavMesh.AllAreas, path);
|
||||
Assume.That(path.status, Is.Not.EqualTo(NavMeshPathStatus.PathComplete));
|
||||
|
||||
navMeshLinkEnabled.boolValue = true;
|
||||
navMeshLinkObject.ApplyModifiedProperties();
|
||||
|
||||
areaTypeProperty.intValue = k_Walkable;
|
||||
navMeshLinkObject.ApplyModifiedProperties();
|
||||
|
||||
NavMesh.CalculatePath(m_StartOnNavMesh.transform.position, m_EndOnNavMesh.transform.position, NavMesh.AllAreas, path);
|
||||
Assert.That(path.status, Is.EqualTo(NavMeshPathStatus.PathComplete));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ReverseDirection_SwapsStartAndEndTransforms()
|
||||
{
|
||||
var start = m_Link.startTransform = CreateTestObject("Start").transform;
|
||||
var end = m_Link.endTransform = CreateTestObject("End").transform;
|
||||
|
||||
NavMeshLinkEditor.ReverseDirection(m_Link);
|
||||
|
||||
Assert.That(
|
||||
(m_Link.startTransform, m_Link.endTransform),
|
||||
Is.EqualTo((end, start)),
|
||||
"Start and end transform did not swap."
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ReverseDirection_OneTransformIsNotSet_SwapsStartAndEndTransforms()
|
||||
{
|
||||
var start = m_Link.startTransform = CreateTestObject("Start").transform;
|
||||
var end = m_Link.endTransform;
|
||||
|
||||
NavMeshLinkEditor.ReverseDirection(m_Link);
|
||||
|
||||
Assert.That(
|
||||
(m_Link.startTransform, m_Link.endTransform),
|
||||
Is.EqualTo((end, start)),
|
||||
"Start and end transform did not swap."
|
||||
);
|
||||
}
|
||||
|
||||
static readonly Vector3 k_Offset101 = new(1, 1, 1);
|
||||
static readonly Vector3 k_Offset103 = new(1, 1, 3);
|
||||
static readonly Quaternion k_DoNotRotate = Quaternion.identity;
|
||||
static readonly Quaternion k_FlipToRight = Quaternion.Euler(0, 0, -90);
|
||||
static readonly Quaternion k_UpSideDown = Quaternion.Euler(0, 0, 180);
|
||||
|
||||
//TestCaseData( startType, endType, transformRotation,
|
||||
// expectedPosition, expectedForward)
|
||||
protected static readonly TestCaseData[] k_PointsOnly =
|
||||
{
|
||||
new(From.Point, To.Point, k_DoNotRotate,
|
||||
new Vector3(1, 1, 2), Vector3.back),
|
||||
|
||||
new(From.Point, To.Point, k_UpSideDown,
|
||||
new Vector3(-1, -1, 2), Vector3.back),
|
||||
};
|
||||
protected static readonly TestCaseData[] k_PointAndTransforms =
|
||||
{
|
||||
new(From.Point, To.Transform, k_DoNotRotate,
|
||||
new Vector3(1, 2, 2), Vector3.back),
|
||||
|
||||
new(From.Point, To.Transform, k_FlipToRight,
|
||||
new Vector3(1, 1, 2), Quaternion.Euler(-116.565f, 0, -90) * Vector3.forward),
|
||||
|
||||
new(From.Transform, To.Point, k_DoNotRotate,
|
||||
new Vector3(1, 2, 2), Vector3.back),
|
||||
|
||||
new(From.Transform, To.Point, k_FlipToRight,
|
||||
new Vector3(1, 1, 2), Quaternion.Euler(116.565f, 0, -90) * Vector3.forward),
|
||||
|
||||
new(From.Transform, To.Transform, k_DoNotRotate,
|
||||
new Vector3(1, 3, 2), Vector3.back),
|
||||
|
||||
new(From.Transform, To.Transform, k_UpSideDown,
|
||||
new Vector3(1, 3, 2), Vector3.back),
|
||||
};
|
||||
protected static readonly TestCaseData[] k_ChildTransforms =
|
||||
{
|
||||
new(From.TransformChild, To.TransformChild, k_FlipToRight,
|
||||
new Vector3(3, -1, 2), Vector3.back),
|
||||
};
|
||||
|
||||
void ConfigureLinkForTest(From startType, To endType, Quaternion transformRotation)
|
||||
{
|
||||
m_Start.transform.position = k_Offset103 + 2f * Vector3.up;
|
||||
m_End.transform.position = k_Offset101 + 2f * Vector3.up;
|
||||
m_Start.transform.parent = startType == From.TransformChild ? m_Link.transform : null;
|
||||
m_End.transform.parent = endType == To.TransformChild ? m_Link.transform : null;
|
||||
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startPoint = k_Offset103;
|
||||
m_Link.endPoint = k_Offset101;
|
||||
m_Link.startTransform = startType != From.Point ? m_Start.transform : null;
|
||||
m_Link.endTransform = endType != To.Point ? m_End.transform : null;
|
||||
|
||||
m_Link.transform.rotation = transformRotation;
|
||||
}
|
||||
}
|
||||
|
||||
[TestCaseSource(nameof(k_PointsOnly))]
|
||||
[TestCaseSource(nameof(k_PointAndTransforms))]
|
||||
[TestCaseSource(nameof(k_ChildTransforms))]
|
||||
public void AlignTransformToEndPoints_MovesTransformInTheMiddle(
|
||||
From startType, To endType, Quaternion transformRotation,
|
||||
Vector3 expectedPosition, Vector3 _)
|
||||
{
|
||||
ConfigureLinkForTest(startType, endType, transformRotation);
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assert.That(m_Link.transform.position, Is.EqualTo(expectedPosition).Using(k_DefaultThreshold),
|
||||
"The Link object should be in the middle between the endpoints.");
|
||||
}
|
||||
|
||||
[TestCaseSource(nameof(k_PointsOnly))]
|
||||
[TestCaseSource(nameof(k_PointAndTransforms))]
|
||||
[Description("When the endpoints remain at the same world position it means that the local points must have been adjusted correctly.")]
|
||||
public void AlignTransformToEndPoints_EndpointsWorldPositionsRemainUnchanged(
|
||||
From startType, To endType, Quaternion transformRotation,
|
||||
Vector3 _, Vector3 __)
|
||||
{
|
||||
ConfigureLinkForTest(startType, endType, transformRotation);
|
||||
|
||||
var initialEndpointsMatrix = LocalToWorldUnscaled(m_Link);
|
||||
var initialStartWorld = initialEndpointsMatrix.MultiplyPoint3x4(m_Link.startPoint);
|
||||
var initialEndWorld = initialEndpointsMatrix.MultiplyPoint3x4(m_Link.endPoint);
|
||||
var initialStartLocal = m_Link.startPoint;
|
||||
var initialEndLocal = m_Link.endPoint;
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assume.That(m_Link.startPoint, Is.Not.EqualTo(initialStartLocal).Using(k_DefaultThreshold),
|
||||
"The local position of Start point should have been adjusted.");
|
||||
|
||||
Assert.That(m_Link.endPoint, Is.Not.EqualTo(initialEndLocal).Using(k_DefaultThreshold),
|
||||
"The local position of End point should have been adjusted.");
|
||||
|
||||
var endpointsMatrix = LocalToWorldUnscaled(m_Link);
|
||||
var startWorld = endpointsMatrix.MultiplyPoint3x4(m_Link.startPoint);
|
||||
var endWorld = endpointsMatrix.MultiplyPoint3x4(m_Link.endPoint);
|
||||
|
||||
Assert.That(startWorld, Is.EqualTo(initialStartWorld).Using(k_DefaultThreshold),
|
||||
"The world position of Start should remain unchanged.");
|
||||
|
||||
Assert.That(endWorld, Is.EqualTo(initialEndWorld).Using(k_DefaultThreshold),
|
||||
"The world position of End should remain unchanged.");
|
||||
}
|
||||
|
||||
static Matrix4x4 LocalToWorldUnscaled(NavMeshLink link)
|
||||
{
|
||||
return Matrix4x4.TRS(link.transform.position, link.transform.rotation, Vector3.one);
|
||||
}
|
||||
|
||||
[TestCaseSource(nameof(k_PointAndTransforms))]
|
||||
[TestCaseSource(nameof(k_ChildTransforms))]
|
||||
public void AlignTransformToEndPoints_EndsTransformsRemainUnchanged(
|
||||
From startType, To endType, Quaternion transformRotation,
|
||||
Vector3 _, Vector3 __)
|
||||
{
|
||||
ConfigureLinkForTest(startType, endType, transformRotation);
|
||||
|
||||
var initialStartPosition = m_Link.startTransform != null ? m_Link.startTransform.position : Vector3.negativeInfinity;
|
||||
var initialEndPosition = m_Link.endTransform != null ? m_Link.endTransform.position : Vector3.negativeInfinity;
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
if (m_Link.startTransform != null)
|
||||
Assert.That(m_Link.startTransform.position, Is.EqualTo(initialStartPosition).Using(k_DefaultThreshold),
|
||||
"The Link start transform should not have moved.");
|
||||
|
||||
if (m_Link.endTransform != null)
|
||||
Assert.That(m_Link.endTransform.position, Is.EqualTo(initialEndPosition).Using(k_DefaultThreshold),
|
||||
"The Link end transform should not have moved.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
[Explicit("Functionality not implemented yet for child game objects")]
|
||||
public void AlignTransformToEndPoints_ChildGameObjectsRetainWorldPositions()
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startPoint = k_Offset103;
|
||||
m_Link.endPoint = k_Offset101;
|
||||
m_Link.startTransform = null;
|
||||
m_Link.endTransform = null;
|
||||
|
||||
m_Link.transform.rotation = k_FlipToRight;
|
||||
}
|
||||
|
||||
var child1 = CreateTestObject("Child 1").GetComponent<Transform>();
|
||||
var child2 = CreateTestObject("Child 2").GetComponent<Transform>();
|
||||
var grandchild = CreateTestObject("Grandchild").GetComponent<Transform>();
|
||||
child2.rotation = Quaternion.Euler(0, 90, 0);
|
||||
child1.parent = m_Link.transform;
|
||||
child2.parent = m_Link.transform;
|
||||
grandchild.parent = child2.transform;
|
||||
|
||||
child1.position = new Vector3(2, 1, 3);
|
||||
child2.position = new Vector3(-0.5f, 0.6f, 0.7f);
|
||||
grandchild.position = new Vector3(-3, 2, 1);
|
||||
var child1Earlier = child1.position;
|
||||
var child2Earlier = child2.position;
|
||||
var grandchildEarlier = grandchild.position;
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assert.That(child1.position, Is.EqualTo(child1Earlier).Using(k_DefaultThreshold),
|
||||
"Child object 1 should not have moved.");
|
||||
Assert.That(child2.position, Is.EqualTo(child2Earlier).Using(k_DefaultThreshold),
|
||||
"Child object 2 should not have moved.");
|
||||
Assert.That(grandchild.position, Is.EqualTo(grandchildEarlier).Using(k_DefaultThreshold),
|
||||
"Grandchild object should not have moved.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void AlignTransformToEndPoints_EndpointsWorldPositionsRemainUnchanged_InSiblingLinks()
|
||||
{
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startPoint = k_Offset103;
|
||||
m_Link.endPoint = k_Offset101;
|
||||
