Fixed missing components

This commit is contained in:
Pascal Serrarens 2024-01-16 12:23:18 +01:00
parent 8b199b9c78
commit f1a4ced59d
11 changed files with 1023 additions and 10400 deletions

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@ -1,9 +0,0 @@
using UnityEngine;
namespace Passer.Humanoid {
#if !hPUNVOICE2
public partial class HumanoidPlayerPunVoice : MonoBehaviour {
}
#endif
}

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@ -6,7 +6,7 @@ using Photon.Pun;
namespace Passer.Humanoid { namespace Passer.Humanoid {
#if !hPUNVOICE2 #if !hPUNVOICE2
public partial class HumanoidPlayerPunVoice : MonoBehaviour { public class HumanoidPlayerPunVoice : MonoBehaviour {
#else #else
public class HumanoidPlayerPunVoice : MonoBehaviourPunCallbacks { public class HumanoidPlayerPunVoice : MonoBehaviourPunCallbacks {
#endif #endif

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@ -4,498 +4,499 @@ using UnityEngine.TestTools;
#if pHUMANOID4 #if pHUMANOID4
using NUnit.Framework; using NUnit.Framework;
using Passer;
using Passer.Humanoid;
public class SocketTest : IPrebuildSetup {
public static string testScene = "Sockets"; namespace Passer {
public void Setup() { public class SocketTest : IPrebuildSetup {
Debug.Log("Setup SocketTest");
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
"Assets/_TestCases/[Test]" + testScene + ".unity");
}
#region Static Socket public static string testScene = "Sockets";
[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
public void Setup() {
Debug.Log("Setup SocketTest");
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
"Assets/_TestCases/[Test]" + testScene + ".unity");
} }
catch (Exception e) {
Debug.LogError("Test failed"); #region Static Socket
throw (e); [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] [Test]
[Category("Socket")] [Category("Socket")]
public void StaticSocket_StaticHandle() { public void StaticSocket_StaticHandle() {
// Static Handles cannot be attached to static sockets // Static Handles cannot be attached to static sockets
try { try {
GameObject socketObj = GameObject.Find("StaticSocket"); GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>(); Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null); Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("StaticHandle"); GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>(); Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null); Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent; Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent; Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position; Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position; Vector3 handlePosition = handle.transform.position;
#region Attach #region Attach
socket.Attach(handle.transform, false); socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform == null); Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved // Handle should not have moved
float distance = Vector3.Distance(handle.transform.position, handlePosition); float distance = Vector3.Distance(handle.transform.position, handlePosition);
Assert.Less(distance, 0.0001F); Assert.Less(distance, 0.0001F);
// Socket should not have moved // Socket should not have moved
distance = Vector3.Distance(socket.transform.position, socketPosition); distance = Vector3.Distance(socket.transform.position, socketPosition);
Assert.Less(distance, 0.0001F); Assert.Less(distance, 0.0001F);
#endregion #endregion
#region Release #region Release
socket.Release(); socket.Release();
Assert.IsTrue(socket.attachedTransform == null); Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved // Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F); Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
// Socket should not have moved // Socket should not have moved
Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F); Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F);
#endregion #endregion
socket.transform.localPosition = Vector3.zero; socket.transform.localPosition = Vector3.zero;
handle.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"); [Test]
throw (e); [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
[Test] #region Rigidbody Socket
[Category("Socket")] [Test]
public void StaticSocket_KinematicHandle() { [Category("Socket")]
// Kinematic Handles should be parented to the socket public void RigidbodySocket_RigidbodyHandle() {
try { // Rigidbody Handles will be parented to Rigidbody Sockets
GameObject socketObj = GameObject.Find("StaticSocket"); try {
Socket socket = socketObj.GetComponent<Socket>(); GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
Assert.IsTrue(socket != null); GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("KinematicHandle"); Transform socketParent = socket.transform.parent;
Handle handle = handleObj.GetComponent<Handle>(); Transform handleParent = handle.transform.parent;
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent; Vector3 socketPosition = socket.transform.position;
Transform handleParent = handle.transform.parent; Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position; #region Attach
Vector3 handlePosition = handle.transform.position; socket.Attach(handle.transform, false);
#region Attach Assert.AreEqual(socket.attachedTransform, handle.transform);
socket.Attach(handle.transform, false); Assert.AreEqual(handle.transform.parent, socket.transform);
Assert.IsTrue(socket.attachedTransform != null); // Handle should be at socket position
Assert.AreEqual(handle.transform.parent, socket.transform); 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 #region Release
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F); socket.Release();
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
#region Release Assert.IsTrue(socket.attachedTransform == null);
