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18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 | using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class AsteroidTests
{
GameObject asteroidPrefab;
[SetUp]
public void Setup()
{
GameManager.InitializeTestingEnvironment(false, false, false, false, false);
asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
}
void ClearScene()
{
Transform[] objects = Object.FindObjectsOfType<Transform>();
foreach (Transform obj in objects)
{
if (obj != null)
Object.DestroyImmediate(obj.gameObject);
}
}
[Test]
public void _01_AsteroidPrefabExists()
{
Assert.NotNull(asteroidPrefab);
}
[Test]
public void _02_AsteroidPrefabCanBeInstantiated()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab);
asteroid.name = "Asteroid";
Assert.NotNull(GameObject.Find("Asteroid"));
}
[Test]
public void _03_AsteroidPrefabHasRequiredComponentTransform()
{
Assert.IsNotNull(asteroidPrefab.GetComponent<Transform>());
}
[Test]
public void _04_AsteroidPrefabHasRequiredComponentCollider()
{
Assert.IsNotNull(asteroidPrefab.GetComponent<CircleCollider2D>());
}
[Test]
public void _05_AsteroidPrefabHasRequiredComponentControllerScript()
{
Assert.IsNotNull(asteroidPrefab.GetComponent<AsteroidController>());
Assert.IsNotNull(asteroidPrefab.GetComponent<AsteroidController>().asteroidExplosion); // Checking if script component has required references
}
[UnityTest]
public IEnumerator _06_AsteroidGameobjectIsDestroyedOnSplit()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split();
yield return null;
Assert.IsTrue(asteroid == null, "Base asteroid was not destroyed on Split");
}
[Test]
public void _07_AsteroidSplitCountCanBeChanged()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.SetSplitCount(2);
Assert.IsTrue(asteroid.GetSplitCount() == 2);
}
[UnityTest]
public IEnumerator _08_AsteroidCanSplitIntoTwo()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
Assert.IsTrue(asteroids.Length == 2); // There should be 2 asteroids in the scene now
}
[UnityTest]
public IEnumerator _09_AsteroidCanSplitTwice()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
foreach(AsteroidController childAsteroid in asteroids)
childAsteroid.Split(); // Split found asteroids
yield return null;
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
Assert.IsTrue(asteroids.Length == 4); // There should be 4 asteroids in the scene now
}
[UnityTest]
// It takes three hits to destroy an asteroid from base size, after 3 hits the asteroid should not split anymore
public IEnumerator _10_AsteroidCannotSplitThreeTimes()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
foreach (AsteroidController childAsteroid in asteroids)
childAsteroid.Split(); // Split found asteroids
yield return null;
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
foreach (AsteroidController childAsteroid in asteroids)
childAsteroid.Split(); // Split found asteroids
yield return null;
asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
Assert.IsTrue(asteroids.Length == 0); // There should be no asteroids left in the scene
}
[UnityTest]
// Splitting the asteroid should spawn 2 asteroids at half scale of the split asteroid
public IEnumerator _11_AsteroidScaleIsCutInHalfOnSplit()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split(); // Split base asteroid
yield return null;
AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>(); // Find all asteroids in the scene
foreach (AsteroidController childAsteroid in asteroids)
Assert.IsTrue(childAsteroid.transform.localScale == new Vector3(0.5f, 0.5f, 0.5f));
}
[Test]
public void _12_AsteroidCanMove()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.Move();
Assert.IsTrue(asteroid.transform.position != Vector3.zero);
}
[Test]
public void _13_AsteroidDirectionCanBeChanged()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.SetDirection(Vector2.up);
Assert.IsTrue(asteroid.GetDirection() == Vector2.up);
}
[UnityTest]
public IEnumerator _14_AsteroidMovesAccordingToItsDirectionVector()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.SetDirection(Vector2.up);
Assert.IsTrue(asteroid.GetDirection() == Vector2.up);
float t = 0.5f;
while (t > 0.0f)
{
t -= Time.deltaTime;
yield return null;
}
Assert.IsTrue(asteroid.transform.position.x == 0.0f && asteroid.transform.position.y > 0.0f);
}
[UnityTest]
public IEnumerator _15_AsteroidIsDestroyedWhenOffscreen()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.right * 100, Quaternion.identity).GetComponent<AsteroidController>();
yield return null;
Assert.IsTrue(asteroid == null, "Asteroid was not destroyed when off screen");
}
[Test]
public void _16_AsteroidPrefabHasRequiredVisual()
{
Transform visualChild = asteroidPrefab.transform.GetChild(0);
Assert.IsTrue(visualChild.name == "Visual");
Assert.IsNotNull(visualChild);
Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>());
Assert.IsNotNull(visualChild.GetComponent<MeshRenderer>().sharedMaterials[0]);
Assert.IsNotNull(visualChild.GetComponent<MeshFilter>());
Assert.IsNotNull(visualChild.GetComponent<MeshFilter>().sharedMesh);
}
[Test]
public void _17_AsteroidPrefabHasRequiredComponentRigidbody()
{
Assert.IsNotNull(asteroidPrefab.GetComponent<Rigidbody2D>());
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().isKinematic);
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().collisionDetectionMode == CollisionDetectionMode2D.Continuous);
Assert.IsTrue(asteroidPrefab.GetComponent<Rigidbody2D>().interpolation == RigidbodyInterpolation2D.Interpolate);
}
[UnityTest]
public IEnumerator _18_AsteroidStartsWithARandomRotation()
{
ClearScene();
AsteroidController asteroid1 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
AsteroidController asteroid2 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
AsteroidController asteroid3 = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
yield return null;
Assert.IsTrue(asteroid1.transform.rotation != asteroid2.transform.rotation && asteroid1.transform.rotation != asteroid3.transform.rotation && asteroid2.transform.rotation != asteroid3.transform.rotation);
}
[UnityTest]
public IEnumerator _19_AsteroidSpawnsExplosionWhenDestroyed()
{
ClearScene();
GameObject asteroid = (GameObject)Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
asteroid.GetComponent<AsteroidController>().Split();
yield return null;
Assert.IsTrue(asteroid == null);
GameObject explosion = GameObject.Find("ExplosionRegular(Clone)");
Assert.NotNull(explosion);
}
[UnityTest]
public IEnumerator _20_AsteroidDoesntMoveDuringPause()
{
ClearScene();
AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.SetDirection(Vector2.up);
Vector3 startPosition = asteroid.transform.position;
GameManager.IsPaused = true;
for(int i = 0; i < 20; i++)
yield return null;
Assert.IsTrue(asteroid.transform.position == startPosition);
}
}
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