m_Link.startTransform = null;
|
||||
m_Link.endTransform = null;
|
||||
|
||||
m_Link.transform.rotation = k_FlipToRight;
|
||||
}
|
||||
|
||||
m_LinkSibling1 = m_Link.gameObject.AddComponent<NavMeshLink>();
|
||||
m_LinkSibling2 = m_Link.gameObject.AddComponent<NavMeshLink>();
|
||||
m_LinkSibling1.startPoint = m_Link.endPoint;
|
||||
m_LinkSibling1.endPoint = m_Link.startPoint;
|
||||
m_LinkSibling2.startPoint = m_Link.endPoint;
|
||||
m_LinkSibling2.endPoint = m_Link.startPoint;
|
||||
|
||||
var initialStartLocal = m_Link.startPoint;
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assume.That(m_Link.startPoint, Is.Not.EqualTo(initialStartLocal).Using(k_DefaultThreshold));
|
||||
|
||||
Assert.That(m_LinkSibling1.startPoint, Is.EqualTo(m_Link.endPoint).Using(k_DefaultThreshold),
|
||||
"The sibling 1 Start point should have been adjusted.");
|
||||
Assert.That(m_LinkSibling1.endPoint, Is.EqualTo(m_Link.startPoint).Using(k_DefaultThreshold),
|
||||
"The sibling 1 End point should have been adjusted.");
|
||||
|
||||
Assert.That(m_LinkSibling2.startPoint, Is.EqualTo(m_Link.endPoint).Using(k_DefaultThreshold),
|
||||
"The sibling 2 Start point should have been adjusted.");
|
||||
Assert.That(m_LinkSibling2.endPoint, Is.EqualTo(m_Link.startPoint).Using(k_DefaultThreshold),
|
||||
"The sibling 2 End point should have been adjusted.");
|
||||
}
|
||||
|
||||
[TestCaseSource(nameof(k_PointsOnly))]
|
||||
[TestCaseSource(nameof(k_PointAndTransforms))]
|
||||
[TestCaseSource(nameof(k_ChildTransforms))]
|
||||
public void AlignTransformToEndPoints_UpVectorRemainsUnchanged(
|
||||
From startType, To endType, Quaternion transformRotation,
|
||||
Vector3 _, Vector3 __)
|
||||
{
|
||||
ConfigureLinkForTest(startType, endType, transformRotation);
|
||||
|
||||
var initialUp = m_Link.transform.up;
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assert.That(m_Link.transform.up, Is.EqualTo(initialUp).Using(k_DefaultThreshold),
|
||||
"The Link's up vector should remain unchanged.");
|
||||
}
|
||||
|
||||
[TestCaseSource(nameof(k_PointsOnly))]
|
||||
[TestCaseSource(nameof(k_PointAndTransforms))]
|
||||
[TestCaseSource(nameof(k_ChildTransforms))]
|
||||
public void AlignTransformToEndPoints_OrientsForwardVectorFromStartToEndInXZPlane(
|
||||
From startType, To endType, Quaternion transformRotation,
|
||||
Vector3 _, Vector3 expectedForward)
|
||||
{
|
||||
ConfigureLinkForTest(startType, endType, transformRotation);
|
||||
|
||||
NavMeshLinkEditor.AlignTransformToEndPoints(m_Link);
|
||||
|
||||
Assert.That(m_Link.transform.forward, Is.EqualTo(expectedForward).Using(k_DefaultThreshold),
|
||||
"The Link's forward vector should point from the start towards the end of the link.");
|
||||
}
|
||||
|
||||
static readonly Vector3 k_ForwardRightDiagonal = Quaternion.Euler(0, 45, 0) * Vector3.forward;
|
||||
static readonly Quaternion k_RotatedX90 = Quaternion.Euler(90, 0, 0);
|
||||
static readonly Quaternion k_RotatedY180 = Quaternion.Euler(0, 180, 0);
|
||||
static readonly Quaternion k_RotatedZ90 = Quaternion.Euler(0, 0, 90);
|
||||
static readonly Quaternion k_RotatedZ180 = Quaternion.Euler(0, 0, 180);
|
||||
protected static readonly TestCaseData[] k_RotateToChangeLinkDirectionLocally =
|
||||
{
|
||||
new TestCaseData(Quaternion.identity, Vector3.right, Vector3.one)
|
||||
.SetName("Link aligned to World axes"),
|
||||
|
||||
new TestCaseData(k_RotatedX90, Vector3.zero, new Vector3(1, 1, -1))
|
||||
.SetName("Endpoints following the Up direction")
|
||||
.SetDescription("The right vector cannot be properly defined in this case"),
|
||||
|
||||
new TestCaseData(k_RotatedY180, Vector3.forward, new Vector3(-1, 1, -1))
|
||||
.SetName("Endpoints following Right direction"),
|
||||
|
||||
new TestCaseData(k_RotatedZ90, Vector3.right, new Vector3(1, -1, 1))
|
||||
.SetName("Link tipped to the left"),
|
||||
|
||||
new TestCaseData(k_RotatedZ180, k_ForwardRightDiagonal, new Vector3(-1, -1, 1))
|
||||
.SetName("Link rotated freely")
|
||||
.SetDescription("The rotation has been chosen to produce a Right vector easy to identify and verify."),
|
||||
};
|
||||
|
||||
[TestCaseSource(nameof(k_RotateToChangeLinkDirectionLocally))]
|
||||
[Description("The link's direction changes because the end transform moves in local space when the game object rotates.")]
|
||||
public void CalcLinkRight_ReturnsLocalRightIn2D(
|
||||
Quaternion transformRotation,
|
||||
Vector3 expectedLocalRight, Vector3 expectedEnd)
|
||||
{
|
||||
m_Link.transform.SetPositionAndRotation(Vector3.one, transformRotation);
|
||||
m_Link.transform.localScale = 2f * Vector3.one;
|
||||
m_End.transform.position = 2f * Vector3.one;
|
||||
|
||||
using (new NavMeshLinkEditor.DeferredLinkUpdateScope(m_Link))
|
||||
{
|
||||
m_Link.startPoint = new Vector3(1, -1, -1);
|
||||
m_Link.endTransform = m_End.transform;
|
||||
|
||||
m_Link.startTransform = null;
|
||||
m_Link.endPoint = Vector3.negativeInfinity;
|
||||
}
|
||||
|
||||
var linkRight = NavMeshLinkEditor.GetLocalDirectionRight(m_Link, out var localStart, out var localEnd);
|
||||
|
||||
Assume.That(localStart, Is.EqualTo(m_Link.startPoint).Using(k_DefaultThreshold), "Wrong local Start reported.");
|
||||
Assume.That(localEnd, Is.EqualTo(expectedEnd).Using(k_DefaultThreshold), "Wrong local End reported.");
|
||||
|
||||
Assert.That(linkRight, Is.EqualTo(expectedLocalRight).Using(k_DefaultThreshold),
|
||||
"Wrong Right vector relative to the direction from start to end.");
|
||||
}
|
||||
|
||||
public enum LinkEndType
|
||||
{
|
||||
Point,
|
||||
Transform,
|
||||
TransformChild
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6edd135750744d2ba70784191858ba6e
|
||||
timeCreated: 1707859138
|
||||
@@ -0,0 +1,40 @@
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
class NavMeshLinkInPrefabTests
|
||||
{
|
||||
[Test]
|
||||
public void NavMeshLink_DifferentGOActiveState_PromotedToPrefab_InstanceHasNoOverrides([Values]bool isActive)
|
||||
{
|
||||
var assetPath = $"Assets/{GUID.Generate()}.prefab";
|
||||
NavMeshLink nml = null;
|
||||
try
|
||||
{
|
||||
var go = new GameObject("NavMesh Link");
|
||||
go.SetActive(isActive);
|
||||
nml = go.AddComponent<NavMeshLink>();
|
||||
|
||||
PrefabUtility.SaveAsPrefabAssetAndConnect(nml.gameObject, assetPath, InteractionMode.AutomatedAction);
|
||||
|
||||
var sp = new SerializedObject(nml).GetIterator();
|
||||
var overrides = new List<string>();
|
||||
while (sp.NextVisible(true))
|
||||
{
|
||||
if (!sp.isDefaultOverride && sp.prefabOverride)
|
||||
overrides.Add(sp.propertyPath);
|
||||
}
|
||||
Assert.That(overrides, Is.Empty, "Newly promoted prefab instance overrides one or more properties.");
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (nml != null)
|
||||
Object.DestroyImmediate(nml.gameObject);
|
||||
AssetDatabase.DeleteAsset(assetPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5b652cf08f54e3bae634658f9a4e119
|
||||
timeCreated: 1710416712
|
||||
@@ -0,0 +1,179 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions.Comparers;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
internal class NavMeshLinkTests : DomainReloadTestBase
|
||||
{
|
||||
const string k_TrackedListFieldName = "s_Tracked";
|
||||
|
||||
[SerializeField] NavMeshLink m_Link;
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TrackedList_AddOneItemToListInEditMode_TrackedListSetToZeroInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var listVar = GetTrackedList();
|
||||
Assume.That(listVar, Is.Not.Null);
|
||||
Assume.That(listVar.Count, Is.Zero);
|
||||
|
||||
listVar.Add(null);
|
||||
Assume.That(listVar.Count, Is.Not.Zero);
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
listVar = GetTrackedList();
|
||||
Assert.That(listVar.Count, Is.Zero);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TrackedList_CreateAutoUpdatedNavMeshLinkInEditMode_NavMeshLinkRemainsInTrackedListInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var trackedList = GetTrackedList();
|
||||
Assume.That(trackedList, Is.Not.Null);
|
||||
Assume.That(trackedList.Count, Is.Zero);
|
||||
|
||||
// Create a link during edit mode.
|
||||
// Setting it up so that it gets added to the tracked list.
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshLink));
|
||||
m_Link = m_TestGo.GetComponent<NavMeshLink>();
|
||||
m_Link.autoUpdate = true;
|
||||
|
||||
trackedList = GetTrackedList();
|
||||
Assume.That(trackedList, Is.Not.Null);
|
||||
Assume.That(trackedList.Count, Is.EqualTo(1));
|
||||
Assume.That(trackedList[0], Is.EqualTo(m_Link));
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
trackedList = GetTrackedList();
|
||||
Assert.That(trackedList.Count, Is.EqualTo(1));
|
||||
Assert.That(trackedList[0], Is.EqualTo(m_Link));
|
||||
}
|
||||
|
||||
static List<NavMeshLink> GetTrackedList()
|
||||
{
|
||||
var field = typeof(NavMeshLink).GetField(k_TrackedListFieldName, BindingFlags.Static | BindingFlags.NonPublic);
|
||||
Assume.That(field, Is.Not.Null, $"Cannot find field '{k_TrackedListFieldName}' in class {nameof(NavMeshLink)}.");
|
||||
return field?.GetValue(null) as List<NavMeshLink>;
|
||||
}
|
||||
|
||||
[TestCase(0, 0, true, TestName = "CostModifier at 0 should override cost and return 0.")]
|
||||
[TestCase(1, 1, true, TestName = "CostModifier at 1 should override cost and return 1.")]
|
||||
[TestCase(-1, 1, false, TestName = "CostModifier at -1 should not override cost and return 1.")]
|
||||
[TestCase(42, 42, true, TestName = "CostModifier at 42 should override cost and return 42.")]
|
||||
[TestCase(-42, 42, false, TestName = "CostModifier at -42 should not override cost and return 42.")]
