modular-avatar/UnitTests~/TransformMappingThroughSwitchedObject/TransformMappingThroughSwitchedObject.cs
kaikoga 3667dc319a
chore: Wrap VRC dependencies and VRCAvatarDescriptors (#504)
* 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
2023-11-10 15:37:56 +09:00

31 lines
1.1 KiB
C#

#if MA_VRCSDK3_AVATARS
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
namespace modular_avatar_tests.TransformMappingThroughSwitchedObject
{
/// <summary>
/// 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).
/// </summary>
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