File size: 9,252 Bytes
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
268
269
270
271
272
273
274
275
276
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.SceneManagement;

#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif

public class GameManagerTests
{
    GameObject gameManagerPrefab;
    GameObject asteroidPrefab;
    GameObject cameraPrefab;
    LoadSceneParameters loadSceneParameters;

#if UNITY_EDITOR
    string asteroidsScenePath;
#endif


    [SetUp]
    public void Setup()
    {
        loadSceneParameters = new LoadSceneParameters(LoadSceneMode.Single, LocalPhysicsMode.None);

        Object asteroidsScene = ((GameObject)Resources.Load("TestsReferences")).GetComponent<TestsReferences>().asteroidsScene;

#if UNITY_EDITOR
        asteroidsScenePath = AssetDatabase.GetAssetPath(asteroidsScene);
#endif
        gameManagerPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().gameManagerPrefab;
        asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab;
        cameraPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().cameraPrefab;
    }

    void ClearScene()
    {
        Transform[] objects = Object.FindObjectsOfType<Transform>();
        foreach (Transform obj in objects)
        {
            if (obj != null)
                Object.DestroyImmediate(obj.gameObject);
        }
    }

    [Test]
    public void _01_GameManagerPrefabExists()
    {
        Assert.NotNull(gameManagerPrefab);
    }
    
    [Test]
    public void _02_GameManagerPrefabHasRequiredComponentScript()
    {
        Assert.IsNotNull(gameManagerPrefab.GetComponent<GameManager>());
    }

    [UnityTest]
    public IEnumerator _03_GameManagerExistsInScene()
    {
#if UNITY_EDITOR
        EditorSceneManager.LoadSceneInPlayMode(asteroidsScenePath, loadSceneParameters);
        yield return null;

        Assert.NotNull(Object.FindObjectOfType<GameManager>());

#else
        yield return null;

        Assert.Pass();
#endif

    }

    [UnityTest]
    public IEnumerator _04_GameManagerCanSpawnSpaceshipOnLoad()
    {
        ClearScene();
        Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(true, false, false, false, false);

        yield return null;

        SpaceshipController spaceship = Object.FindObjectOfType<SpaceshipController>();        
        Assert.IsTrue(spaceship != null);
    }

    [UnityTest]
    public IEnumerator _05_GameManagerRespawnsSpaceshipAfterItHasBeenDestroyed()
    {
        ClearScene();
        Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(true, false, false, false, false);

        yield return null;

        GameObject asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity);
        SpaceshipController spaceship = Object.FindObjectOfType<SpaceshipController>();
        spaceship.transform.position = Vector2.right * 10;
        asteroid.transform.position = spaceship.transform.position;

        yield return new WaitForSeconds(0.5f);

        Assert.IsTrue(spaceship == null);

        yield return new WaitForSeconds(GameManager.SPACESHIP_RESPAWN_DELAY);

        spaceship = Object.FindObjectOfType<SpaceshipController>();
        Assert.IsTrue(spaceship != null);
    }

    [UnityTest]
    public IEnumerator _06_GameManagerDoesNotRespawnShipAfterThreeDeaths()
    {
        ClearScene();
        GameManager gameManager = Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(true, false, false, false, false);

        Object.DestroyImmediate(Object.FindObjectOfType<SpaceshipController>());
        gameManager.deaths = 2;
        gameManager.RespawnShip(0.0f);

        yield return new WaitForSeconds(GameManager.SPACESHIP_RESPAWN_DELAY);

        SpaceshipController spaceship = Object.FindObjectOfType<SpaceshipController>();
        Assert.IsTrue(spaceship != null);
        Object.DestroyImmediate(spaceship);
        gameManager.RespawnShip(0.0f);

        yield return new WaitForSeconds(GameManager.SPACESHIP_RESPAWN_DELAY);

        spaceship = Object.FindObjectOfType<SpaceshipController>();
        Assert.IsTrue(spaceship == null);
    }

    [UnityTest]
    public IEnumerator _07_GameManagerSpawnsAsteroids() 
    {
        ClearScene();
        Object.Instantiate(gameManagerPrefab);
        GameManager.InitializeTestingEnvironment(false, true, false, true, false);

        yield return null;

        AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
        Assert.IsTrue(asteroids.Length > 0);                                                   
    }

    [UnityTest]
    public IEnumerator _08_GameManagerSpawnsAsteroidsOverTime()
    {
        ClearScene();
        GameManager gameManager = Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(false, true, false, true, false);

        yield return new WaitForSeconds(gameManager.asteroidSpawnDelay + 0.5f);

        AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
        Assert.IsTrue(asteroids.Length > 1);
    }

    [Test]
    public void _09_GameManagerOnlySpawnsAsteroidsOffscreen()
    {
        ClearScene();
        GameManager gameManager = Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(false, false, false, false, false);

        Object.Instantiate(cameraPrefab);

        for (int i = 0; i < 100; i++) 
            gameManager.SpawnAsteroids();

        AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();

        foreach (AsteroidController roid in asteroids)
        {
            Vector2 positionOnCamera = Camera.main.WorldToViewportPoint(roid.transform.position);

            Assert.IsTrue(((positionOnCamera.x >= -0.1f && positionOnCamera.x <= 1.1f) && (positionOnCamera.y <= -0.05f || positionOnCamera.y >= 1.05f)) || 
                            ((positionOnCamera.x <= -0.05f || positionOnCamera.x >= 1.05f) && (positionOnCamera.y >= -0.1f && positionOnCamera.y <= 1.1f)));
        }     
    }

    [Test]
    public void _10_GameManagerSpawnsRandomSizeAsteroids() 
    {
        ClearScene();
        GameManager gameManager = Object.Instantiate(gameManagerPrefab).GetComponent<GameManager>();
        GameManager.InitializeTestingEnvironment(false, false, false, false, false);

        bool small = false;
        bool medium = false;
        bool big = false;

        for (int i = 0; i < 100; i++)
            gameManager.SpawnAsteroids();

        AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();
        foreach (AsteroidController roid in asteroids)
        {
            if (roid.GetSplitCount() == 2)
                small = true;
            else if (roid.GetSplitCount() == 1)
                medium = true;
            else if (roid.GetSplitCount() == 0)
                big = true;
            if (small && medium && big)
                break;
        }

        Assert.IsTrue(small && medium && big);
    }

    [UnityTest]
    public IEnumerator _11_GameManagerScoreIsIncreasedAfterAsteroidsAreDestroyed()
    {
        ClearScene();
        Object.Instantiate(gameManagerPrefab);
        GameManager.InitializeTestingEnvironment(false, false, false, false, false);

        yield return null;

        AsteroidController asteroid = Object.Instantiate(asteroidPrefab, Vector3.zero, Quaternion.identity).GetComponent<AsteroidController>();
        int score = GameManager.score;
        asteroid.Split();

        Assert.IsTrue(score != GameManager.score);
        Assert.IsTrue(GameManager.score == 1000);

        yield return null;

        score = GameManager.score;
        AsteroidController[] asteroids = Object.FindObjectsOfType<AsteroidController>();

        foreach(AsteroidController ast in asteroids)
            ast.Split();

        Assert.IsTrue(score != GameManager.score);
        Assert.IsTrue(GameManager.score == 2000);

        yield return null;

        score = GameManager.score;
        asteroids = Object.FindObjectsOfType<AsteroidController>();

        foreach (AsteroidController ast in asteroids)
            ast.Split();

        Assert.IsTrue(score != GameManager.score);
        Assert.IsTrue(GameManager.score == 3000);
    }


    [UnityTest]
    public IEnumerator _12_ReachingCertainScoreChangesSpaceshipWeapons()
    {
        ClearScene();
        Object.Instantiate(gameManagerPrefab);
        GameManager.InitializeTestingEnvironment(true, false, false, false, false);

        yield return null;

        for (int i = 0; i < 8; i++)
            GameManager.AddToScore(0);

        SpaceshipController spaceship = Object.FindObjectOfType<SpaceshipController>();
        Assert.IsTrue(spaceship != null);
        // Weapon changes to laser upon reaching 8000 points
        Assert.IsTrue(spaceship.currentWeapon == SpaceshipController.Weapon.Laser);
    }
}