WeaponTests.cs 8.4 KB

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  1. using UnityEngine;
  2. using UnityEngine.TestTools;
  3. using NUnit.Framework;
  4. using System.Collections;
  5. using UnityEditor;
  6. public class WeaponTests
  7. {
  8. GameObject projectilePrefab;
  9. GameObject laserPrefab;
  10. GameObject asteroidPrefab;
  11. GameObject spaceshipPrefab;
  12. [SetUp]
  13. public void Setup()
  14. {
  15. GameManager.InitializeTestingEnvironment(false, false, false, false, false);
  16. spaceshipPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipPrefab;
  17. asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
  18. projectilePrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().projectilePrefab;
  19. laserPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().laserPrefab;
  20. }
  21. void ClearScene()
  22. {
  23. Transform[] objects = Object.FindObjectsOfType<Transform>();
  24. foreach (Transform obj in objects)
  25. {
  26. if(obj != null)
  27. Object.DestroyImmediate(obj.gameObject);
  28. }
  29. }
  30. /*
  31. // Uncomment the code from line 35 up to line 237, run the tests again and compare the code coverage results
  32. [Test]
  33. public void _01_ProjectilePrefabExists()
  34. {
  35. Assert.NotNull(projectilePrefab);
  36. }
  37. [Test]
  38. public void _02_ProjectilePrefabCanBeInstantiated()
  39. {
  40. ClearScene();
  41. GameObject projectile = (GameObject)Object.Instantiate(projectilePrefab);
  42. projectile.name = "Projectile";
  43. Assert.NotNull(GameObject.Find("Projectile"));
  44. }
  45. [Test]
  46. public void _03_ProjectilePrefabHasRequiredComponentTransform()
  47. {
  48. Assert.IsNotNull(projectilePrefab.GetComponent<Transform>());
  49. }
  50. [Test]
  51. public void _04_ProjectilePrefabHasRequiredComponentCollider()
  52. {
  53. Assert.IsNotNull(projectilePrefab.GetComponent<BoxCollider2D>());
  54. Assert.IsTrue(projectilePrefab.GetComponent<BoxCollider2D>().size == new Vector2(0.2f, 0.2f));
  55. }
  56. [Test]
  57. public void _05_ProjectilePrefabHasRequiredComponentControllerScript()
  58. {
  59. Assert.IsNotNull(projectilePrefab.GetComponent<ProjectileController>());
  60. }
  61. [Test]
  62. public void _06_ProjectilePrefabHasRequiredVisual()
  63. {
  64. Transform visualChild = projectilePrefab.transform.GetChild(0);
  65. Assert.IsTrue(visualChild.name == "Visual");
  66. Assert.IsNotNull(visualChild);
  67. Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>());
  68. Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>().sharedMaterials[0]);
  69. Assert.IsNotNull(visualChild.GetComponent<MeshFilter>());
  70. Assert.IsNotNull(visualChild.GetComponent<MeshFilter>().sharedMesh);
  71. }
  72. [Test]
  73. public void _07_ProjectileCanMove()
  74. {
  75. ClearScene();
  76. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
  77. projectile.Move();
  78. Assert.IsTrue(projectile.transform.position != Vector3.zero);
  79. }
  80. [Test]
  81. public void _08_ProjectileDirectionCanBeChanged()
  82. {
  83. ClearScene();
  84. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
  85. projectile.SetDirection(Vector2.up);
  86. Assert.IsTrue(projectile.GetDirection() == Vector2.up);
  87. }
  88. [UnityTest]
  89. public IEnumerator _09_ProjectileMovesAccordingToItsDirectionVector()
  90. {
  91. ClearScene();
  92. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
  93. projectile.SetDirection(Vector2.up);
  94. Assert.IsTrue(projectile.GetDirection() == Vector2.up);
  95. float t = 0.5f;
  96. while (t > 0.0f)
  97. {
  98. t -= Time.deltaTime;
  99. yield return null;
  100. }
  101. Assert.IsTrue(projectile.transform.position.x == 0.0f && projectile.transform.position.y > 0.0f); //check if projectile moves according to given trajectory along the Y axis
  102. }
  103. [UnityTest]
