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X10D/X10D.Unity.Tests/Assets/Tests/GameObjectTests.cs

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#nullable enable
using System.Diagnostics.CodeAnalysis;
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using NUnit.Framework;
using UnityEngine;
using Object = UnityEngine.Object;
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namespace X10D.Unity.Tests
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{
public class GameObjectTests
{
[Test]
public void GetComponentsInChildrenOnly_ShouldIgnoreParent()
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{
var parent = new GameObject();
parent.AddComponent<Rigidbody>();
var child = new GameObject();
child.transform.SetParent(parent.transform);
child.AddComponent<Rigidbody>();
Rigidbody[] components = parent.GetComponentsInChildrenOnly<Rigidbody>();
Assert.That(components, Has.Length.EqualTo(1));
Assert.That(child, Is.EqualTo(components[0].gameObject));
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Object.Destroy(parent);
Object.Destroy(child);
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}
[Test]
[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
public void LookAt_ShouldRotateSameAsTransform()
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{
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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first.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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first.LookAt(second.transform);
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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first.LookAt(Vector3.right);
Assert.That(firstTransform.rotation, Is.EqualTo(expected));
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Object.Destroy(first);
Object.Destroy(second);
}
[Test]
public void SetLayerRecursively_ShouldSetLayerRecursively()
{
var parent = new GameObject();
var child = new GameObject();
var grandChild = new GameObject();
child.transform.SetParent(parent.transform);
grandChild.transform.SetParent(child.transform);
int layer = LayerMask.NameToLayer("UI");
Assert.AreNotEqual(layer, parent.layer);
Assert.AreNotEqual(layer, child.layer);
Assert.AreNotEqual(layer, grandChild.layer);
parent.SetLayerRecursively(layer);
Assert.That(parent.layer, Is.EqualTo(layer));
Assert.That(child.layer, Is.EqualTo(layer));
Assert.That(grandChild.layer, Is.EqualTo(layer));
Object.Destroy(parent);
Object.Destroy(child);
Object.Destroy(grandChild);
}
[Test]
[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
public void SetParent_ShouldSetParent()
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{
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.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.SetParent(first);
Assert.That(second.transform.parent, Is.EqualTo(first.transform));
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Object.Destroy(first);
Object.Destroy(second);
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}
}
}