// 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 System.Collections; using nickmaltbie.OpenKCC.Tests.TestCommon; using nickmaltbie.TestUtilsUnity.Tests.TestCommon; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; namespace nickmaltbie.OpenKCC.Tests.PlayMode.Character { public class KCCStateMachineMovementTests : KCCStateMachineTestBase { private GameObject floor; [SetUp] public override void Setup() { base.Setup(); floor = new GameObject(); BoxCollider box = floor.AddComponent(); box.center = new Vector3(0, -0.5f, 0); box.size = new Vector3(10, 1, 10); box.transform.position = Vector3.zero; box.transform.rotation = Quaternion.identity; kccStateMachine.transform.position = Vector3.zero; } [TearDown] public override void TearDown() { base.TearDown(); Object.DestroyImmediate(floor); } [UnityTest] public IEnumerator Validate_KCCStateMachine_NoMovement() { Vector3 initialPosition = kccStateMachine.transform.position; // Wait for a second, ensure no player movement ocurrs for (int i = 0; i < 60; i++) { yield return new WaitForFixedUpdate(); } Assert.AreEqual(initialPosition, kccStateMachine.transform.position); } [UnityTest] public IEnumerator Validate_KCCStateMachine_BasicMovement() { Vector3 initialPosition = kccStateMachine.transform.position; kccStateMachine.walkingSpeed = 1.0f; kccStateMachine.Update(); Set(moveStick, Vector2.up); // Wait for a second, ensure no player movement ocurrs for (int i = 0; i < 60; i++) { yield return new WaitForFixedUpdate(); } TestUtils.AssertInBounds( initialPosition + Vector3.forward * kccStateMachine.walkingSpeed, kccStateMachine.transform.position, 0.25f); } } }