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public static string testScene = "Sockets"; +namespace Passer { - public void Setup() { - Debug.Log("Setup SocketTest"); - UnityEditor.SceneManagement.EditorSceneManager.OpenScene( - "Assets/_TestCases/[Test]" + testScene + ".unity"); - } + public class SocketTest : IPrebuildSetup { -#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(); - Assert.IsFalse(socket == null); - - GameObject handleObj = GameObject.Find("RigidbodyHandle"); - Handle handle = handleObj.GetComponent(); - 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(); - 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 + public static string testScene = "Sockets"; + public void Setup() { + Debug.Log("Setup SocketTest"); + UnityEditor.SceneManagement.EditorSceneManager.OpenScene( + "Assets/_TestCases/[Test]" + testScene + ".unity"); } - catch (Exception e) { - Debug.LogError("Test failed"); - throw (e); + + #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(); + Assert.IsFalse(socket == null); + + GameObject handleObj = GameObject.Find("RigidbodyHandle"); + Handle handle = handleObj.GetComponent(); + 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(); + 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(); - Assert.IsTrue(socket != null); + [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(); + Assert.IsTrue(socket != null); - GameObject handleObj = GameObject.Find("StaticHandle"); - Handle handle = handleObj.GetComponent(); - Assert.IsTrue(handle != null); + GameObject handleObj = GameObject.Find("StaticHandle"); + Handle handle = handleObj.GetComponent(); + Assert.IsTrue(handle != null); - Transform socketParent = socket.transform.parent; - Transform handleParent = handle.transform.parent; + Transform socketParent = socket.transform.parent; + Transform handleParent = handle.transform.parent; - Vector3 socketPosition = socket.transform.position; - Vector3 handlePosition = handle.transform.position; + Vector3 socketPosition = socket.transform.position; + Vector3 handlePosition = handle.transform.position; -#region Attach - socket.Attach(handle.transform, false); + #region Attach + socket.Attach(handle.transform, false); - Assert.IsTrue(socket.attachedTransform == null); + 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 + // 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(); + #region Release + socket.Release(); - Assert.IsTrue(socket.attachedTransform == null); + 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); + // 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 + #endregion - socket.transform.localPosition = Vector3.zero; - handle.transform.localPosition = Vector3.zero; + socket.transform.localPosition = Vector3.zero; + handle.transform.localPosition = Vector3.zero; + } + catch (Exception e) { + Debug.LogError("Test failed"); + throw (e); + } } - 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(); + + Assert.IsTrue(socket != null); + + GameObject handleObj = GameObject.Find("KinematicHandle"); + Handle handle = handleObj.GetComponent(); + 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 - [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(); + #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(); + Assert.IsTrue(socket != null); - Assert.IsTrue(socket != null); + GameObject handleObj = GameObject.Find("RigidbodyHandle"); + Handle handle = handleObj.GetComponent(); + Assert.IsTrue(handle != null); - GameObject handleObj = GameObject.Find("KinematicHandle"); - Handle handle = handleObj.GetComponent(); - Assert.IsTrue(handle != null); + Transform socketParent = socket.transform.parent; + Transform handleParent = handle.transform.parent; - Transform socketParent = socket.transform.parent; - Transform handleParent = handle.transform.parent; + Vector3 socketPosition = socket.transform.position; + Vector3 handlePosition = handle.transform.position; - Vector3 socketPosition = socket.transform.position; - Vector3 handlePosition = handle.transform.position; + #region Attach + socket.Attach(handle.transform, false); -#region Attach - socket.Attach(handle.transform, false); + Assert.AreEqual(socket.attachedTransform, handle.transform); + Assert.AreEqual(handle.transform.parent, socket.transform); - Assert.IsTrue(socket.attachedTransform != null); - 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 - // 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(); -#region Release - socket.Release(); + Assert.IsTrue(socket.attachedTransform == null); + Assert.AreEqual(handle.transform.parent, handleParent); - 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 - // 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; + socket.transform.localPosition = Vector3.zero; + handle.transform.localPosition = Vector3.zero; + } + catch (Exception e) { + Debug.LogError("Test failed"); + throw (e); + } } - 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(); + Assert.IsFalse(socket == null); + + GameObject handleObj = GameObject.Find("StaticHandle"); + Handle handle = handleObj.GetComponent(); + 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(); + 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(); + 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); + } } - } -#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(); - Assert.IsTrue(socket != null); + [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(); + Assert.IsFalse(socket == null); - GameObject handleObj = GameObject.Find("RigidbodyHandle"); - Handle handle = handleObj.GetComponent(); - Assert.IsTrue(handle != null); + GameObject handleObj = GameObject.Find("KinematicHandle"); + Handle handle = handleObj.GetComponent(); + Assert.IsFalse(handle == null); - Transform socketParent = socket.transform.parent; - Transform handleParent = handle.transform.parent; + Transform socketParent = socket.transform.parent; + Transform handleParent = handle.transform.parent; - Vector3 socketPosition = socket.transform.position; - Vector3 handlePosition = handle.transform.position; + Vector3 socketPosition = socket.transform.position; + Vector3 handlePosition = handle.transform.position; -#region Attach - socket.Attach(handle.transform, false); + #region Attach + socket.Attach(handle.transform, false); - Assert.AreEqual(socket.attachedTransform, handle.transform); - Assert.AreEqual(handle.transform.parent, socket.transform); + Assert.AreEqual(socket.attachedTransform, handle.transform); + Assert.AreEqual(socket.transform.parent, handle.