|
||||
public void CostModifier_SetValue_SerializedPropertyIsTheSame(int costModifier, float expectedCostValue, bool expectedOverrideValue)
|
||||
{
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshLink));
|
||||
m_Link = m_TestGo.GetComponent<NavMeshLink>();
|
||||
m_Link.costModifier = costModifier;
|
||||
|
||||
var serializedObject = new SerializedObject(m_Link);
|
||||
var costModifierProperty = serializedObject.FindProperty("m_CostModifier");
|
||||
var isOverridingCostProperty = serializedObject.FindProperty("m_IsOverridingCost");
|
||||
|
||||
Assume.That(costModifierProperty, Is.Not.Null, "Cannot find property 'm_CostModifier' in NavMeshLink.");
|
||||
Assume.That(isOverridingCostProperty, Is.Not.Null, "Cannot find property 'm_IsOverridingCost' in NavMeshLink.");
|
||||
|
||||
Assert.That(costModifierProperty.floatValue, Is.EqualTo(expectedCostValue).Using(FloatComparer.s_ComparerWithDefaultTolerance));
|
||||
Assert.That(isOverridingCostProperty.boolValue, Is.EqualTo(expectedOverrideValue));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CostModifier_Reset_CostModifierRunsThroughUpgrader()
|
||||
{
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshLink));
|
||||
m_Link = m_TestGo.GetComponent<NavMeshLink>();
|
||||
m_Link.costModifier = 42;
|
||||
|
||||
var serializedObject = new SerializedObject(m_Link);
|
||||
var costModifierProperty = serializedObject.FindProperty("m_CostModifier");
|
||||
var isOverridingCostProperty = serializedObject.FindProperty("m_IsOverridingCost");
|
||||
|
||||
Assume.That(costModifierProperty.floatValue, Is.EqualTo(42f), "Cost modifier is not 42.");
|
||||
Assume.That(isOverridingCostProperty.boolValue, Is.True, "Is overriding cost is false.");
|
||||
|
||||
Unsupported.SmartReset(m_Link);
|
||||
serializedObject.Update();
|
||||
|
||||
Assume.That(costModifierProperty, Is.Not.Null, "Cannot find property 'm_CostModifier' in NavMeshLink.");
|
||||
Assume.That(isOverridingCostProperty, Is.Not.Null, "Cannot find property 'm_IsOverridingCost' in NavMeshLink.");
|
||||
|
||||
Assert.That(costModifierProperty.floatValue, Is.EqualTo(1f), "Cost modifier is not 1.");
|
||||
Assert.That(isOverridingCostProperty.boolValue, Is.False, "Is overriding cost is true.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NavMeshLink_Reset_NavMeshLinkHasDefaultValues()
|
||||
{
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshLink));
|
||||
m_Link = m_TestGo.GetComponent<NavMeshLink>();
|
||||
m_Link.costModifier = 42;
|
||||
|
||||
Unsupported.SmartReset(m_Link);
|
||||
|
||||
AssertNavMeshLinkHasDefaultValues(m_Link);
|
||||
}
|
||||
|
||||
static void AssertNavMeshLinkHasDefaultValues(NavMeshLink link)
|
||||
{
|
||||
var serializedObject = new SerializedObject(link);
|
||||
serializedObject.Update();
|
||||
|
||||
var serializedVersionProperty = serializedObject.FindProperty("m_SerializedVersion");
|
||||
var agentTypeIdProperty = serializedObject.FindProperty("m_AgentTypeID");
|
||||
var startPointProperty = serializedObject.FindProperty("m_StartPoint");
|
||||
var endPointProperty = serializedObject.FindProperty("m_EndPoint");
|
||||
var startTransformProperty = serializedObject.FindProperty("m_StartTransform");
|
||||
var endTransformProperty = serializedObject.FindProperty("m_EndTransform");
|
||||
var activatedProperty = serializedObject.FindProperty("m_Activated");
|
||||
var widthProperty = serializedObject.FindProperty("m_Width");
|
||||
var costModifierProperty = serializedObject.FindProperty("m_CostModifier");
|
||||
var isOverridingCostProperty = serializedObject.FindProperty("m_IsOverridingCost");
|
||||
var bidirectionalProperty = serializedObject.FindProperty("m_Bidirectional");
|
||||
var autoUpdatePositionProperty = serializedObject.FindProperty("m_AutoUpdatePosition");
|
||||
var areaProperty = serializedObject.FindProperty("m_Area");
|
||||
|
||||
Assume.That(serializedVersionProperty, Is.Not.Null, "Cannot find property 'm_SerializedVersion' in NavMeshLink.");
|
||||
Assume.That(agentTypeIdProperty, Is.Not.Null, "Cannot find property 'm_AgentTypeID' in NavMeshLink.");
|
||||
Assume.That(startPointProperty, Is.Not.Null, "Cannot find property 'm_StartPoint' in NavMeshLink.");
|
||||
Assume.That(endPointProperty, Is.Not.Null, "Cannot find property 'm_EndPoint' in NavMeshLink.");
|
||||
Assume.That(startTransformProperty, Is.Not.Null, "Cannot find property 'm_StartTransform' in NavMeshLink.");
|
||||
Assume.That(endTransformProperty, Is.Not.Null, "Cannot find property 'm_EndTransform' in NavMeshLink.");
|
||||
Assume.That(activatedProperty, Is.Not.Null, "Cannot find property 'm_Activated' in NavMeshLink.");
|
||||
Assume.That(widthProperty, Is.Not.Null, "Cannot find property 'm_Width' in NavMeshLink.");
|
||||
Assume.That(costModifierProperty, Is.Not.Null, "Cannot find property 'm_CostModifier' in NavMeshLink.");
|
||||
Assume.That(isOverridingCostProperty, Is.Not.Null, "Cannot find property 'm_IsOverridingCost' in NavMeshLink.");
|
||||
Assume.That(bidirectionalProperty, Is.Not.Null, "Cannot find property 'm_Bidirectional' in NavMeshLink.");
|
||||
Assume.That(autoUpdatePositionProperty, Is.Not.Null, "Cannot find property 'm_AutoUpdatePosition' in NavMeshLink.");
|
||||
Assume.That(areaProperty, Is.Not.Null, "Cannot find property 'm_Area' in NavMeshLink.");
|
||||
|
||||
Assert.That(serializedVersionProperty.intValue, Is.EqualTo(1), "Serialized version is not 1.");
|
||||
Assert.That(agentTypeIdProperty.intValue, Is.EqualTo(0), "Agent type ID is not 0.");
|
||||
Assert.That(startPointProperty.vector3Value, Is.EqualTo(new Vector3(0f, 0f, -2.50f)), "Start point is not at (0, 0, -2.50).");
|
||||
Assert.That(endPointProperty.vector3Value, Is.EqualTo(new Vector3(0f, 0f, 2.50f)), "End point is not at (0, 0, 2.50).");
|
||||
Assert.That(startTransformProperty.objectReferenceValue, Is.Null, "Start transform is not null.");
|
||||
Assert.That(endTransformProperty.objectReferenceValue, Is.Null, "End transform is not null.");
|
||||
Assert.That(activatedProperty.boolValue, Is.True, "Link is not activated.");
|
||||
Assert.That(widthProperty.floatValue, Is.Zero, "Width is not 0.");
|
||||
Assert.That(bidirectionalProperty.boolValue, Is.True, "Link is not bidirectional.");
|
||||
Assert.That(autoUpdatePositionProperty.boolValue, Is.False, "Auto update position is true.");
|
||||
Assert.That(areaProperty.intValue, Is.EqualTo(0), "Area is not 0.");
|
||||
|
||||
Assert.That(costModifierProperty.floatValue, Is.EqualTo(1f), "Cost modifier is not 1.");
|
||||
Assert.That(isOverridingCostProperty.boolValue, Is.False, "Is overriding cost is true.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 612fb35aac99445d9d7560fe6ad2c4f4
|
||||
timeCreated: 1700481746
|
||||
@@ -0,0 +1,167 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
//#define KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
class NavMeshLinkUpgradeInPrefabTests
|
||||
{
|
||||
// Adjust these tests whenever you change the content of the prefab
|
||||
const string k_PrefabName = "TestBundleWithAllLinks.prefab";
|
||||
const string k_ParentFolder = "Assets";
|
||||
const string k_TempFolder = "TempLinkUpgrade";
|
||||
static readonly string k_TempFolderPath = Path.Combine(k_ParentFolder, k_TempFolder);
|
||||
static readonly string k_TestPrefabPath = Path.Combine(k_TempFolderPath, k_PrefabName);
|
||||
static readonly string k_PrebuiltPrefabPath = Path.Combine("Packages", "com.unity.ai.navigation", "Tests", "PrebuiltAssets~", k_PrefabName);
|
||||
|
||||
[SerializeField]
|
||||
string m_PreviousScenePath;
|
||||
|
||||
[SerializeField]
|
||||
GameObject m_LinkPrefab;
|
||||
GameObject m_PrefabInstance;
|
||||
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetUp()
|
||||
{
|
||||
AssetDatabase.DeleteAsset(k_TempFolderPath);
|
||||
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolder);
|
||||
Assume.That(folderGUID, Is.Not.Empty);
|
||||
|
||||
File.Copy(k_PrebuiltPrefabPath, k_TestPrefabPath);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
m_LinkPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(k_TestPrefabPath);
|
||||
|
||||
m_PreviousScenePath = SceneManager.GetActiveScene().path;
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator SetUp()
|
||||
{
|
||||
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDown()
|
||||
{
|
||||
Object.DestroyImmediate(m_PrefabInstance);
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (string.IsNullOrEmpty(m_PreviousScenePath))
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
else
|
||||
EditorSceneManager.OpenScene(m_PreviousScenePath);
|
||||
|
||||
#if !KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
AssetDatabase.DeleteAsset(k_TempFolderPath);
|
||||
#endif
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void PrefabLinkVersion2_0_0_Instantiated_WarnsAboutOutdatedFormat()
|
||||
{
|
||||
ForgetPastWarnings();
|
||||
|
||||
LogAssert.Expect(LogType.Warning, new Regex("A NavMesh Link component has an outdated format..*"));
|
||||
|
||||
m_PrefabInstance = TestUtility.InstantiatePrefab(m_LinkPrefab, "Links Prefab Instance");
|
||||
Assume.That(m_PrefabInstance, Is.Not.Null);
|
||||
|
||||
#if KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
var sceneWithPrefab = Path.Combine(k_TempFolderPath, "SceneWithPrefab1.unity");
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), sceneWithPrefab);
|
||||
#endif
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void PrefabLinkVersion2_0_0_WhenInstantiated_KeepsReferencesToOtherObjects()
|
||||
{
|
||||
m_PrefabInstance = TestUtility.InstantiatePrefab(m_LinkPrefab, "Links Prefab Instance");
|
||||
|
||||
#if KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
var sceneWithPrefab = Path.Combine(k_TempFolderPath, "SceneWithPrefab2.unity");
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), sceneWithPrefab);
|
||||
#endif
|
||||
var scaledParent = m_PrefabInstance.transform.Find("Scaled_Links_Root");
|
||||
Assume.That(scaledParent, Is.Not.Null, "There should be a Scaled_Links_Root object.");
|
||||
var objectWithLinks = scaledParent.transform.Find("Multiple NavMesh Links");
|
||||
Assume.That(objectWithLinks, Is.Not.Null, "There should be a Multiple NavMesh Links object.");
|
||||
var links = objectWithLinks.GetComponents<NavMeshLink>();
|
||||
Assume.That(links.Length, Is.EqualTo(4));
|
||||
|
||||
foreach (var navMeshLink in links)
|
||||
{
|
||||
// Differentiate links by width
|
||||
if (Math.Abs(navMeshLink.width - 1f) < 0.1f)
|
||||
{
|
||||
Assert.That(navMeshLink.startTransform, Is.Null,
|
||||
"Start Transform self-reference should have been removed in first link.");
|
||||
Assert.That(navMeshLink.endTransform, Is.Null,
|
||||
"End Transform self-reference should have been removed in first link.");
|
||||
}
|
||||
else if (Math.Abs(navMeshLink.width - 2f) < 0.1f)
|
||||
{
|
||||
Assert.That(navMeshLink.startTransform.name, Is.EqualTo("Bundle Plane 2"),
|
||||
"Start Transform should reference Bundle Plane 2 in second link.");
|
||||
Assert.That(navMeshLink.endTransform, Is.SameAs(navMeshLink.startTransform),
|
||||
"Start Transform and End Transform should reference the same object in second link.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
[Explicit("Entering playmode is rather slow and the situation being tested happens rarely")]
|
||||
public IEnumerator PrefabLinkVersion2_0_0_WhenInstantiatedInPlaymode_WarnsAboutOutdatedReferences()
|
||||
{
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
LogAssert.Expect(LogType.Warning, new Regex(
|
||||
"The NavMesh Link component does not reference the intended transforms.*"));
|
||||
|
||||
m_PrefabInstance = TestUtility.InstantiatePrefab(m_LinkPrefab, "Links Prefab Instance In Playmode");
|
||||
|
||||
var scaledObjectWithLinks = GameObject.Find("Multiple NavMesh Links");
|
||||
Assume.That(scaledObjectWithLinks, Is.Not.Null);
|
||||
var linksFromScaledObject = scaledObjectWithLinks.GetComponents<NavMeshLink>();
|
||||
Assume.That(linksFromScaledObject.Length, Is.EqualTo(4));
|
||||
|
||||
var unscaledObjectWithLinks = GameObject.Find("Unscaled Links");
|
||||
Assume.That(unscaledObjectWithLinks, Is.Not.Null);
|
||||
var linksFromUnscaledObject = unscaledObjectWithLinks.GetComponents<NavMeshLink>();
|
||||
Assume.That(linksFromUnscaledObject.Length, Is.EqualTo(3));
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
static void ForgetPastWarnings()
|
||||
{
|
||||
var lastWarnedPrefab = typeof(NavMeshLink).GetField("s_LastWarnedPrefab",
|
||||
BindingFlags.Static | BindingFlags.NonPublic);
|
||||
Assume.That(lastWarnedPrefab, Is.Not.Null,
|
||||
"Correct the test script if NavMeshLink.s_LastWarnedPrefab has been renamed or removed.");
|
||||