socket.Release(); Assert.AreEqual(handle.transform.parent, handleParent);
Assert.IsTrue(socket.attachedTransform == null); // Handle should be at socket position
Assert.AreEqual(handle.transform.parent, handleParent); distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should still be at socket position socket.transform.localPosition = Vector3.zero;
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F); handle.transform.localPosition = Vector3.zero;
#endregion }
catch (Exception e) {
socket.transform.localPosition = Vector3.zero; Debug.LogError("Test failed");
handle.transform.localPosition = Vector3.zero; throw (e);
}
} }
catch (Exception e) {
Debug.LogError("Test failed"); [Test]
throw (e); [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);
}
} }
}
#endregion
#region Rigidbody Socket [Test]
[Test] [Category("Socket")]
[Category("Socket")] public void RigidbodySocket_KinematicHandle() {
public void RigidbodySocket_RigidbodyHandle() { // Rigidbody sockets will get parented to kinematic handles
// Rigidbody Handles will be parented to Rigidbody Sockets try {
try { GameObject socketObj = GameObject.Find("RigidbodySocket");
GameObject socketObj = GameObject.Find("RigidbodySocket"); Socket socket = socketObj.GetComponent<Socket>();
Socket socket = socketObj.GetComponent<Socket>(); Assert.IsFalse(socket == null);
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle"); GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>(); Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null); Assert.IsFalse(handle == null);
Transform socketParent = socket.transform.parent; Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent; Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position; Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position; Vector3 handlePosition = handle.transform.position;
#region Attach #region Attach
socket.Attach(handle.transform, false); socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform); Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform); Assert.AreEqual(socket.transform.parent, handle.transform);
// Handle should be at socket position // Socket should be at handle position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position); Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
Assert.Less(distance, 0.0001F); // Handle should not have moved
// Socket should not have moved Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release #endregion
socket.Release();
Assert.IsTrue(socket.attachedTransform == null); #region Release
Assert.AreEqual(handle.transform.parent, handleParent); socket.Release();
// Handle should be at socket position Assert.IsTrue(socket.attachedTransform == null, "Socket still is attached to transform");
distance = Vector3.Distance(socket.transform.position, handle.transform.position); Assert.AreEqual(socket.transform.parent, socketParent, "Socket is not restored to previous parent");
Assert.Less(distance, 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero; // Socket should be at handle position
handle.transform.localPosition = Vector3.zero; 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) { #endregion
Debug.LogError("Test failed");
throw (e); #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] [Test]
[Category("Socket")] [Category("Socket")]
public void RigidbodySocket_StaticHandle() { public void KinematicSocket_StaticHandle() {
// Rigidbody sockets will get a fixed joint to a static handle Setup();
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("StaticHandle"); // Kinematic Sockets should be parented to a static handle
Handle handle = handleObj.GetComponent<Handle>(); try {
Assert.IsFalse(handle == null); GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
Transform socketParent = socket.transform.parent; GameObject handleObj = GameObject.Find("StaticHandle");
Transform handleParent = handle.transform.parent; Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Vector3 socketPosition = socket.transform.position; Transform socketParent = socket.transform.parent;
Vector3 handlePosition = handle.transform.position; Transform handleParent = handle.transform.parent;
#region Attach Vector3 socketPosition = socket.transform.position;
socket.Attach(handle.transform, false); Vector3 handlePosition = handle.transform.position;
Joint joint = socket.GetComponent<Joint>(); #region Attach
Assert.IsTrue(joint != null); socket.Attach(handle.transform, false);
Assert.IsTrue(joint.connectedBody == null);
Assert.AreEqual(socket.attachedTransform, handle.transform); Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform); Assert.AreEqual(socket.transform.parent, handle.transform);
// Socket should be at handle position // Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F); Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved // Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F); Assert.Less(Vector3.Distance(handlePosition, handle.transform.position), 0.0001F);
#endregion #endregion
#region Release #region Release
socket.Release(); socket.Release();
Assert.IsTrue(socket.attachedTransform == null); Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform); Assert.AreEqual(socket.transform.parent, socketParent);
#endregion
joint = socket.GetComponent<Joint>(); socket.transform.localPosition = Vector3.zero;
Assert.IsTrue(joint == null); handle.transform.localPosition = Vector3.zero;
}
// Socket should still be at handle position catch (Exception e) {
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F); Debug.LogError("Test failed");
#endregion throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
} }
catch (Exception e) {
Debug.LogError("Test failed"); [Test]
throw (e); [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
}
[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 #endif

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