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 + // 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); -#region Release - socket.Release(); + #endregion - Assert.IsTrue(socket.attachedTransform == null); - Assert.AreEqual(handle.transform.parent, handleParent); + #region Release + socket.Release(); - // Handle should be at socket position - distance = Vector3.Distance(socket.transform.position, handle.transform.position); - Assert.Less(distance, 0.0001F); -#endregion + 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.transform.localPosition = Vector3.zero; - handle.transform.localPosition = Vector3.zero; + // 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); + } } - 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(); + Assert.IsTrue(socket != null); + + GameObject handleObj = GameObject.Find("RigidbodyHandle"); + Handle handle = handleObj.GetComponent(); + 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 RigidbodySocket_StaticHandle() { - // Rigidbody sockets will get a fixed joint to a static handle - try { - GameObject socketObj = GameObject.Find("RigidbodySocket"); - Socket socket = socketObj.GetComponent(); - Assert.IsFalse(socket == null); + [Test] + [Category("Socket")] + public void KinematicSocket_StaticHandle() { + Setup(); - GameObject handleObj = GameObject.Find("StaticHandle"); - Handle handle = handleObj.GetComponent(); - Assert.IsFalse(handle == null); + // Kinematic Sockets should be parented to a static handle + try { + GameObject socketObj = GameObject.Find("KinematicSocket"); + Socket socket = socketObj.GetComponent(); + Assert.IsTrue(socket != null); - Transform socketParent = socket.transform.parent; - Transform handleParent = handle.transform.parent; + GameObject handleObj = GameObject.Find("StaticHandle"); + Handle handle = handleObj.GetComponent(); + Assert.IsTrue(handle != null); - Vector3 socketPosition = socket.transform.position; - Vector3 handlePosition = handle.transform.position; + Transform socketParent = socket.transform.parent; + Transform handleParent = handle.transform.parent; -#region Attach - socket.Attach(handle.transform, false); + Vector3 socketPosition = socket.transform.position; + Vector3 handlePosition = handle.transform.position; - Joint joint = socket.GetComponent(); - Assert.IsTrue(joint != null); - Assert.IsTrue(joint.connectedBody == null); + #region Attach + socket.Attach(handle.transform, false); - Assert.AreEqual(socket.attachedTransform, handle.transform); - Assert.AreNotEqual(handle.transform.parent, socket.transform); + 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 + // 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(); + #region Release + socket.Release(); - Assert.IsTrue(socket.attachedTransform == null); - Assert.AreNotEqual(handle.transform.parent, socket.transform); + Assert.IsTrue(socket.attachedTransform == null); + Assert.AreEqual(socket.transform.parent, socketParent); + #endregion - joint = socket.GetComponent(); - 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; + socket.transform.localPosition = Vector3.zero; + handle.transform.localPosition = Vector3.zero; + } + catch (Exception e) { + Debug.LogError("Test failed"); + throw (e); + } } - 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(); + Assert.IsTrue(socket != null); + + GameObject handleObj = GameObject.Find("KinematicHandle"); + Handle handle = handleObj.GetComponent(); + 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); + } } - } - - [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(); - Assert.IsFalse(socket == null); - - GameObject handleObj = GameObject.Find("KinematicHandle"); - Handle handle = handleObj.GetComponent(); - 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(); - Assert.IsTrue(socket != null); - - GameObject handleObj = GameObject.Find("RigidbodyHandle"); - Handle handle = handleObj.GetComponent(); - 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(); - Assert.IsTrue(socket != null); - - GameObject handleObj = GameObject.Find("StaticHandle"); - Handle handle = handleObj.GetComponent(); - 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(); - Assert.IsTrue(socket != null); - - GameObject handleObj = GameObject.Find("KinematicHandle"); - Handle handle = handleObj.GetComponent(); - 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 - + #endregion + } } #endif \ No newline at end of file diff --git a/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity b/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity index d1c4626..eb3a137 100644 --- a/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity +++ b/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity @@ -38,12 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.3731193, g: 0.38073996, b: 0.35872698, a: 1} + m_IndirectSpecularColor: {r: 0.37311953, g: 0.38074014, b: 0.3587274, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 0 m_GISettings: serializedVersion: 2 @@ -98,13 +98,13 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - 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