Added Grabbing and Socket Editor Tests

This commit is contained in:
Pascal Serrarens 2022-06-09 15:59:27 +02:00
parent c8c2a855c2
commit 221818a81c
8 changed files with 1114 additions and 0 deletions

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using System;
using UnityEngine;
using UnityEngine.TestTools;
#if pHUMANOID4
using NUnit.Framework;
using Passer;
namespace Passer {
using Pawn;
using Humanoid;
public class GrabbingTest : IPrebuildSetup {
public void Setup() {
UnityEditor.SceneManagement.EditorSceneManager.OpenScene("[Test]GrabbingHumanoid.unity");
}
[Test]
public void Rigidbody() {
// Can be grabbed on any place on the mesh.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("CubeRigidbody");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj, "Object is not grabbed");
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null, "Object is not released");
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void RigidbodyHandle() {
// Can be grabbed on the handle.
// Snaps back into the socket when let go.
try {
Setup();
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("CubeWithHandle");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyWithoutPhysics() {
// the controller holds the Rigidbody.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = false;
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyWithPhysics() {
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = true;
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyLimitations() {
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("KinematicCubeLimitations");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void StaticObject() {
// Static object can not be grabbed
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("StaticCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.IsTrue(grabbedObject == null);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void StaticObjectHandle() {
// Can be grabbed but cannot move.
// When Body Pull is enabled, the position of the pawn will move.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("StaticCubeWithHandle");
Assert.IsFalse(obj == null);
Handle handle = obj.GetComponentInChildren<Handle>();
Assert.IsFalse(handle == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, handle.gameObject);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
#region Utilities
protected GameObject Grab(HumanoidControl humanoid, GameObject obj) {
humanoid.leftHandTarget.Grab(obj);
return humanoid.leftHandTarget.grabbedObject;
}
protected GameObject LetGo(HumanoidControl humanoid) {
humanoid.leftHandTarget.LetGo();
return humanoid.leftHandTarget.grabbedObject;
}
#endregion
}
}
#endif

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/*
using NUnit.Framework;
using System;
using UnityEngine;
namespace Passer {
using Pawn;
using Humanoid;
public class GrabbingTestHumanoid {
public static string testScene = "GrabbingHumanoid";
protected void Setup() {
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
"Assets/_TestCases/Grabbing/[Test]" + testScene + ".unity");
}
[Test]
public void Rigidbody() {
Setup();
// Can be grabbed on any place on the mesh.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("CubeRigidbody");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
Collider[] colliders = grabbedObject.GetComponentsInChildren<Collider>();
foreach (Collider collider in colliders)
Assert.IsFalse(collider.isTrigger);
Assert.AreEqual(grabbedObject.transform.parent, humanoid.leftHandTarget.handRigidbody.transform);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void RigidbodyHandle() {
Setup();
// Can be grabbed on the handle.
// Snaps back into the socket when let go.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("CubeWithHandle");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
Collider[] colliders = grabbedObject.GetComponentsInChildren<Collider>();
foreach (Collider collider in colliders)
Assert.IsFalse(collider.isTrigger);
Assert.AreEqual(grabbedObject.transform.parent, humanoid.leftHandTarget.grabSocket.transform);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void RigidbodyJoint() {
Setup();
// Can be grabbed on the handle.
// Snaps back into the socket when let go.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("CubeWithJoint");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
Collider[] colliders = grabbedObject.GetComponentsInChildren<Collider>();
foreach (Collider collider in colliders)
Assert.IsFalse(collider.isTrigger);
Assert.AreEqual(grabbedObject.transform.parent, humanoid.leftHandTarget.grabSocket.transform);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyWithoutPhysics() {
Setup();
// the controller holds the Rigidbody.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
pawn.leftHandTarget.physics = false;
}
else {
humanoid.leftHandTarget.physics = false;
}
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyWithPhysics() {
Setup();
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
pawn.leftHandTarget.physics = true;
}
else {
humanoid.leftHandTarget.physics = true;
}
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void KinematicRigidbodyLimitations() {
Setup();
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("KinematicCubeLimitations");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void StaticObject() {
Setup();
// Static object can not be grabbed
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("StaticCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.IsTrue(grabbedObject == null);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
public void StaticObjectHandle() {
Setup();
// Can be grabbed but cannot move.
// When Body Pull is enabled, the position of the pawn will move.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
PawnControl pawn = null;
if (humanoid == null) {
pawn = UnityEngine.Object.FindObjectOfType<PawnControl>();
Assert.IsFalse(pawn == null);
}
GameObject obj = GameObject.Find("StaticCubeWithHandle");
Assert.IsFalse(obj == null);
Handle handle = obj.GetComponentInChildren<Handle>();
Assert.IsFalse(handle == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, pawn, obj);
Assert.AreEqual(grabbedObject, handle.gameObject);
Assert.AreEqual(humanoid.leftHandTarget.hand.bone.transform.parent, handle.transform);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid, pawn);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
#region Utilities
protected GameObject Grab(HumanoidControl humanoid, PawnControl pawn, GameObject obj) {
humanoid.leftHandTarget.Grab(obj, false);
return humanoid.leftHandTarget.grabbedObject;
}
protected GameObject LetGo(HumanoidControl humanoid, PawnControl pawn) {
humanoid.leftHandTarget.LetGo();
return humanoid.leftHandTarget.grabbedObject;
}
#endregion
}
}
*/

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Tests/Editor/Socket.meta Normal file
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using System;
using UnityEngine;
using UnityEngine.TestTools;
#if pHUMANOID4
using NUnit.Framework;
using Passer;
using Passer.Humanoid;
public class SocketTest : IPrebuildSetup {
public static string testScene = "Sockets";
public void Setup() {
Debug.Log("Setup SocketTest");
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
"Assets/_TestCases/[Test]" + testScene + ".unity");
}
#region Static Socket
[Test]
[Category("Socket")]
public void StaticSocket_RigidbodyHandle() {
// Rigidbody handles will get a fixed joint without attachedRigidbody
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Joint joint = handle.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void StaticSocket_StaticHandle() {
// Static Handles cannot be attached to static sockets
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved
float distance = Vector3.Distance(handle.transform.position, handlePosition);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socket.transform.position, socketPosition);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void StaticSocket_KinematicHandle() {
// Kinematic Handles should be parented to the socket
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should still be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
#endregion
#region Rigidbody Socket
[Test]
[Category("Socket")]
public void RigidbodySocket_RigidbodyHandle() {
// Rigidbody Handles will be parented to Rigidbody Sockets
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void RigidbodySocket_StaticHandle() {
// Rigidbody sockets will get a fixed joint to a static handle
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Joint joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Assert.IsTrue(joint.connectedBody == null);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint == null);
// Socket should still be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void RigidbodySocket_KinematicHandle() {
// Rigidbody sockets will get parented to kinematic handles
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null, "Socket still is attached to transform");
Assert.AreEqual(socket.transform.parent, socketParent, "Socket is not restored to previous parent");
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
#endregion
#region Kinematic Socket
[Test]
[Category("Socket")]
public void KinematicSocket_RigidbodyHandle() {
Setup();
// Rigidbody Handles will be parented to Kinematic Sockets
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void KinematicSocket_StaticHandle() {
Setup();
// Kinematic Sockets should be parented to a static handle
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handlePosition, handle.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(socket.transform.parent, socketParent);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
[Test]
[Category("Socket")]
public void KinematicSocket_KinematicHandle() {
Setup();
// Kinematic Handles should be parented to a kinematic socket
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
}
#endregion
}
#endif

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