451 lines
17 KiB
C#
451 lines
17 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.TestTools;
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#if pHUMANOID4
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using NUnit.Framework;
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namespace Passer {
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public class SocketTest : IPrebuildSetup {
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public void Setup() {
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string testSceneName = "[Test]Sockets.unity";
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string[] files = Directory.GetFiles(Application.dataPath, testSceneName, SearchOption.AllDirectories);
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if (files.Length == 1) {
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// strip dataPath
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string file = files[0].Substring(Application.dataPath.Length - 6);
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UnityEditor.SceneManagement.EditorSceneManager.OpenScene(file);
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}
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else
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Debug.LogError($"Could not find test scene {testSceneName}");
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}
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#region Static Socket
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[Test]
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[Category("Socket")]
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public void StaticSocket_RigidbodyHandle() {
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// Rigidbody handles will get a fixed joint without attachedRigidbody
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GameObject socketObj = GameObject.Find("StaticSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsFalse(socket == null);
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GameObject handleObj = GameObject.Find("RigidbodyHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsFalse(handle == null);
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Joint joint = handle.GetComponent<Joint>();
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Assert.IsTrue(joint != null);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreNotEqual(handle.transform.parent, socket.transform);
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// Handle should be at socket position
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float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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// Socket should not have moved
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distance = Vector3.Distance(socketPosition, socket.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreNotEqual(handle.transform.parent, socket.transform);
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// Handle should still be at socket position
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distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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}
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[Test]
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[Category("Socket")]
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public void StaticSocket_StaticHandle() {
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// Static Handles cannot be attached to static sockets
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GameObject socketObj = GameObject.Find("StaticSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("StaticHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.IsTrue(socket.attachedTransform == null);
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// Handle should not have moved
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float distance = Vector3.Distance(handle.transform.position, handlePosition);
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Assert.Less(distance, 0.0001F);
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// Socket should not have moved
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distance = Vector3.Distance(socket.transform.position, socketPosition);
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Assert.Less(distance, 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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// Handle should not have moved
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Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
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// Socket should not have moved
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Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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[Test]
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[Category("Socket")]
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public void StaticSocket_KinematicHandle() {
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// Kinematic Handles should be parented to the socket
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GameObject socketObj = GameObject.Find("StaticSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("KinematicHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.IsTrue(socket.attachedTransform != null);
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Assert.AreEqual(handle.transform.parent, socket.transform);
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// Handle should be at socket position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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// Socket should not have moved
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Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreEqual(handle.transform.parent, handleParent);
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// Handle should still be at socket position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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#endregion
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#region Rigidbody Socket
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[Test]
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[Category("Socket")]
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public void RigidbodySocket_RigidbodyHandle() {
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// Rigidbody Handles will be parented to Rigidbody Sockets
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GameObject socketObj = GameObject.Find("RigidbodySocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("RigidbodyHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreEqual(handle.transform.parent, socket.transform);
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// Handle should be at socket position
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float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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// Socket should not have moved
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distance = Vector3.Distance(socketPosition, socket.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreEqual(handle.transform.parent, handleParent);
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// Handle should be at socket position
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distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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[Test]
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[Category("Socket")]
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public void RigidbodySocket_StaticHandle() {
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// Rigidbody sockets will get a fixed joint to a static handle
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GameObject socketObj = GameObject.Find("RigidbodySocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsFalse(socket == null);
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GameObject handleObj = GameObject.Find("StaticHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsFalse(handle == null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Joint joint = socket.GetComponent<Joint>();
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Assert.IsTrue(joint != null);
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Assert.IsTrue(joint.connectedBody == null);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreNotEqual(handle.transform.parent, socket.transform);
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// Socket should be at handle position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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// Handle should not have moved
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Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreNotEqual(handle.transform.parent, socket.transform);
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joint = socket.GetComponent<Joint>();
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Assert.IsTrue(joint == null);
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// Socket should still be at handle position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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[Test]
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[Category("Socket")]
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public void RigidbodySocket_KinematicHandle() {
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// Rigidbody sockets will get parented to kinematic handles
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GameObject socketObj = GameObject.Find("RigidbodySocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsFalse(socket == null);
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GameObject handleObj = GameObject.Find("KinematicHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsFalse(handle == null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreEqual(socket.transform.parent, handle.transform);
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// Socket should be at handle position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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// Handle should not have moved
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Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null, "Socket still is attached to transform");
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Assert.AreEqual(socket.transform.parent, socketParent, "Socket is not restored to previous parent");
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// Socket should be at handle position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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#endregion
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#region Kinematic Socket
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[Test]
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[Category("Socket")]
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public void KinematicSocket_RigidbodyHandle() {
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Setup();
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// Rigidbody Handles will be parented to Kinematic Sockets
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GameObject socketObj = GameObject.Find("KinematicSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("RigidbodyHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreEqual(handle.transform.parent, socket.transform);
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// Handle should be at socket position
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float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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// Socket should not have moved
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distance = Vector3.Distance(socketPosition, socket.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreEqual(handle.transform.parent, handleParent);
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// Handle should still be at socket position
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distance = Vector3.Distance(socket.transform.position, handle.transform.position);
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Assert.Less(distance, 0.0001F);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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[Test]
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[Category("Socket")]
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public void KinematicSocket_StaticHandle() {
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Setup();
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// Kinematic Sockets should be parented to a static handle
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GameObject socketObj = GameObject.Find("KinematicSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("StaticHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.AreEqual(socket.attachedTransform, handle.transform);
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Assert.AreEqual(socket.transform.parent, handle.transform);
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// Handle should be at socket position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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// Handle should not have moved
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Assert.Less(Vector3.Distance(handlePosition, handle.transform.position), 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreEqual(socket.transform.parent, socketParent);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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[Test]
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[Category("Socket")]
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public void KinematicSocket_KinematicHandle() {
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Setup();
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// Kinematic Handles should be parented to a kinematic socket
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GameObject socketObj = GameObject.Find("KinematicSocket");
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Socket socket = socketObj.GetComponent<Socket>();
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Assert.IsTrue(socket != null);
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GameObject handleObj = GameObject.Find("KinematicHandle");
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Handle handle = handleObj.GetComponent<Handle>();
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Assert.IsTrue(handle != null);
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Transform socketParent = socket.transform.parent;
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Transform handleParent = handle.transform.parent;
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Vector3 socketPosition = socket.transform.position;
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Vector3 handlePosition = handle.transform.position;
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#region Attach
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socket.Attach(handle.transform, false);
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Assert.IsTrue(socket.attachedTransform != null);
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Assert.AreEqual(handle.transform.parent, socket.transform);
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// Handle should be at socket position
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Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
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// Socket should not have moved
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Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
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#endregion
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#region Release
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socket.Release();
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Assert.IsTrue(socket.attachedTransform == null);
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Assert.AreEqual(handle.transform.parent, handleParent);
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#endregion
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socket.transform.localPosition = Vector3.zero;
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handle.transform.localPosition = Vector3.zero;
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}
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#endregion
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}
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}
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#endif |