lastWarnedPrefab?.SetValue(null, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bee8f0175a385304086f01e517a21ff8
|
||||
@@ -0,0 +1,228 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
//#define KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using UnityEngine.TestTools.Utils;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
class NavMeshLinkUpgradeTests
|
||||
{
|
||||
// Adjust these tests whenever you change the content of the scene
|
||||
const string k_SceneName = "Test_Links_Created_With_2_0_0.unity";
|
||||
const string k_ParentFolder = "Assets";
|
||||
const string k_TempFolder = "TempLinkUpgrade";
|
||||
static readonly string k_TempFolderPath = Path.Combine(k_ParentFolder, k_TempFolder);
|
||||
static readonly string k_TestScenePath = Path.Combine(k_TempFolderPath, k_SceneName);
|
||||
static readonly string k_PrebuiltScenePath = Path.Combine("Packages", "com.unity.ai.navigation", "Tests", "PrebuiltAssets~", k_SceneName);
|
||||
|
||||
string m_PreviousScenePath;
|
||||
bool m_DelayCallHappened;
|
||||
|
||||
GameObject m_ScaledObjectWithLinks;
|
||||
GameObject m_UnscaledObjectWithLinks;
|
||||
NavMeshLink[] m_LinksFromScaledObject;
|
||||
NavMeshLink[] m_LinksFromUnscaledObject;
|
||||
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetUp()
|
||||
{
|
||||
AssetDatabase.DeleteAsset(k_TempFolderPath);
|
||||
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolder);
|
||||
Assume.That(folderGUID, Is.Not.Empty);
|
||||
|
||||
File.Copy(k_PrebuiltScenePath, k_TestScenePath);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
m_PreviousScenePath = SceneManager.GetActiveScene().path;
|
||||
var testScene = EditorSceneManager.OpenScene(k_TestScenePath);
|
||||
Assume.That(testScene, Is.Not.Null, "The test scene should exist under the Assets folder.");
|
||||
|
||||
m_ScaledObjectWithLinks = GameObject.Find("Multiple NavMesh Links");
|
||||
Assume.That(m_ScaledObjectWithLinks, Is.Not.Null);
|
||||
m_LinksFromScaledObject = m_ScaledObjectWithLinks.GetComponents<NavMeshLink>();
|
||||
Assume.That(m_LinksFromScaledObject.Length, Is.EqualTo(4));
|
||||
|
||||
m_UnscaledObjectWithLinks = GameObject.Find("Unscaled Links");
|
||||
Assume.That(m_UnscaledObjectWithLinks, Is.Not.Null);
|
||||
m_LinksFromUnscaledObject = m_UnscaledObjectWithLinks.GetComponents<NavMeshLink>();
|
||||
Assume.That(m_LinksFromUnscaledObject.Length, Is.EqualTo(3));
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator SetUp()
|
||||
{
|
||||
if (!m_DelayCallHappened)
|
||||
{
|
||||
// Allow for the Link upgrade to be completed by the delayCall
|
||||
EditorApplication.delayCall += () => m_DelayCallHappened = true;
|
||||
|
||||
yield return new WaitUntil(() => m_DelayCallHappened);
|
||||
yield return null;
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ScaledLinkVersion2_0_0_WhenLoaded_HasCorrectStart([NUnit.Framework.Range(0, 3)] int i)
|
||||
{
|
||||
var link = m_LinksFromScaledObject[i];
|
||||
var desc = $"(scaled[{i}]_{link.width}_{link.costModifier})";
|
||||
|
||||
Assert.That(link.startTransform, Is.Null.Or.Not.SameAs(link.gameObject.transform),
|
||||
"The start transform should not point to the link GameObject itself. {0}", desc);
|
||||
|
||||
if (link.startTransform != null)
|
||||
{
|
||||
var startParent = link.startTransform.parent;
|
||||
if (startParent != null)
|
||||
{
|
||||
Assert.That(startParent.name, Is.EqualTo("Plane 2"),
|
||||
"The start transform should be a child of Plane 2. {0}", desc);
|
||||
Assert.That(link.startTransform.name, Contains.Substring($"Link Start {link.name}"),
|
||||
"The new start transform should be named after the link that uses it. {0}", desc);
|
||||
|
||||
Assert.That(link.startTransform.position, Is.Not.EqualTo(Vector3.zero),
|
||||
"The new start transform should be placed away from origin. {0}", desc);
|
||||
Assert.That(link.startTransform.position, Is.Not.EqualTo(startParent.position),
|
||||
"The new start transform should be placed away from the parent. {0}", desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.That(link.startPoint, Is.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.001f)),
|
||||
"Start Point should be around zero when start transform keeps the original reference. {0}", desc);
|
||||
Assert.That(link.startTransform.name, Is.EqualTo("NavMesh Surface"),
|
||||
"The upgraded link should keep referencing the GameObject NavMesh Surface. {0}", desc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ScaledLinkVersion2_0_0_WhenLoaded_HasCorrectEnd([NUnit.Framework.Range(0, 3)] int i)
|
||||
{
|
||||
var link = m_LinksFromScaledObject[i];
|
||||
var desc = $"(scaled[{i}]_{link.width}_{link.costModifier})";
|
||||
|
||||
Assert.That(link.endTransform, Is.Null.Or.Not.SameAs(link.gameObject.transform),
|
||||
"The end transform should not point to the link GameObject itself. {0}", desc);
|
||||
|
||||
if (link.endTransform != null)
|
||||
{
|
||||
var endParent = link.endTransform.parent;
|
||||
if (endParent != null)
|
||||
{
|
||||
Assert.That(link.endTransform.parent.name, Is.EqualTo("Plane 2"),
|
||||
"The end transform should be a child of Plane 2. {0}", desc);
|
||||
Assert.That(link.endTransform.name, Contains.Substring($"Link End {link.name}"),
|
||||
"The new end transform should be named after the link that uses it. {0}", desc);
|
||||
|
||||
Assert.That(link.endTransform.position, Is.Not.EqualTo(Vector3.zero),
|
||||
"The new end transform should be placed away from origin. {0}", desc);
|
||||
Assert.That(link.endTransform.position, Is.Not.EqualTo(endParent.position),
|
||||
"The new end transform should be placed away from the parent. {0}", desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.That(link.endPoint, Is.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.001f)),
|
||||
"End Point should be around zero when end transform keeps the original reference. {0}", desc);
|
||||
Assert.That(link.endTransform.name, Is.EqualTo("Plane 2"),
|
||||
"The upgraded link should keep referencing the GameObject Plane 2. {0}", desc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void UnscaledLinkVersion2_0_0_WhenLoaded_HasCorrectStart([NUnit.Framework.Range(0, 2)] int i)
|
||||
{
|
||||
var link = m_LinksFromUnscaledObject[i];
|
||||
var desc = $"(unscaled[{i}]_{link.width}_{link.costModifier})";
|
||||
|
||||
Assert.That(link.startTransform, Is.Null.Or.Not.SameAs(link.gameObject.transform),
|
||||
"The start transform should not point to the link GameObject itself. {0}", desc);
|
||||
|
||||
if (link.startTransform != null)
|
||||
{
|
||||
var startParent = link.startTransform.parent;
|
||||
if (startParent != null)
|
||||
{
|
||||
Assert.That(startParent.name, Is.EqualTo("Plane 2"),
|
||||
"The start transform should be a child of Plane 2. {0}", desc);
|
||||
Assert.That(link.startTransform.name, Contains.Substring($"Link Start {link.name}"),
|
||||
"The new start transform should be named after the link that uses it. {0}", desc);
|
||||
|
||||
Assert.That(link.startTransform.position, Is.Not.EqualTo(Vector3.zero),
|
||||
"The new start transform should be placed away from origin. {0}", desc);
|
||||
Assert.That(link.startTransform.position, Is.Not.EqualTo(startParent.position),
|
||||
"The new start transform should be placed away from the parent. {0}", desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.That(link.startPoint, Is.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.001f)),
|
||||
"Start Point should be around zero when start transform keeps the original reference. {0}", desc);
|
||||
Assert.That(link.startTransform.name, Is.EqualTo("NavMesh Surface"),
|
||||
"The upgraded link should keep referencing the GameObject NavMesh Surface. {0}", desc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void UnscaledLinkVersion2_0_0_WhenLoaded_HasCorrectEnd([NUnit.Framework.Range(0, 2)] int i)
|
||||
{
|
||||
var link = m_LinksFromUnscaledObject[i];
|
||||
var desc = $"(unscaled[{i}]_{link.width}_{link.costModifier})";
|
||||
|
||||
Assert.That(link.endTransform, Is.Null.Or.Not.SameAs(link.gameObject.transform),
|
||||
"The end transform should not point to the link GameObject itself. {0}", desc);
|
||||
|
||||
if (link.endTransform != null)
|
||||
{
|
||||
var endParent = link.endTransform.parent;
|
||||
if (endParent != null)
|
||||
{
|
||||
Assert.That(link.endTransform.parent.name, Is.EqualTo("Plane 2"),
|
||||
"The end transform should be a child of Plane 2. {0}", desc);
|
||||
Assert.That(link.endTransform.name, Contains.Substring($"Link End {link.name}"),
|
||||
"The new end transform should be named after the link that uses it. {0}", desc);
|
||||
|
||||
Assert.That(link.endTransform.position, Is.Not.EqualTo(Vector3.zero),
|
||||
"The new end transform should be placed away from origin. {0}", desc);
|
||||
Assert.That(link.endTransform.position, Is.Not.EqualTo(endParent.position),
|
||||
"The new end transform should be placed away from the parent. {0}", desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.That(link.endPoint, Is.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.001f)),
|
||||
"End Point should be around zero when end transform keeps the original reference. {0}", desc);
|
||||
Assert.That(link.endTransform.name, Is.EqualTo("Plane 2"),
|
||||
"The upgraded link should keep referencing the GameObject Plane 2. {0}", desc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
Assume.That(SceneManager.GetActiveScene().isDirty, Is.False,
|
||||
"Scene should not have changed after it was saved in SetUp.");
|
||||
|
||||
if (string.IsNullOrEmpty(m_PreviousScenePath))
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
else
|
||||
EditorSceneManager.OpenScene(m_PreviousScenePath);
|
||||
|
||||
#if !KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
AssetDatabase.DeleteAsset(k_TempFolderPath);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ad450d9888c160469d649a7d37fe5f0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,57 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
internal class NavMeshModifierTests : DomainReloadTestBase
|
||||
{
|
||||
[SerializeField] NavMeshModifier m_Modifier;
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveModifiers_AddOneItemToListInEditMode_ModifierListSetToZeroInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeModifiers = NavMeshModifier.activeModifiers;
|
||||
Assume.That(activeModifiers, Is.Not.Null);
|
||||
Assume.That(activeModifiers.Count, Is.Zero);
|
||||
|
||||
activeModifiers.Add(null);
|
||||
Assume.That(activeModifiers.Count, Is.Not.Zero);
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
activeModifiers = NavMeshModifier.activeModifiers;
|
||||
Assert.That(activeModifiers.Count, Is.Zero);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveModifiers_CreateModifierInEditMode_ModifierRemainsInActiveModifiersInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeModifiers = NavMeshModifier.activeModifiers;
|
||||
Assume.That(activeModifiers, Is.Not.Null);
|
||||
Assume.That(activeModifiers.Count, Is.Zero);
|
||||
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshModifier));
|
||||
m_Modifier = m_TestGo.GetComponent<NavMeshModifier>();
|
||||
|
||||
activeModifiers = NavMeshModifier.activeModifiers;
|
||||
Assume.That(activeModifiers, Is.Not.Null);
|
||||
Assume.That(activeModifiers.Count, Is.EqualTo(1));
|
||||
Assume.That(activeModifiers[0], Is.EqualTo(m_Modifier));
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
activeModifiers = NavMeshModifier.activeModifiers;
|
||||
Assert.That(activeModifiers.Count, Is.EqualTo(1));
|
||||
Assert.That(activeModifiers[0], Is.EqualTo(m_Modifier));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8dd5168f86d4ab2b5f75d1991720402
|
||||
timeCreated: 1700482678
|
||||
@@ -0,0 +1,278 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
//#define KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[Category("PrefabsWithNavMeshModifierVolume")]
|
||||
class NavMeshModifierVolumeInPrefabTests
|
||||
{
|
||||
const string k_AutoSaveKey = "AutoSave";
|
||||
const string k_ParentFolder = "Assets";
|
||||
const string k_TempFolderName = "TempPrefabAndModifiers";
|
||||
static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);
|
||||
|
||||
const int k_PinkArea = 3;
|
||||
const int k_GreenArea = 4;
|
||||
const int k_RedArea = 18;
|
||||
|
||||
const int k_PrefabDefaultArea = k_GreenArea;
|
||||
|
||||
static readonly NavMeshQueryFilter k_QueryAnyArea = new() { agentTypeID = 0, areaMask = NavMesh.AllAreas };
|
||||
|
||||
static bool s_EnterPlayModeOptionsEnabled;
|
||||
static EnterPlayModeOptions s_EnterPlayModeOptions;
|
||||
|
||||
[SerializeField]
|
||||
string m_PrefabPath;
|
||||
[SerializeField]
|
||||
string m_PreviousScenePath;
|
||||
[SerializeField]
|
