// 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); } } }