// 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 System.Collections.Generic; using nickmaltbie.OpenKCC.Tests.TestCommon; using nickmaltbie.TestUtilsUnity.Tests.TestCommon; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; namespace nickmaltbie.OpenKCC.Tests.PlayMode.Character { /// /// Test basic movement scenarios for KCCStateMachine with moving ground. /// public class KCCStateMachineMovingGroundTests : KCCStateMachineTestBase { private GameObject floor; public static IEnumerable DirectionsOnFlatPlane() { return new[] { Vector3.forward, Vector3.left, Vector3.forward + Vector3.left, Vector3.forward + Vector3.right, }; } public static IEnumerable RotationAxis() { return new[] { new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), }; } [SetUp] public override void Setup() { base.Setup(); floor = new GameObject(); BoxCollider box = floor.AddComponent(); box.center = Vector3.zero; box.size = new Vector3(10, 1, 10); box.transform.position = Vector3.zero; box.transform.rotation = Quaternion.identity; floor.transform.position = new Vector3(0, -0.5f, 0); } [TearDown] public override void TearDown() { base.TearDown(); GameObject.DestroyImmediate(floor); } [UnityTest] public IEnumerator FollowLinearMovement( [ValueSource(nameof(TestDirections))] Vector3 dir, [ValueSource(nameof(DirectionsOnFlatPlane))] Vector3 relativePos ) { kccStateMachine.transform.position = relativePos; yield return null; yield return new WaitForFixedUpdate(); yield return new WaitForFixedUpdate(); // Move the box forward and wait a fixed update, the player should // move along with the box for (int i = 0; i < 10; i++) { // Account for drift in player overlap with platform. relativePos = floor.transform.InverseTransformPoint(kccStateMachine.transform.position); // Translate the current floor floor.transform.position += dir * 0.1f; yield return new WaitForFixedUpdate(); yield return new WaitForFixedUpdate(); Assert.AreEqual(floor, KCCGroundedState.Floor); Assert.IsTrue(KCCGroundedState.StandingOnGroundOrOverlap); yield return new WaitForFixedUpdate(); Vector3 expectedPosition = floor.transform.position + relativePos; TestUtils.AssertInBounds(kccStateMachine.transform.position, expectedPosition, range: 0.25f); } } [UnityTest] public IEnumerator FollowAngularMovement( [ValueSource(nameof(RotationAxis))] Vector3 axis, [ValueSource(nameof(DirectionsOnFlatPlane))] Vector3 relativePos ) { kccStateMachine.transform.position = relativePos; yield return null; yield return new WaitForFixedUpdate(); yield return new WaitForFixedUpdate(); // Move the box forward and wait a fixed update, the player should // move along with the box for (int i = 0; i < 10; i++) { // Account for drift in player overlap with platform. relativePos = floor.transform.InverseTransformPoint(kccStateMachine.transform.position); // Rotated by the current floor floor.transform.rotation *= Quaternion.Euler(axis.normalized * 5); yield return null; yield return new WaitForFixedUpdate(); yield return new WaitForFixedUpdate(); Assert.AreEqual(floor, KCCGroundedState.Floor); Assert.IsTrue(KCCGroundedState.StandingOnGroundOrOverlap); // Expected position should be relative position Vector3 expectedPos = floor.transform.rotation * relativePos; TestUtils.AssertInBounds(kccStateMachine.transform.position, expectedPos, 1.0f); } } } }