// 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 System.Collections.Generic;
using System.Linq;
using nickmaltbie.openkcc.Tests.netcode.TestCommon;
using nickmaltbie.OpenKCC.netcode.Environment;
using nickmaltbie.TestUtilsUnity.Tests.TestCommon;
using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.TestTools;
namespace nickmaltbie.openkcc.Tests.netcode.Runtime.Envionment
{
///
/// Simple tests for NetworkMovingPlatformTests.
///
[TestFixture]
public class NetworkMovingPlatformTests : NetcodeInputRuntimeTest
{
protected override int NumberOfClients => 2;
protected override int SpawnCount => 1;
protected List positions;
[UnitySetUp]
public override IEnumerator UnitySetUp()
{
positions = new List();
positions.Add(new GameObject());
positions.Add(new GameObject());
positions[0].name = "pos0";
positions[0].transform.position = Vector3.zero;
positions[1].name = "pos1";
positions[1].transform.position = Vector3.left * 100;
yield return base.UnitySetUp();
}
[UnityTearDown]
public override IEnumerator UnityTearDown()
{
yield return base.UnityTearDown();
while (positions.Count > 0)
{
GameObject.Destroy(positions[0]);
positions.RemoveAt(0);
}
yield return null;
}
[UnityTest]
public IEnumerator Verify_NetworkMovingPlatform_Move()
{
// When the platform moves on the server, assert that it moves on the clients as well
// Assert that after a second, the platform has moved towards the first target
Vector3 start = Vector3.zero;
Vector3 dir = (positions[1].transform.position - positions[0].transform.position).normalized;
yield return new WaitForSeconds(1.0f);
yield return TestUtils.WaitUntil(() => ForServerObject(
movingPlatform =>
{
Vector3 pos = movingPlatform.transform.position;
float delta = Vector3.Dot(Vector3.Project(pos - start, dir), dir);
return delta >= movingPlatform.linearSpeed;
}));
}
[UnityTest]
public IEnumerator Verify_InvalidTarget()
{
GetAttachedNetworkBehaviour(0, 0).targetsList = null;
GetAttachedNetworkBehaviour(0, 0).Update();
yield return null;
}
public override void SetupPrefab(GameObject go)
{
NetworkMovingPlatform movingPlatofrm = go.GetComponent();
go.AddComponent();
movingPlatofrm.targetsList = positions.Select(v => v.transform).ToList();
}
}
}