// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using nickmaltbie.OpenKCC.Character;
using nickmaltbie.OpenKCC.Character.Config;
using nickmaltbie.OpenKCC.Tests.TestCommon;
using nickmaltbie.OpenKCC.Utils.ColliderCast;
using nickmaltbie.TestUtilsUnity.Tests.TestCommon;
using NUnit.Framework;
using UnityEngine;
namespace nickmaltbie.OpenKCC.Tests.EditMode.Character.Config
{
///
/// Basic tests for in edit mode.
///
[TestFixture]
public class KCCGroundedStateTests : TestBase
{
private KCCMovementEngine movementEngine;
private MockColliderCast colliderCastMock;
private KCCGroundedState kccGroundedState;
[SetUp]
public void SetUp()
{
kccGroundedState = new KCCGroundedState();
GameObject go = base.CreateGameObject();
colliderCastMock = go.AddComponent();
movementEngine = go.AddComponent();
movementEngine._colliderCast = colliderCastMock;
}
[Test]
public void Validate_KCCGroundedState_CheckGrounded_StandingOnGround()
{
KCCTestUtils.SetupCastSelf(colliderCastMock, normal: Vector3.up, distance: 0.001f, didHit: true);
kccGroundedState = movementEngine.CheckGrounded(false, false);
TestUtils.AssertInBounds(kccGroundedState.Angle, 0.0f);
Assert.IsTrue(kccGroundedState.StandingOnGround);
Assert.IsTrue(kccGroundedState.StandingOnGroundOrOverlap);
Assert.IsTrue(kccGroundedState.DistanceToGround == 0.001f);
Assert.IsFalse(kccGroundedState.Sliding);
}
[Test]
public void Validate_KCCGroundedState_CheckGrounded_Falling(
[Values(10.0f, 100.0f, Mathf.Infinity)] float distance
)
{
KCCTestUtils.SetupCastSelf(colliderCastMock, normal: Vector3.up, distance: distance, didHit: distance < Mathf.Infinity);
kccGroundedState = movementEngine.CheckGrounded(false, false);
Assert.IsFalse(kccGroundedState.StandingOnGround);
Assert.IsFalse(kccGroundedState.Sliding);
Assert.IsTrue(kccGroundedState.DistanceToGround == distance);
Assert.IsTrue(kccGroundedState.Falling);
}
[Test]
public void Validate_KCCGroundedState_GetProjectdMovement(
[Values] bool falling)
{
KCCTestUtils.SetupCastSelf(colliderCastMock, normal: Vector3.up, distance: 0.001f, didHit: falling);
kccGroundedState = movementEngine.CheckGrounded(false, false);
if (falling)
{
Assert.AreEqual(Vector3.forward, movementEngine.GetProjectedMovement(Vector3.forward));
}
else
{
Assert.AreEqual(Vector3.forward, movementEngine.GetProjectedMovement(Vector3.forward));
Assert.AreEqual(Vector3.right, movementEngine.GetProjectedMovement(Vector3.right));
Assert.AreEqual(Vector3.up, movementEngine.GetProjectedMovement(Vector3.up));
}
}
[Test]
public void Validate_KCCGroundedState_CheckGrounded_Sliding()
{
KCCTestUtils.SetupCastSelf(colliderCastMock, distance: 0.001f, normal: (Vector3.up + Vector3.right * 10).normalized, didHit: true);
kccGroundedState = movementEngine.CheckGrounded(false, false);
Assert.IsTrue(kccGroundedState.StandingOnGround);
Assert.IsTrue(kccGroundedState.Sliding);
Assert.IsTrue(kccGroundedState.DistanceToGround == 0.001f);
}
[Test]
public void Validate_KCCGroundedState_SkinWidth()
{
KCCTestUtils.SetupCastSelf(colliderCastMock, normal: Vector3.up, distance: 0, didHit: true);
movementEngine.skinWidth = 0.1f;
kccGroundedState = movementEngine.CheckGrounded(false, false);
TestUtils.AssertInBounds(kccGroundedState.Angle, 0.0f);
Assert.IsTrue(kccGroundedState.StandingOnGround);
Assert.IsTrue(kccGroundedState.StandingOnGroundOrOverlap);
Assert.IsTrue(kccGroundedState.DistanceToGround == 0);
Assert.IsFalse(kccGroundedState.Sliding);
}
}
}