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https://github.com/bdunderscore/modular-avatar.git
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3667dc319a
* add version defines * refactor: prefer BuildContext.ctor() overload taking GameObject * wrap unit tests entirely with MA_VRCSDK3_AVATARS * wrap unit tests smart with MA_VRCSDK3_AVATARS * wrap runtime entirely with MA_VRCSDK3_AVATARS * wrap VRC.SDKBase.IEditorOnly with MA_VRCSDK3_AVATARS * wrap editor entirely with MA_VRCSDK3_AVATARS * fix AvatarObjectReference.Get(Component) * wrap editor smart with MA_VRCSDK3_AVATARS * wrap BuildContext smart with MA_VRCSDK3_AVATARS * wrap PluginDefinition smart with MA_VRCSDK3_AVATARS * style: move conditional compiles one step outside
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
#if MA_VRCSDK3_AVATARS
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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namespace modular_avatar_tests.TransformMappingThroughSwitchedObject
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{
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/// <summary>
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/// This test verifies that transform mappings are properly handled, even if the bone they target is on an armature
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/// underneath multiple switched objects (which therefore would generate multiple levels of proxy switch objects).
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/// </summary>
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public class TransformMappingThroughSwitchedObject : TestBase
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{
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[Test]
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public void TransformMappingHandledCorrectly()
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{
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var prefab = CreatePrefab("TransformMappingThroughSwitchedObject.prefab");
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AvatarProcessor.ProcessAvatar(prefab);
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var motion = findFxClip(prefab, "child_controller");
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var binding = EditorCurveBinding.FloatCurve("Armature/Hips", typeof(Transform), "localEulerAnglesRaw.x");
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var curve = AnimationUtility.GetEditorCurve(motion, binding);
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Assert.IsNotNull(curve);
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}
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}
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}
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#endif |