An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

233 lines
4.7 KiB

/**
* This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
* It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using Fungus;
using UnityTest;
[CommandInfo("Tests",
"TestNarrative",
"Test command for narrative integration tests")]
public class NarrativeTests : Command
{
public enum TestType
{
Show,
Hide,
Replace,
MoveToFront,
Moving,
Dimming,
ResetNoDelay
}
public TestType testType;
protected Stage stage;
static string currentTestName = "";
static int passCount = 0;
static void Pass()
{
passCount++;
if (passCount == 12)
{
IntegrationTest.Pass();
}
}
static void Fail(string message)
{
IntegrationTest.Fail(currentTestName + " : " + message);
}
public override void OnEnter()
{
GameObject stageGO = GameObject.Find("Stage");
if (stageGO != null)
{
stage = stageGO.GetComponent<Stage>();
}
if (stage == null)
{
IntegrationTest.Fail("No stage object found");
Continue();
return;
}
StartCoroutine(DoTest());
}
public virtual IEnumerator DoTest()
{
// Small delay before performing test to allow tweens to complete
yield return new WaitForSeconds(1f);
currentTestName = "Test" + testType.ToString();
switch (testType)
{
case TestType.Show:
TestShow();
break;
case TestType.Hide:
TestHide();
break;
case TestType.Replace:
TestReplace();
break;
case TestType.MoveToFront:
TestMoveToFront();
break;
case TestType.Moving:
TestMoving();
break;
case TestType.Dimming:
TestDimming();
break;
case TestType.ResetNoDelay:
TestResetNoDelay();
break;
}
Continue();
}
// Test showing multiple characters
protected virtual void TestShow()
{
bool found = (stage.charactersOnStage.Count == 2);
GameObject johnGO = stage.transform.Find("Canvas/JohnCharacter").gameObject;
GameObject sherlockGO = stage.transform.Find("Canvas/SherlockCharacter").gameObject;
found &= (johnGO != null) && (sherlockGO != null);
if (found)
{
Pass();
}
else
{
Fail("Characters not found on stage" + stage.charactersOnStage.Count);
}
}
// Test hiding a character
protected virtual void TestHide()
{
GameObject johnGO = stage.transform.Find("Canvas/JohnCharacter").gameObject;
Image johnImage = johnGO.GetComponent<Image>();
if (johnImage.color.a == 0)
{
Pass();
}
else
{
Fail("Character alpha is not zero " + johnImage.color.a);
}
}
protected virtual void TestFacing()
{
GameObject johnGO = stage.transform.Find("Canvas/JohnCharacter").gameObject;
GameObject sherlockGO = stage.transform.Find("Canvas/SherlockCharacter").gameObject;
Character johnCharacter = johnGO.GetComponent<Character>();
Character sherlockCharacter = sherlockGO.GetComponent<Character>();
if (johnCharacter.portraitsFace == FacingDirection.Right &&
sherlockCharacter.portraitsFace == FacingDirection.Left)
{
Pass();
}
else
{
Fail("Characters facing wrong direction");
}
}
protected virtual void TestReplace()
{
GameObject johnGO = stage.transform.Find("Canvas/JohnCharacter").gameObject;
Image johnImage = johnGO.GetComponent<Image>();
if (johnImage.color.a == 1f &&
johnImage.sprite.name == "bored")
{
Pass();
}
else
{
Fail("Character image not correct");
}
}
protected virtual void TestMoveToFront()
{
Transform johnTransform = stage.transform.Find("Canvas/JohnCharacter");
if (johnTransform.GetSiblingIndex() == johnTransform.parent.childCount - 1)
{
Pass();
}
else
{
Fail("Image position in hierarchy not correct");
}
}
protected virtual void TestMoving()
{
Transform johnTransform = stage.transform.Find("Canvas/JohnCharacter");
if (Mathf.Approximately(johnTransform.localPosition.x, 0f))
{
Pass();
}
else
{
Debug.Log (johnTransform.localPosition.x);
Fail("Image position after move not correct");
}
}
protected virtual void TestDimming()
{
GameObject sherlockGO = stage.transform.Find("Canvas/SherlockCharacter").gameObject;
Image sherlockImage = sherlockGO.GetComponent<Image>();
if (sherlockImage.color.r != 0.5f ||
sherlockImage.color.g != 0.5f ||
sherlockImage.color.b != 0.5f ||
sherlockImage.color.a != 1f)
{
Fail("Character image not dimmed");
}
else
{
Pass();
}
}
protected virtual void TestResetNoDelay()
{
// Set the stage durations to 0 so we can rerun the tests in this case
stage.fadeDuration = 0f;
stage.moveDuration = 0f;
}
public override string GetSummary()
{
return "Test type: " + testType.ToString();
}
}