modular-avatar/UnitTests~/TransformMappingThroughSwitchedObject/TransformMappingThroughSwitchedObject.cs
bd_ ddbc3b164b
chore: restructure repository to put package at top-level (#477)
* chore: rearrange package structure to have the package at the root

* ci: update CI workflows

* ci: fixing workflow bugs

* ci: recurse building .zip package

* ci: more fixes

* ci: add back in the nadena.dev VPM repo

* ci: fix tests
2023-10-08 15:39:57 +09:00

27 lines
1.0 KiB
C#

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);
}
}
}