mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-28 10:15:06 +08:00
169 lines
5.4 KiB
C#
169 lines
5.4 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using nadena.dev.modular_avatar.core.editor;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.ui;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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#if MA_VRCSDK3_AVATARS
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using VRC.SDK3.Avatars.Components;
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#endif
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namespace modular_avatar_tests
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{
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public class TestBase
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{
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private const string TEMP_ASSET_PATH = "Assets/ZZZ_Temp";
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private static Dictionary<System.Type, string> _scriptToDirectory = null;
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private List<GameObject> objects;
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private const string MinimalAvatarGuid = "60d3416d1f6af4a47bf9056aefc38333";
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[SetUp]
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public virtual void Setup()
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{
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if (_scriptToDirectory == null)
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{
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_scriptToDirectory = new Dictionary<System.Type, string>();
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foreach (var guid in AssetDatabase.FindAssets("t:MonoScript", new string[] {"Packages/nadena.dev.modular-avatar/UnitTests"}))
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{
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var path = AssetDatabase.GUIDToAssetPath(guid);
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var obj = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
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if (obj != null && obj.GetClass() != null)
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{
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_scriptToDirectory.Add(obj.GetClass(), Path.GetDirectoryName(path));
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}
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}
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}
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ErrorReport.Clear();
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ErrorReportWindow.DISABLE_WINDOW = true;
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objects = new List<GameObject>();
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}
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[TearDown]
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public virtual void Teardown()
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{
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foreach (var obj in objects)
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{
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Object.DestroyImmediate(obj);
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}
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AssetDatabase.DeleteAsset(TEMP_ASSET_PATH);
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FileUtil.DeleteFileOrDirectory(TEMP_ASSET_PATH);
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ErrorReportWindow.DISABLE_WINDOW = false;
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}
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protected nadena.dev.ndmf.BuildContext CreateContext(GameObject root)
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{
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return new nadena.dev.ndmf.BuildContext(root, TEMP_ASSET_PATH); // TODO - cleanup
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}
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protected GameObject CreateRoot(string name)
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{
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var path = AssetDatabase.GUIDToAssetPath(MinimalAvatarGuid);
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var go = GameObject.Instantiate(AssetDatabase.LoadAssetAtPath<GameObject>(path));
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objects.Add(go);
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return go;
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}
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protected GameObject CreateChild(GameObject parent, string name)
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{
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var go = new GameObject(name);
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go.transform.parent = parent.transform;
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objects.Add(go);
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return go;
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}
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protected GameObject CreatePrefab(string relPath)
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{
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var prefab = LoadAsset<GameObject>(relPath);
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var go = Object.Instantiate(prefab);
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objects.Add(go);
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return go;
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}
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protected GameObject CreateCommonPrefab(string relPath)
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/nadena.dev.modular-avatar/UnitTests/_CommonAssets/" + relPath);
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var go = Object.Instantiate(prefab);
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objects.Add(go);
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return go;
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}
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protected T LoadAsset<T>(string relPath) where T : UnityEngine.Object
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{
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var root = _scriptToDirectory[GetType()] + "/";
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var path = root + relPath;
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var obj = AssetDatabase.LoadAssetAtPath<T>(path);
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Assert.NotNull(obj, "Missing test asset {0}", path);
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return obj;
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}
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#if MA_VRCSDK3_AVATARS
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protected static AnimationClip findFxClip(GameObject prefab, string layerName)
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{
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var motion = findFxMotion(prefab, layerName) as AnimationClip;
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Assert.NotNull(motion);
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return motion;
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}
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protected static Motion findFxMotion(GameObject prefab, string layerName)
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{
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var layer = findFxLayer(prefab, layerName);
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var state = layer.stateMachine.states[0].state;
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Assert.NotNull(state);
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return state.motion;
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}
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#endif
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protected static AnimatorState FindStateInLayer(AnimatorControllerLayer layer, string stateName)
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{
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foreach (var state in layer.stateMachine.states)
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{
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if (state.state.name == stateName) return state.state;
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}
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return null;
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}
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#if MA_VRCSDK3_AVATARS
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protected static AnimatorControllerLayer findFxLayer(GameObject prefab, string layerName)
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{
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var fx = FindFxController(prefab);
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Assert.NotNull(fx);
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var ac = fx.animatorController as AnimatorController;
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Assert.NotNull(ac);
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Assert.False(fx.isDefault);
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var layer = ac.layers.FirstOrDefault(l => l.name == layerName);
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Assert.NotNull(layer);
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return layer;
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}
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internal static VRCAvatarDescriptor.CustomAnimLayer FindFxController(GameObject prefab)
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{
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return FindController(prefab, VRCAvatarDescriptor.AnimLayerType.FX);
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}
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internal static VRCAvatarDescriptor.CustomAnimLayer FindController(GameObject prefab, VRCAvatarDescriptor.AnimLayerType layerType)
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{
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return prefab.GetComponent<VRCAvatarDescriptor>().baseAnimationLayers
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.FirstOrDefault(l => l.type == layerType);
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}
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#endif
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}
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} |