||||
string m_TempScenePath;
|
||||
[SerializeField]
|
||||
int m_TestCounter;
|
||||
[SerializeField]
|
||||
GameObject m_SurfaceInstance;
|
||||
[SerializeField]
|
||||
GameObject m_ModVolInstance;
|
||||
|
||||
#if KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
const bool k_KeepSceneObjects = true;
|
||||
#else
|
||||
const bool k_KeepSceneObjects = false;
|
||||
#endif
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetup()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
|
||||
Assume.That(folderGUID, Is.Not.Empty);
|
||||
|
||||
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
m_PreviousScenePath = SceneManager.GetActiveScene().path;
|
||||
m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshModifierVolumePrefabTestsScene.unity");
|
||||
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
|
||||
AssetDatabase.Refresh();
|
||||
EditorSceneManager.OpenScene(m_TempScenePath);
|
||||
|
||||
s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
|
||||
s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
|
||||
if (string.IsNullOrEmpty(m_PreviousScenePath))
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
|
||||
EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;
|
||||
|
||||
#if !KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
#endif
|
||||
}
|
||||
|
||||
[SetUp]
|
||||
public void SetupNewPrefabWithEmptyNavMesh()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
plane.name = "SurfaceSeekingModVol" + ++m_TestCounter + "Prefab";
|
||||
var surface = plane.AddComponent<NavMeshSurface>();
|
||||
surface.collectObjects = CollectObjects.All;
|
||||
|
||||
m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
|
||||
PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
|
||||
Object.DestroyImmediate(plane);
|
||||
|
||||
NavMesh.RemoveAllNavMeshData();
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDownAndReturnToMainStage()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
TestUtility.EliminateFromScene(ref m_ModVolInstance, k_KeepSceneObjects);
|
||||
TestUtility.EliminateFromScene(ref m_SurfaceInstance, k_KeepSceneObjects);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifierVolume_WhenInsidePrefabMode_ModifiesTheNavMeshInPrefab(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_SurfaceInstance = TestUtility.InstantiatePrefab(prefab, "SurfaceSeekingModVol" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hit, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hit.hit, Is.False, "Prefab should not have a NavMesh in the beginning.");
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
{
|
||||
yield return new EnterPlayMode();
|
||||
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
}
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var modifierVolume = prefabStage.prefabContentsRoot.AddComponent<NavMeshModifierVolume>();
|
||||
modifierVolume.area = k_RedArea;
|
||||
modifierVolume.center = Vector3.zero;
|
||||
modifierVolume.size = Vector3.one;
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_PrefabDefaultArea);
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hitCenter, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hitCenter.hit, Is.True, "A NavMesh should have been baked in the center of the prefab.");
|
||||
Assert.That(hitCenter.mask, Is.EqualTo(1 << k_RedArea),
|
||||
"Area type (0x{0:x8}) found in the center should be 0x{1:x8}.", hitCenter.mask, 1 << k_RedArea);
|
||||
|
||||
NavMesh.SamplePosition(new Vector3(0.6f, 0, 0.6f), out var hitSides, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hitSides.hit, Is.True, "A NavMesh should have been baked in the outer sides of the prefab.");
|
||||
Assert.That(hitSides.mask, Is.EqualTo(1 << k_PrefabDefaultArea),
|
||||
"Area type (0x{0:x8}) found on the sides should be 0x{1:x8}.", hitSides.mask, 1 << k_PrefabDefaultArea);
|
||||
|
||||
Assert.That(hitCenter.mask, Is.Not.EqualTo(hitSides.mask),
|
||||
"Area type (0x{0:x8}) in the center should be different than on the sides.", hitCenter.mask);
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifierVolume_WhenInsidePrefabMode_DoesNotAffectTheNavMeshInMainScene(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
m_SurfaceInstance = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
m_SurfaceInstance.name = "SurfaceOutsidePrefab" + m_TestCounter;
|
||||
var mainSceneSurface = m_SurfaceInstance.AddComponent<NavMeshSurface>();
|
||||
mainSceneSurface.defaultArea = k_PinkArea;
|
||||
mainSceneSurface.agentTypeID = 0;
|
||||
mainSceneSurface.collectObjects = CollectObjects.All;
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hit, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hit.hit, Is.False, "The main scene should not have a NavMesh in the beginning.");
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabModVol = prefabStage.prefabContentsRoot.AddComponent<NavMeshModifierVolume>();
|
||||
prefabModVol.area = k_PrefabDefaultArea;
|
||||
prefabModVol.center = Vector3.zero;
|
||||
prefabModVol.size = new Vector3(100, 100, 100);
|
||||
|
||||
// Bake the NavMeshSurface from the main scene while the prefab mode is open
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
mainSceneSurface = m_SurfaceInstance.GetComponent<NavMeshSurface>();
|
||||
prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(mainSceneSurface, mainSceneSurface.defaultArea);
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
if (!EditorApplication.isPlaying)
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, k_QueryAnyArea);
|
||||
Assert.That(hit.hit, Is.True, "A NavMesh should have been baked by the surface in the main scene.");
|
||||
Assert.That(hit.mask, Is.EqualTo(1 << mainSceneSurface.defaultArea),
|
||||
"NavMesh has the area type 0x{0:x8} instead of the expected 0x{1:x8}.", hit.mask, 1 << mainSceneSurface.defaultArea);
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifierVolume_WhenOutsidePrefabMode_DoesNotAffectTheNavMeshInPrefab(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
m_ModVolInstance = new GameObject("ModifierVolumeOutsidePrefab" + m_TestCounter);
|
||||
var modifierVolume = m_ModVolInstance.AddComponent<NavMeshModifierVolume>();
|
||||
modifierVolume.area = k_RedArea;
|
||||
modifierVolume.center = Vector3.zero;
|
||||
modifierVolume.size = new Vector3(20, 20, 20);
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_SurfaceInstance = TestUtility.InstantiatePrefab(prefab, "SurfaceSeekingModVol" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hit, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hit.hit, Is.False, "Prefab should not have a NavMesh in the beginning.");
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
{
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
}
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_PrefabDefaultArea);
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, k_QueryAnyArea);
|
||||
Assume.That(hit.hit, Is.True, "A NavMesh should have been baked in the prefab.");
|
||||
Assert.That(hit.mask, Is.EqualTo(1 << k_PrefabDefaultArea),
|
||||
"A different area type (0x{0:x8}) was found instead of the expected one (0x{1:x8}).", hit.mask, 1 << k_PrefabDefaultArea);
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd4d066d0a75d8446bc2852c3bc1d4bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,55 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
internal class NavMeshModifierVolumeTests : DomainReloadTestBase
|
||||
{
|
||||
[SerializeField] NavMeshModifierVolume m_Modifier;
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveModifiers_AddOneItemToListInEditMode_ModifierListSetToZeroInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeModifiers = NavMeshModifierVolume.activeModifiers;
|
||||
Assume.That(activeModifiers, Is.Not.Null);
|
||||
Assume.That(activeModifiers.Count, Is.Zero);
|
||||
|
||||
activeModifiers.Add(null);
|
||||
Assume.That(activeModifiers.Count, Is.Not.Zero);
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
activeModifiers = NavMeshModifierVolume.activeModifiers;
|
||||
Assert.That(activeModifiers.Count, Is.Zero);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveModifiers_CreateModifierInEditMode_ModifierRemainsInActiveModifiersInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeModifiers = NavMeshModifierVolume.activeModifiers;
|
||||
Assume.That(activeModifiers, Is.Not.Null);
|
||||
Assume.That(activeModifiers.Count, Is.Zero);
|
||||
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshModifierVolume));
|
||||
m_Modifier = m_TestGo.GetComponent<NavMeshModifierVolume>();
|
||||
|
||||
Assume.That(activeModifiers.Count, Is.EqualTo(1));
|
||||
Assume.That(activeModifiers[0], Is.EqualTo(m_Modifier));
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
activeModifiers = NavMeshModifierVolume.activeModifiers;
|
||||
Assert.That(activeModifiers.Count, Is.EqualTo(1));
|
||||
Assert.That(activeModifiers[0], Is.EqualTo(m_Modifier));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3662a816aa4c42c98966d59a714ae215
|
||||
timeCreated: 1700483523
|
||||
@@ -0,0 +1,905 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
//#define KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
//#define ENABLE_TEST_LOGS
|
||||
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[Category("PrefabsWithNavMeshComponents")]
|
||||
class NavMeshSurfaceInPrefabTests
|
||||
{
|
||||
const string k_AutoSaveKey = "AutoSave";
|
||||
const string k_ParentFolder = "Assets";
|
||||
const string k_TempFolderName = "TempPrefab";
|
||||
|
||||
static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);
|
||||
|
||||
const int k_GrayArea = 7;
|
||||
const int k_BrownArea = 10;
|
||||
const int k_RedArea = 18;
|
||||
const int k_OrangeArea = 26;
|
||||
const int k_YellowArea = 30;
|
||||
|
||||
const int k_PrefabDefaultArea = k_YellowArea;
|
||||
|
||||
static bool s_EnterPlayModeOptionsEnabled;
|
||||
static EnterPlayModeOptions s_EnterPlayModeOptions;
|
||||
|
||||
[SerializeField]
|
||||
string m_PrefabPath;
|
||||
[SerializeField]
|
||||
string m_PreviousScenePath;
|
||||
[SerializeField]
|
||||
string m_TempScenePath;
|
||||
[SerializeField]
|
||||
int m_TestCounter;
|
||||
[SerializeField]
|
||||
GameObject m_MainInstance;
|
||||
[SerializeField]
|
||||
GameObject m_SecondInstance;
|
||||
|
||||
#if KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
const bool k_KeepSceneObjects = true;
|
||||
#else
|
||||
const bool k_KeepSceneObjects = false;
|
||||
#endif
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetup()
|
||||
{
|
||||
// Skip the entire setup phase that runs again each time an editor test enters playmode
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
|
||||
Assume.That(folderGUID, Is.Not.Empty);
|
||||
|
||||
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
m_PreviousScenePath = SceneManager.GetActiveScene().path;
|
||||
m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshSurfacePrefabTestsScene.unity");
|
||||
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
|
||||
EditorSceneManager.OpenScene(m_TempScenePath);
|
||||
|
||||
s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
|
||||
s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
|
||||
if (string.IsNullOrEmpty(m_PreviousScenePath))
|
||||
{
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
}
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
|
||||
EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;
|
||||
|
||||
#if !KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
#endif
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator SetupNewPrefabWithNavMesh()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield break;
|
||||
|
||||
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
plane.name = "NavMeshSurface" + (++m_TestCounter) + "Prefab";
|
||||
var surface = plane.AddComponent<NavMeshSurface>();
|
||||
surface.collectObjects = CollectObjects.Children;
|
||||
|
||||
m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
|
||||
var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
|
||||
Object.DestroyImmediate(plane);
|
||||
|
||||
AssetDatabase.OpenAsset(planePrefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_PrefabDefaultArea);
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
NavMesh.RemoveAllNavMeshData();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDownAndReturnToMainStage()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null)
|
||||
prefabStage.ClearDirtiness();
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
TestUtility.EliminateFromScene(ref m_MainInstance, k_KeepSceneObjects);
|
||||
TestUtility.EliminateFromScene(ref m_SecondInstance, k_KeepSceneObjects);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
