// 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.Character.Config; using nickmaltbie.OpenKCC.netcode.Utils; using nickmaltbie.TestUtilsUnity.Tests.TestCommon; using NUnit.Framework; using Unity.Netcode; using Unity.Netcode.Components; using UnityEngine; using UnityEngine.TestTools; namespace nickmaltbie.openkcc.Tests.netcode.Runtime.Utils { /// /// Simple tests for NetworkRelativeTransform. /// [TestFixture] public class NetworkRelativeTransformTests : NetcodeInputRuntimeTest { protected override int NumberOfClients => 2; private GameObject parentPrefab; [UnityTest] public IEnumerator Verify_NetworkRelativeTransform_Move() { // Spawn a parent object to attach to later yield return ServerSpawnAndWait(parentPrefab); GameObject parentObj = GetTestableNetworkBehaviour(typeof(NetworkObject), 0, 0).gameObject; GameObject sourceObj = GetTestableNetworkBehaviour(0, 0).gameObject; // Assign object 0's parent to be parent prefab NetworkRelativeTransform obj = GetAttachedNetworkBehaviour(0, 0); obj.transform.position = Vector3.up; obj.UpdateState(new RelativeParentConfig { RelativePos = Vector3.up, PreviousParent = parentObj.transform, }); // Now when we move the parent object to position Vector3.forward, it should move on all servers parentObj.transform.position = Vector3.forward; yield return TestUtils.WaitUntil(() => ForAllPlayers(0, tr => (tr.transform.position - sourceObj.transform.position).magnitude <= 0.001f)); // Now detach the parent obj.UpdateState(new RelativeParentConfig { RelativePos = Vector3.zero, PreviousParent = null, }); obj.transform.position = Vector3.up; yield return TestUtils.WaitUntil(() => ForAllPlayers(0, tr => (tr.transform.position - sourceObj.transform.position).magnitude <= 0.001f)); } [UnityTest] public IEnumerator Verify_NetworkRelativeTransform_GetParent() { // Spawn a parent object to attach to later yield return ServerSpawnAndWait(parentPrefab); GameObject parentObj = GetTestableNetworkBehaviour(typeof(NetworkObject), 0, 0).gameObject; GameObject sourceObj = GetTestableNetworkBehaviour(0, 0).gameObject; // Assign object 0's parent to be parent prefab NetworkRelativeTransform obj = GetAttachedNetworkBehaviour(0, 0); obj.UpdateState(new RelativeParentConfig { RelativePos = Vector3.up, PreviousParent = parentObj.transform, }); // Assert that parent propagates. yield return TestUtils.WaitUntil(() => ForAllPlayers(0, tr => tr.GetParent() == parentObj.transform)); // Assert that parent changes to null. obj.UpdateState(new RelativeParentConfig { RelativePos = Vector3.up, PreviousParent = null, }); yield return TestUtils.WaitUntil(() => ForAllPlayers(0, tr => tr.GetParent() == null)); } public override void SetupPrefab(GameObject go) { parentPrefab = CreateNetworkObjectPrefab("ParentPrefab"); parentPrefab.AddComponent(); } } }