  104. public IEnumerator _10_ProjectileRotatesAccordingToItsDirectionVector()
  105. {
  106. ClearScene();
  107. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
  108. projectile.SetDirection(new Vector2(0.714f, -0.156f).normalized);
  109. yield return null;
  110. Assert.IsTrue((Vector2)projectile.transform.up == projectile.GetDirection());
  111. }
  112. [UnityTest]
  113. public IEnumerator _11_ProjectileIsDestroyedWhenOffsceen()
  114. {
  115. ClearScene();
  116. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.right * 100, Quaternion.identity).GetComponent<ProjectileController>();
  117. yield return null;
  118. Assert.IsTrue(projectile == null);
  119. }
  120. [Test]
  121. public void _12_ProjectilePrefabHasRequiredComponentRigidbody()
  122. {
  123. Assert.IsNotNull(projectilePrefab.GetComponent<Rigidbody2D>());
  124. Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().isKinematic);
  125. Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().collisionDetectionMode == CollisionDetectionMode2D.Continuous);
  126. Assert.IsTrue(projectilePrefab.GetComponent<Rigidbody2D>().interpolation == RigidbodyInterpolation2D.Interpolate);
  127. }
  128. [UnityTest]
  129. public IEnumerator _13_ProjectileIsDestroyedOnCollisionWithAsteroid()
  130. {
  131. ClearScene();
  132. GameObject projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
  133. Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
  134. yield return new WaitForFixedUpdate();
  135. yield return null;
  136. Assert.IsTrue(projectile == null);
  137. }
  138. [UnityTest]
  139. public IEnumerator _14_ProjectileIgnoresCollisionWithSpaceship()
  140. {
  141. ClearScene();
  142. GameObject projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
  143. Object.Instantiate(spaceshipPrefab, Vector2.zero, Quaternion.identity);
  144. yield return new WaitForFixedUpdate();
  145. yield return null;
  146. Assert.IsTrue(projectile != null);
  147. }
  148. [UnityTest]
  149. public IEnumerator _15_ProjectileTriggersAsteroidSplit()
  150. {
  151. ClearScene();
  152. Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
  153. Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
  154. yield return new WaitForFixedUpdate();
  155. yield return null;
  156. AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
  157. Assert.IsTrue(asteroids.Length > 1);
  158. }
  159. [UnityTest]
  160. public IEnumerator _16_ProjectilesCannotSplitTheSameAsteroidTwice()
  161. {
  162. ClearScene();
  163. Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
  164. Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity);
  165. Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
  166. yield return new WaitForFixedUpdate();
  167. yield return null;
  168. AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
  169. Assert.IsTrue(asteroids.Length == 2);
  170. }
  171. [UnityTest]
  172. public IEnumerator _17_ProjectilesDontMoveDuringPause()
  173. {
  174. ClearScene();
  175. ProjectileController projectile = Object.Instantiate(projectilePrefab, Vector3.zero, Quaternion.identity).GetComponent<ProjectileController>();
  176. projectile.SetDirection(Vector2.up);
  177. Vector3 startPosition = projectile.transform.position;
  178. GameManager.IsPaused = true;
  179. for (int i = 0; i < 10; i++)
  180. yield return null;
  181. Assert.IsTrue(projectile.transform.position == startPosition);
  182. }
  183. [UnityTest]
  184. public IEnumerator _18_LaserFiresSuccessfully()
  185. {
  186. // ClearScene();
  187. // SpaceshipController spaceship = Object.Instantiate(spaceshipPrefab).GetComponent<SpaceshipController>();
  188. // spaceship.currentWeapon = SpaceshipController.Weapon.Laser;
  189. // spaceship.Shoot();
  190. yield return null;
  191. // LaserController laser = Object.FindObjectOfType<LaserController>();
  192. // Assert.NotNull(laser);
  193. }
  194. */
  195. }