static void TestNavMeshExistsAloneAtPosition(int expectedArea, Vector3 pos)
|
||||
{
|
||||
var expectedAreaMask = 1 << expectedArea;
|
||||
|
||||
#if ENABLE_TEST_LOGS
|
||||
var areaExists = HasNavMeshAtPosition(pos, expectedAreaMask);
|
||||
var otherAreasExist = HasNavMeshAtPosition(pos, ~expectedAreaMask);
|
||||
Debug.Log(" mask=" + expectedAreaMask.ToString("x8") + " area " + expectedArea +
|
||||
" Exists=" + areaExists + " otherAreasExist=" + otherAreasExist + " at position " + pos);
|
||||
if (otherAreasExist)
|
||||
{
|
||||
for (var i = 0; i < 32; i++)
|
||||
{
|
||||
if (i == expectedArea)
|
||||
continue;
|
||||
|
||||
var thisOtherAreaExists = HasNavMeshAtPosition(pos, 1 << i);
|
||||
if (thisOtherAreaExists)
|
||||
{
|
||||
Debug.Log(" _another area that exists here " + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Assert.IsTrue(HasNavMeshAtPosition(pos, expectedAreaMask), "Expected NavMesh with area {0} at position {1}.", expectedArea, pos);
|
||||
Assert.IsFalse(HasNavMeshAtPosition(pos, ~expectedAreaMask), "A NavMesh with an area other than {0} exists at position {1}.", expectedArea, pos);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenOpenedInPrefabMode_DoesNotActivateItsNavMesh(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
|
||||
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active under any circumstances.");
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_DoesNotActivateItsNavMesh(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out var hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
|
||||
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
|
||||
|
||||
prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
|
||||
NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
|
||||
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_LeavesMainSceneUntouched(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
Assume.That(HasNavMeshAtPosition(Vector3.zero), Is.False);
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
Assume.That(prefabStage, Is.Not.Null);
|
||||
Assume.That(prefabStage.prefabContentsRoot, Is.Not.Null);
|
||||
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
|
||||
|
||||
Assert.AreNotSame(initialPrefabNavMeshData, prefabSurface.navMeshData);
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
|
||||
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, NavMesh.AllAreas, 0, 1000.0f));
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstantiated_ReferencesTheSameNavMeshData(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
var instanceNavMeshData = instanceSurface.navMeshData;
|
||||
|
||||
var clonePosition = new Vector3(20, 0, 0);
|
||||
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
|
||||
Assume.That(m_SecondInstance, Is.Not.Null);
|
||||
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
|
||||
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
|
||||
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
|
||||
|
||||
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceCloneSurface, Is.Not.Null);
|
||||
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
|
||||
Assert.AreSame(instanceNavMeshData, instanceCloneNavMeshData);
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
Assume.That(prefabStage, Is.Not.Null);
|
||||
Assume.That(prefabStage.prefabContentsRoot, Is.Not.Null);
|
||||
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.AreSame(prefabNavMeshData, instanceNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstantiatedAndCleared_InstanceHasEmptyNavMeshData(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface.navMeshData != null, "NavMeshSurface in prefab instance must have NavMeshData.");
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
}
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
Assert.IsTrue(instanceSurface.navMeshData == null,
|
||||
"After the NavMeshSurface in the prefab has been cleared the prefab instance should no longer hold NavMeshData.");
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenBakesNewNavMesh_UpdatesTheInstance(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceOne");
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
|
||||
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
m_SecondInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceTwo");
|
||||
|
||||
// Reactivate the object to apply the change of position immediately
|
||||
m_SecondInstance.SetActive(false);
|
||||
m_SecondInstance.transform.position = new Vector3(20, 0, 0);
|
||||
m_SecondInstance.SetActive(true);
|
||||
|
||||
// Check that the second prefab instance has the new prefab area type
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, m_SecondInstance.transform.position);
|
||||
|
||||
// Only in edit mode, check that the prefab change has been picked up by the first instance
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, m_MainInstance.transform.position);
|
||||
|
||||
// Modify the first instance
|
||||
var instanceOneSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceOneSurface, k_BrownArea);
|
||||
|
||||
// Check that the first prefab instance kept its modified area type
|
||||
TestNavMeshExistsAloneAtPosition(k_BrownArea, m_MainInstance.transform.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
// After the prefab has been saved the running prefab instance should still have the old NavMeshData
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_MainInstance.transform.position);
|
||||
}
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRebaked_HasDifferentNavMeshData(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
var clonePosition = new Vector3(20, 0, 0);
|
||||
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
|
||||
Assume.That(m_SecondInstance, Is.Not.Null);
|
||||
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
|
||||
|
||||
var mainSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(mainSurface, Is.Not.Null);
|
||||
yield return TestUtility.BakeNavMeshAsync(mainSurface, k_RedArea);
|
||||
var mainNavMeshData = mainSurface.navMeshData;
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, m_MainInstance.transform.position);
|
||||
|
||||
// For when multiple instances of the same NavMesh prefab modify their data in playmode the behavior is currently undefined
|
||||
if (runMode != RunMode.PlayMode)
|
||||
{
|
||||
var cloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
|
||||
|
||||
Assert.IsTrue(cloneSurface.navMeshData != null, "The clone should still have NavMesh data.");
|
||||
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask), "The clone should still reference the prefab's data.");
|
||||
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
|
||||
}
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.AreNotSame(mainNavMeshData, prefabNavMeshData);
|
||||
|
||||
if (runMode != RunMode.PlayMode)
|
||||
{
|
||||
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceCloneSurface, Is.Not.Null);
|
||||
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
|
||||
Assert.AreNotSame(instanceCloneNavMeshData, mainNavMeshData);
|
||||
Assert.That(instanceCloneNavMeshData, Is.EqualTo(prefabNavMeshData));
|
||||
}
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_InstanceHasEmptyNavMeshData()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
var clonePosition = new Vector3(20, 0, 0);
|
||||
m_SecondInstance = Object.Instantiate(m_MainInstance, clonePosition, Quaternion.identity);
|
||||
Assume.That(m_SecondInstance, Is.Not.Null);
|
||||
m_SecondInstance.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
|
||||
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
|
||||
|
||||
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
|
||||
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
|
||||
|
||||
var instanceCloneSurface = m_SecondInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceCloneSurface, Is.Not.Null);
|
||||
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.AreNotSame(prefabNavMeshData, instanceSurface.navMeshData);
|
||||
Assert.AreNotSame(instanceCloneNavMeshData, instanceSurface.navMeshData);
|
||||
Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_PrefabKeepsNavMeshData()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
var initialPrefabNavMeshData = instanceSurface.navMeshData;
|
||||
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
|
||||
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.IsTrue(prefabNavMeshData != null,
|
||||
"NavMeshSurface in the prefab must still have NavMeshData even though the instance was cleared.");
|
||||
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButInstanceModified_DoesNotChangeDataReferencedByInstance(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
|
||||
var instanceNavMeshData = instanceSurface.navMeshData;
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
|
||||
Assert.IsTrue(prefabNavMeshData != null,
|
||||
"NavMeshSurface in prefab must have NavMeshData after baking, saving, closing and reopening.");
|
||||
Assert.AreNotSame(instanceNavMeshData, prefabNavMeshData);
|
||||
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
Assert.AreSame(instanceNavMeshData, instanceSurface.navMeshData);
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_RevertsToTheInitialNavMeshData()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
var initialPrefabNavMeshAssetPath = AssetDatabase.GetAssetPath(initialPrefabNavMeshData);
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
|
||||
|
||||
prefabStage.ClearDirtiness();
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
|
||||
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
|
||||
Assert.AreNotSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
|
||||
var prefabNavMeshAssetPath = AssetDatabase.GetAssetPath(prefabNavMeshData);
|
||||
StringAssert.AreEqualIgnoringCase(initialPrefabNavMeshAssetPath, prefabNavMeshAssetPath,
|
||||
"The NavMeshData asset referenced by the prefab should remain the same when exiting prefab mode without saving.");
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_TheRebakedAssetNoLongerExists()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
var rebakedAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(File.Exists(rebakedAssetPath), "NavMeshData file must exist. ({0})", rebakedAssetPath);
|
||||
|
||||
prefabStage.ClearDirtiness();
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
Assert.IsFalse(File.Exists(rebakedAssetPath), "NavMeshData file still exists after discarding the changes. ({0})", rebakedAssetPath);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenRebaked_TheOldAssetExistsUntilSavingAndNotAfter()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialNavMeshData = prefabSurface.navMeshData;
|
||||
var initialAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
|
||||
|
||||
Assume.That(initialNavMeshData != null, "Prefab must have some NavMeshData.");
|
||||
Assume.That(File.Exists(initialAssetPath), Is.True, "NavMeshData file must exist. ({0})", initialAssetPath);
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
|
||||
Assert.IsTrue(initialNavMeshData != null, "The initial NavMeshData must still exist immediately after prefab re-bake.");
|
||||
Assert.IsTrue(File.Exists(initialAssetPath), "The initial NavMeshData file must exist after prefab re-bake. ({0})", initialAssetPath);
|
||||
|
||||
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
var unsavedRebakedNavMeshData = prefabSurface.navMeshData;
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_OrangeArea);
|
||||
|
||||
// Assert.IsNull would return a wrong result here (e.g. Expected: null But was: <null>)
|
||||
Assert.IsTrue(unsavedRebakedNavMeshData == null,"An unsaved NavMeshData should not exist after a re-bake.");
|
||||
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
Assert.IsFalse(File.Exists(initialAssetPath), "NavMeshData file still exists after saving. ({0})", initialAssetPath);
|
||||
Assert.IsTrue(initialNavMeshData == null, "The initial NavMeshData must no longer exist after saving the prefab.");
|
||||
|
||||
// This code is still reachable because initialNavMeshData has been affected by BakeNavMeshAsync()
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenRebakedAndAutoSaved_InstanceHasTheNewNavMeshData()
|
||||
{
|
||||
var wasAutoSave = PrefabStageAutoSavingUtil.GetPrefabStageAutoSave();
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(true);
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
|
||||
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
|
||||
Assert.AreSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(wasAutoSave);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[Ignore("Currently the deletion of the old asset must be done manually.")]
