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X10D/X10D.Unity.Tests/Assets/Tests/TransformTests.cs

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#nullable enable
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace X10D.Unity.Tests
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{
public class TransformTests
{
[UnityTest]
public IEnumerator LookAt_ShouldRotateSameAsTransform()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Transform firstTransform = first.transform;
Transform secondTransform = second.transform;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
Assert.That(secondTransform.rotation, Is.EqualTo(Quaternion.identity));
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firstTransform.LookAt(secondTransform);
Quaternion expected = firstTransform.rotation;
firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
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firstTransform.LookAt(second);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
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firstTransform.rotation = Quaternion.identity;
Assert.That(firstTransform.rotation, Is.EqualTo(Quaternion.identity));
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yield break;
}
[UnityTest]
public IEnumerator SetParent_ShouldSetParent()
{
var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
Assert.That(first.transform.parent, Is.EqualTo(null));
Assert.That(second.transform.parent, Is.EqualTo(null));
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first.transform.SetParent(second);
Assert.That(first.transform.parent, Is.EqualTo(second.transform));
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first.transform.SetParent(null!);
Assert.That(first.transform.parent, Is.EqualTo(null));
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second.transform.SetParent(first);
Assert.That(second.transform.parent, Is.EqualTo(first.transform));
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yield break;
}
}
}