// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System.Collections; using nickmaltbie.openkcc.Tests.netcode.TestCommon; using nickmaltbie.OpenKCC.netcode.CameraControls; using NUnit.Framework; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.TestTools; namespace nickmaltbie.openkcc.Tests.netcode.Runtime.CameraControls { /// /// Simple tests for NetworkCameraFollow. /// [TestFixture] public class NetworkCameraFollowTests : NetcodeInputRuntimeTest { protected override int NumberOfClients => 2; protected GameObject camera; [UnityTearDown] public override IEnumerator UnityTearDown() { yield return base.UnityTearDown(); Object.Destroy(camera); } [UnitySetUp] public override IEnumerator UnitySetUp() { yield return base.UnitySetUp(); // Create main camera var go = new GameObject(); go.tag = "MainCamera"; go.AddComponent(); } public override void SetupInputs(Gamepad gamepad, TestableNetworkBehaviour b, NetworkCameraFollow e) { } public override void SetupPrefab(GameObject go) { NetworkCameraController ncc = go.AddComponent(); ncc.config.cameraTransform = go.transform; } public override void SetupClient(NetworkCameraFollow e, int objectIdx, int clientIdx) { e.transform.position = Vector3.right * clientIdx * 2; NetworkCameraController ncc = e.GetComponent(); ncc.config.cameraTransform = ncc.transform; } [UnityTest] public IEnumerator Verify_NetworkCameraFollow() { // Disable all owners by default base.ForEachOwner((follow, _) => follow.enabled = false); SetupInputs(); for (int i = 0; i <= NumberOfClients; i++) { NetworkCameraFollow cameraFollow = GetAttachedNetworkBehaviour(i, i); TestableNetworkBehaviour testable = GetTestableNetworkBehaviour(i, i); // Enable this behaviour cameraFollow.enabled = true; // Wait until camera moves to camera follow's position int tries = 0; bool inBounds = false; while (!inBounds && tries < 1000) { tries++; float dist = Vector3.Distance(Camera.main.transform.position, cameraFollow.GetComponent().config.cameraTransform.position); inBounds = dist <= 0.1f; yield return new WaitForSeconds(0.1f); } // Disable cameraFollow.enabled = false; } } } }