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_TheOldAssetNoLongerExists()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
|
||||
var initialInstanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(File.Exists(initialInstanceAssetPath), "Prefab's NavMeshData file must exist. ({0})", initialInstanceAssetPath);
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
|
||||
|
||||
Assert.IsTrue(File.Exists(initialInstanceAssetPath),
|
||||
"Prefab's NavMeshData file exists after the instance has changed. ({0})", initialInstanceAssetPath);
|
||||
|
||||
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
Assert.IsFalse(File.Exists(initialInstanceAssetPath),
|
||||
"Prefab's NavMeshData file still exists after the changes from the instance have been applied back to the prefab. ({0})",
|
||||
initialInstanceAssetPath);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_UpdatedAccordingToInstance()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceOne");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
m_SecondInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstanceTwo");
|
||||
|
||||
// reactivate the object to apply the change of position immediately
|
||||
m_SecondInstance.SetActive(false);
|
||||
m_SecondInstance.transform.position = new Vector3(20, 0, 0);
|
||||
m_SecondInstance.SetActive(true);
|
||||
|
||||
var instanceOneSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceOneSurface, Is.Not.Null);
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceOneSurface, k_RedArea);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, m_SecondInstance.transform.position);
|
||||
|
||||
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, m_SecondInstance.transform.position);
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_GrayArea);
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_GrayArea, Vector3.zero);
|
||||
TestNavMeshExistsAloneAtPosition(k_GrayArea, m_SecondInstance.transform.position);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_AfterClearedInstanceAppliedBack_HasEmptyData()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
|
||||
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
|
||||
|
||||
const int expectedAreaMask = 1 << k_PrefabDefaultArea;
|
||||
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
|
||||
|
||||
PrefabUtility.ApplyPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
|
||||
Assert.IsTrue(prefabSurface.navMeshData == null,
|
||||
"Prefab should have empty NavMeshData when empty data has been applied back from the instance.");
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_InstanceIsLikePrefab()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
|
||||
|
||||
PrefabUtility.RevertPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[Ignore("Deletion of the old asset is expected to be done manually for the time being.")]
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_TheInstanceAssetNoLongerExists()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "Surface" + m_TestCounter + "PrefabInstance");
|
||||
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
|
||||
|
||||
var instanceSurface = m_MainInstance.GetComponent<NavMeshSurface>();
|
||||
Assume.That(instanceSurface, Is.Not.Null);
|
||||
yield return TestUtility.BakeNavMeshAsync(instanceSurface, k_RedArea);
|
||||
|
||||
var instanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(File.Exists(instanceAssetPath), "Instance's NavMeshData file must exist. ({0})", instanceAssetPath);
|
||||
|
||||
PrefabUtility.RevertPrefabInstance(m_MainInstance, InteractionMode.AutomatedAction);
|
||||
|
||||
Assert.IsFalse(File.Exists(instanceAssetPath), "Instance's NavMeshData file still exists after revert. ({0})", instanceAssetPath);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[Ignore("The expected behaviour has not been decided.")]
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenDeleted_InstancesMakeCopiesOfData(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
yield return null;
|
||||
Assert.Fail("not implemented yet");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefab_WhenBakingInPrefabModeScene_CollectsOnlyPrefabModeSceneObjects(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
m_SecondInstance = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
var goName = "MainScenePlane" + m_TestCounter;
|
||||
m_SecondInstance.name = goName;
|
||||
m_SecondInstance.transform.localScale = new Vector3(100, 1, 100);
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(prefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
|
||||
prefabSurface.collectObjects = CollectObjects.All;
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabSurface, k_RedArea);
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
m_SecondInstance = GameObject.Find(goName);
|
||||
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
}
|
||||
|
||||
m_MainInstance = TestUtility.InstantiatePrefab(prefab, "PrefabInstance" + m_TestCounter);
|
||||
|
||||
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
|
||||
|
||||
var posNearby = new Vector3(20, 0, 0);
|
||||
Assert.IsFalse(HasNavMeshAtPosition(posNearby, 1 << k_RedArea),
|
||||
"NavMesh with the prefab's area exists at position {1}, outside the prefab's plane. ({0})",
|
||||
k_RedArea, posNearby);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
public static bool HasNavMeshAtPosition(Vector3 pos, int areaMask = NavMesh.AllAreas, int agentTypeId = 0, float range = 0.1f)
|
||||
{
|
||||
var filter = new NavMeshQueryFilter
|
||||
{
|
||||
areaMask = areaMask,
|
||||
agentTypeID = agentTypeId
|
||||
};
|
||||
var result = NavMesh.SamplePosition(pos, out _, range, filter);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e570ad5b9d660a4bbeebf9f8b872eb4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,289 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
//#define KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[Category("PrefabsWithNavMeshComponents")]
|
||||
class NavMeshSurfaceInPrefabVariantTests
|
||||
{
|
||||
const string k_AutoSaveKey = "AutoSave";
|
||||
const string k_ParentFolder = "Assets";
|
||||
const string k_TempFolderName = "TempPrefabVariants";
|
||||
static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);
|
||||
|
||||
const int k_GrayArea = 7;
|
||||
const int k_BrownArea = 10;
|
||||
const int k_RedArea = 18;
|
||||
const int k_OrangeArea = 26;
|
||||
const int k_YellowArea = 30;
|
||||
|
||||
const int k_PrefabDefaultArea = k_YellowArea;
|
||||
|
||||
static bool s_EnterPlayModeOptionsEnabled;
|
||||
static EnterPlayModeOptions s_EnterPlayModeOptions;
|
||||
|
||||
[SerializeField]
|
||||
string m_PrefabPath;
|
||||
[SerializeField]
|
||||
string m_PrefabVariantPath;
|
||||
[SerializeField]
|
||||
string m_PreviousScenePath;
|
||||
[SerializeField]
|
||||
string m_TempScenePath;
|
||||
[SerializeField]
|
||||
int m_TestCounter;
|
||||
|
||||
#if KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
const bool k_KeepSceneObjects = true;
|
||||
#else
|
||||
const bool k_KeepSceneObjects = false;
|
||||
#endif
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetup()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
|
||||
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
|
||||
Assume.That(folderGUID, Is.Not.Empty);
|
||||
|
||||
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
m_PreviousScenePath = SceneManager.GetActiveScene().path;
|
||||
m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshSurfacePrefabVariantTestsScene.unity");
|
||||
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
|
||||
EditorSceneManager.OpenScene(m_TempScenePath);
|
||||
|
||||
s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
|
||||
s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
|
||||
|
||||
if (string.IsNullOrEmpty(m_PreviousScenePath))
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
|
||||
|
||||
EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
|
||||
EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;
|
||||
|
||||
#if !KEEP_ARTIFACTS_FOR_INSPECTION
|
||||
AssetDatabase.DeleteAsset(k_TempFolder);
|
||||
#endif
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator SetupVariantOfPrefabWithNavMesh()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield break;
|
||||
|
||||
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
||||
plane.name = "NavMeshSurfacePrefab" + (++m_TestCounter);
|
||||
var surface = plane.AddComponent<NavMeshSurface>();
|
||||
surface.collectObjects = CollectObjects.Children;
|
||||
|
||||
m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
|
||||
m_PrefabVariantPath = Path.Combine(k_TempFolder, plane.name + "Variant.prefab");
|
||||
|
||||
var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
|
||||
Object.DestroyImmediate(plane);
|
||||
|
||||
AssetDatabase.OpenAsset(planePrefab);
|
||||
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
yield return TestUtility.BakeNavMeshAsync(theOriginalPrefabSurface, k_PrefabDefaultArea);
|
||||
PrefabSavingUtil.SavePrefab(theOriginalPrefabStage);
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
var instanceForVariant = PrefabUtility.InstantiatePrefab(planePrefab) as GameObject;
|
||||
PrefabUtility.SaveAsPrefabAsset(instanceForVariant, m_PrefabVariantPath);
|
||||
|
||||
instanceForVariant!.name += "_Saved";
|
||||
|
||||
TestUtility.EliminateFromScene(ref instanceForVariant, k_KeepSceneObjects);
|
||||
|
||||
NavMesh.RemoveAllNavMeshData();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDown()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefabVariant_WhenFreshAndRebaked_ParentAssetUnchanged(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
|
||||
AssetDatabase.OpenAsset(theOriginalPrefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
|
||||
var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
|
||||
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
|
||||
|
||||
var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
|
||||
AssetDatabase.OpenAsset(prefabVariant);
|
||||
var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var initialVariantNavMeshData = prefabVariantSurface.navMeshData;
|
||||
var initialVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
|
||||
|
||||
Assert.AreEqual(theOriginalPrefabNavMeshData, initialVariantNavMeshData, "Fresh variant must have the same NavMeshData as the original prefab.");
|
||||
|
||||
Assert.IsTrue(initialVariantNavMeshData != null, "Prefab must have some NavMeshData.");
|
||||
Assert.IsTrue(File.Exists(initialVariantAssetPath), "NavMeshData file must exist. ({0})", initialVariantAssetPath);
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);
|
||||
|
||||
Assert.IsTrue(initialVariantNavMeshData != null, "The initial NavMeshData (from original prefab) must still exist immediately after prefab variant re-bake.");
|
||||
Assert.IsTrue(File.Exists(initialVariantAssetPath), "The initial NavMeshData file (from original prefab) must exist after prefab variant re-bake. ({0})", initialVariantAssetPath);
|
||||
|
||||
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_BrownArea);
|
||||
|
||||
Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
|
||||
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabVariantStage);
|
||||
|
||||
var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
|
||||
var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
|
||||
|
||||
Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
|
||||
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
|
||||
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must still have NavMeshData.");
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NavMeshSurfacePrefabVariant_WhenCustomizedAndRebaked_OldAssetDiscardedAndParentAssetUnchanged(
|
||||
[Values(RunMode.EditMode, RunMode.PlayMode)]
|
||||
RunMode runMode)
|
||||
{
|
||||
