#if MA_VRCSDK3_AVATARS using nadena.dev.modular_avatar.core.editor; using NUnit.Framework; using UnityEditor; using UnityEngine; namespace modular_avatar_tests.TransformMappingThroughSwitchedObject { /// /// This test verifies that transform mappings are properly handled, even if the bone they target is on an armature /// underneath multiple switched objects (which therefore would generate multiple levels of proxy switch objects). /// public class TransformMappingThroughSwitchedObject : TestBase { [Test] public void TransformMappingHandledCorrectly() { var prefab = CreatePrefab("TransformMappingThroughSwitchedObject.prefab"); AvatarProcessor.ProcessAvatar(prefab); var motion = findFxClip(prefab, "child_controller"); var binding = EditorCurveBinding.FloatCurve("Armature/Hips", typeof(Transform), "localEulerAnglesRaw.x"); var curve = AnimationUtility.GetEditorCurve(motion, binding); Assert.IsNotNull(curve); } } } #endif