modular-avatar/UnitTests~/GameObjectGC/GameObjectGC.cs

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using System.Linq;
using modular_avatar_tests;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEngine;
public class GameObjectGC : TestBase
{
[Test]
public void FakeHumanoidHandling()
{
var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
var context = new BuildContext(fake_humanoid);
new GCGameObjectsPass(context, fake_humanoid).OnPreprocessAvatar();
AvatarProcessor.ProcessAvatar(fake_humanoid);
var animator = fake_humanoid.GetComponent<Animator>();
Assert.NotNull(animator);
Assert.NotNull(animator.GetBoneTransform(HumanBodyBones.Chest));
Assert.True(fake_humanoid.transform.Find("Body") == null);
}
[Test]
public void RetainEndBones()
{
var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
var context = new BuildContext(fake_humanoid);
var bone1 = CreateChild(fake_humanoid, "bone1");
var bone2 = CreateChild(bone1, "bone2.end");
var bone3 = CreateChild(fake_humanoid, "bone2");
new GCGameObjectsPass(context, fake_humanoid).OnPreprocessAvatar();
AvatarProcessor.ProcessAvatar(fake_humanoid);
Assert.True(bone1 != null);
Assert.True(bone2 != null);
Assert.True(bone3 == null);
}
[Test]
public void RetainArmatureHack()
{
var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
var context = new BuildContext(fake_humanoid);
var armature = new GameObject();
armature.name = "Armature";
armature.transform.parent = fake_humanoid.transform;
armature.transform.SetSiblingIndex(0);
new GCGameObjectsPass(context, fake_humanoid).OnPreprocessAvatar();
AvatarProcessor.ProcessAvatar(fake_humanoid);
Assert.AreEqual(2,
context.AvatarRootObject.GetComponentsInChildren<Transform>().Count(t => t.gameObject.name == "Armature"));
}
}