var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
|
||||
var theOriginalPrefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabVariant);
|
||||
var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(theOriginalPrefabPath);
|
||||
|
||||
AssetDatabase.OpenAsset(theOriginalPrefab);
|
||||
|
||||
if (runMode == RunMode.PlayMode)
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
|
||||
var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
|
||||
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
|
||||
|
||||
AssetDatabase.OpenAsset(prefabVariant);
|
||||
var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);
|
||||
PrefabSavingUtil.SavePrefab(prefabVariantStage);
|
||||
|
||||
var modifiedVariantNavMeshData = prefabVariantSurface.navMeshData;
|
||||
var modifiedVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
|
||||
|
||||
Assert.IsTrue(modifiedVariantNavMeshData != null, "Prefab must have some NavMeshData.");
|
||||
Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "NavMeshData file for modifier variant must exist. ({0})", modifiedVariantAssetPath);
|
||||
Assert.AreNotEqual(theOriginalPrefabNavMeshData, modifiedVariantNavMeshData, "Modified variant must have a NavMeshData different than that of the original prefab.");
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_OrangeArea);
|
||||
|
||||
Assert.IsTrue(modifiedVariantNavMeshData != null, "The initial NavMeshData of a modified variant must still exist immediately after prefab variant re-bake.");
|
||||
Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "The initial NavMeshData file of a modified variant must exist after prefab variant re-bake. ({0})", modifiedVariantAssetPath);
|
||||
|
||||
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
|
||||
|
||||
yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_RedArea);
|
||||
Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
|
||||
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
|
||||
|
||||
PrefabSavingUtil.SavePrefab(prefabVariantStage);
|
||||
var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
|
||||
var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
Assert.IsTrue(modifiedVariantNavMeshData != null, "Playmode: Initial NavMeshData of the modified variant must still exist until the end of playmode.");
|
||||
|
||||
Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "Playmode: Initial NavMeshData file of the modified and saved variant must still exist after saving the variant during playmode. ({0})", modifiedVariantAssetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.IsTrue(modifiedVariantNavMeshData == null, "Editmode: Initial NavMeshData of the modified variant must no longer exist after saving the variant.");
|
||||
|
||||
// This code is still reachable because modifiedVariantNavMeshData has been affected by BakeNavMeshAsync()
|
||||
Assert.IsFalse(File.Exists(modifiedVariantAssetPath), "Editmode: Initial NavMeshData file of the modified and saved variant must no longer exist after saving the variant. ({0})", modifiedVariantAssetPath);
|
||||
}
|
||||
|
||||
Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
|
||||
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
|
||||
Assert.AreNotEqual(theOriginalPrefabNavMeshData, theNewVariantNavMeshData, "Re-baked modified variant must have a NavMeshData different than that of the original prefab.");
|
||||
|
||||
StageUtility.GoToMainStage();
|
||||
|
||||
yield return null;
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
yield return new ExitPlayMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84d904f3fbe3c1b4c8daab917453682f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,57 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
internal class NavMeshSurfacesTests : DomainReloadTestBase
|
||||
{
|
||||
[SerializeField] NavMeshSurface m_Surface;
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveSurfaces_AddOneItemToListInEditMode_SurfaceListSetToZeroInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeSurfaces = NavMeshSurface.activeSurfaces;
|
||||
Assume.That(activeSurfaces, Is.Not.Null);
|
||||
Assume.That(activeSurfaces.Count, Is.Zero);
|
||||
|
||||
activeSurfaces.Add(null);
|
||||
Assume.That(activeSurfaces.Count, Is.Not.Zero);
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
activeSurfaces = NavMeshSurface.activeSurfaces;
|
||||
Assert.That(activeSurfaces.Count, Is.Zero);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ActiveSurfaces_CreateSurfaceInEditMode_SurfaceRemainsInActiveSurfacesInPlayMode([Values(EnterPlayModeOptions.DisableDomainReload, EnterPlayModeOptions.None)] EnterPlayModeOptions option)
|
||||
{
|
||||
EditorSettings.enterPlayModeOptionsEnabled = true;
|
||||
EditorSettings.enterPlayModeOptions = option;
|
||||
|
||||
var activeSurfaces = NavMeshSurface.activeSurfaces;
|
||||
Assume.That(activeSurfaces, Is.Not.Null);
|
||||
Assume.That(activeSurfaces.Count, Is.Zero);
|
||||
|
||||
m_TestGo = new GameObject("TestObj", typeof(NavMeshSurface));
|
||||
m_Surface = m_TestGo.GetComponent<NavMeshSurface>();
|
||||
|
||||
activeSurfaces = NavMeshSurface.activeSurfaces;
|
||||
Assume.That(activeSurfaces, Is.Not.Null);
|
||||
Assume.That(activeSurfaces.Count, Is.EqualTo(1));
|
||||
Assume.That(activeSurfaces[0], Is.EqualTo(m_Surface));
|
||||
|
||||
yield return new EnterPlayMode();
|
||||
|
||||
activeSurfaces = NavMeshSurface.activeSurfaces;
|
||||
Assert.That(activeSurfaces.Count, Is.EqualTo(1));
|
||||
Assert.That(activeSurfaces[0], Is.EqualTo(m_Surface));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02ce4f3c80e34778a448252aa86d70bc
|
||||
timeCreated: 1700483654
|
||||
@@ -0,0 +1,50 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
[Description("Verifies that the desired Navigation editor menus are accessible with the package.")]
|
||||
class NavigationPresenceInMenus
|
||||
{
|
||||
GameObject m_ComponentsReceiver;
|
||||
|
||||
[OneTimeSetUp]
|
||||
public void OneTimeSetUp()
|
||||
{
|
||||
// Create an empty game object and select it in order for components menus to be available
|
||||
m_ComponentsReceiver = new GameObject("ComponentsReceiver");
|
||||
Selection.activeObject = m_ComponentsReceiver;
|
||||
}
|
||||
|
||||
static IEnumerable<string> NavigationMenuItemProvider()
|
||||
{
|
||||
yield return "Component/Navigation/Nav Mesh Agent";
|
||||
yield return "Component/Navigation/Nav Mesh Obstacle";
|
||||
yield return "Component/Navigation/NavMesh Surface";
|
||||
yield return "Component/Navigation/NavMesh Modifier Volume";
|
||||
yield return "Component/Navigation/NavMesh Modifier";
|
||||
yield return "Component/Navigation/NavMesh Link";
|
||||
yield return "Window/AI/Navigation";
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCaseSource(nameof(NavigationMenuItemProvider))]
|
||||
public void MenuIsEnabled(string menuPath)
|
||||
{
|
||||
var menuEnabled = Menu.GetEnabled(menuPath);
|
||||
Assert.That(menuEnabled, Is.True, $"Navigation component menu '{menuPath}' should be available");
|
||||
}
|
||||
|
||||
[OneTimeTearDown]
|
||||
public void OneTimeTearDown()
|
||||
{
|
||||
Object.DestroyImmediate(m_ComponentsReceiver);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 689549d6be484a1491705f5d24fc6240
|
||||
timeCreated: 1649814444
|
||||
@@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEditor.SceneManagement;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
class PrefabSavingUtil
|
||||
{
|
||||
public static void SavePrefab(PrefabStage prefabStage)
|
||||
{
|
||||
if (prefabStage == null)
|
||||
throw new ArgumentNullException();
|
||||
|
||||
var savePrefabMethod = prefabStage.GetType().GetMethod("SavePrefab", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
if (savePrefabMethod == null)
|
||||
throw new InvalidOperationException();
|
||||
|
||||
savePrefabMethod.Invoke(prefabStage, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4de45126199b4c84dbc8b9620cf3263d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,47 @@
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
static class PrefabStageAutoSavingUtil
|
||||
{
|
||||
public static bool GetPrefabStageAutoSave()
|
||||
{
|
||||
var stageNavMgrInstance = GetStageNavigationManagerInstance();
|
||||
var autoSaveProperty = GetAutoSaveProperty(stageNavMgrInstance);
|
||||
return (bool) autoSaveProperty.GetValue(stageNavMgrInstance, null);
|
||||
}
|
||||
|
||||
public static void SetPrefabStageAutoSave(bool value)
|
||||
{
|
||||
var stageNavMgrInstance = GetStageNavigationManagerInstance();
|
||||
var autoSaveProperty = GetAutoSaveProperty(stageNavMgrInstance);
|
||||
autoSaveProperty.SetValue(stageNavMgrInstance, value, null);
|
||||
}
|
||||
|
||||
static object GetStageNavigationManagerInstance()
|
||||
{
|
||||
var editorAssemblyName = typeof(EditorWindow).Assembly.FullName;
|
||||
var t = Type.GetType("UnityEditor.SceneManagement.StageNavigationManager, " + editorAssemblyName, true, true);
|
||||
if (t == null)
|
||||
throw new ArgumentException();
|
||||
|
||||
var instanceProperty = t.GetProperty("instance", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
|
||||
if (instanceProperty == null)
|
||||
throw new ArgumentException();
|
||||
|
||||
var stageNavMgrInstance = instanceProperty.GetValue(null, null);
|
||||
return stageNavMgrInstance;
|
||||
}
|
||||
|
||||
static PropertyInfo GetAutoSaveProperty(object stageNavigationManagerInstance)
|
||||
{
|
||||
var autoSaveProperty = stageNavigationManagerInstance.GetType().GetProperty("autoSave", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
if (autoSaveProperty == null)
|
||||
throw new ArgumentException();
|
||||
|
||||
return autoSaveProperty;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cd905de8fe98d94a82de074adbd499d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,55 @@
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.AI.Navigation.Editor.Tests
|
||||
{
|
||||
class TestUtility
|
||||
{
|
||||
[return: NotNull]
|
||||
public static GameObject InstantiatePrefab(GameObject prefab, string name)
|
||||
{
|
||||
GameObject result;
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
result = Object.Instantiate(prefab);
|
||||
else
|
||||
result = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
|
||||
|
||||
Assume.That(result, Is.Not.Null);
|
||||
|
||||
result!.name = name;
|
||||
return result!;
|
||||
}
|
||||
|
||||
public static IEnumerator BakeNavMeshAsync(NavMeshSurface surface, int defaultArea)
|
||||
{
|
||||
surface.defaultArea = defaultArea;
|
||||
NavMeshAssetManager.instance.StartBakingSurfaces(new Object[] { surface });
|
||||
yield return new WaitWhile(() => NavMeshAssetManager.instance.IsSurfaceBaking(surface));
|
||||
}
|
||||
|
||||
public static void EliminateFromScene(ref GameObject go, bool keepDeactivated = false)
|
||||
{
|
||||
if (go == null)
|
||||
return;
|
||||
|
||||
if (keepDeactivated)
|
||||
go.SetActive(false);
|
||||
else
|
||||
Object.DestroyImmediate(go);
|
||||
}
|
||||
}
|
||||
|
||||
enum RunMode
|
||||
{
|
||||
EditMode,
|
||||
PlayMode
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a69fe61f096bf843a85c885aabf5780
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"name": "Unity.AI.Navigation.Editor.Tests",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:27619889b8ba8c24980f49ee34dbb44a",
|
||||
"GUID:0acc523941302664db1f4e527237feb3",
|
||||
"GUID:8c4dd21966739024fbd72155091d199e",
|
||||
"GUID:86c9d8e67265f41469be06142c397d17",
|
||||
"GUID:1664e92176d434ccd902c1705fefe682"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": true,
|
||||
"precompiledReferences": [
|
||||
"nunit.framework.dll"
|
||||
],
|
||||
"autoReferenced": false,
|
||||
"defineConstraints": [
|
||||
"UNITY_INCLUDE_TESTS"
|
||||
],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 794824b4a8f003f47a92875e8342f790
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user