using UnityEngine; using UnityEngine.TestTools; using NUnit.Framework; using System.Collections; public class FXTests { GameObject spaceshipPrefab; GameObject asteroidPrefab; GameObject spaceshipDebrisPrefab; GameObject explosionPrefab; [SetUp] public void Setup() { GameManager.InitializeTestingEnvironment(false, false, true, false, false); spaceshipPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipPrefab; asteroidPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().asteroidPrefab; spaceshipDebrisPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().spaceshipDebrisPrefab; explosionPrefab = ((GameObject)Resources.Load("TestsReferences", typeof(GameObject))).GetComponent<TestsReferences>().explosionPrefab; } void ClearScene() { Transform[] objects = Object.FindObjectsOfType<Transform>(); foreach (Transform obj in objects) { if (obj != null) Object.DestroyImmediate(obj.gameObject); } } [Test] public void _01_FXPrefabsExist() { Assert.NotNull(spaceshipDebrisPrefab); Assert.NotNull(spaceshipDebrisPrefab.GetComponent<DebrisController>()); Assert.NotNull(explosionPrefab); } [UnityTest] public IEnumerator _02_DebrisFragmentsHaveVelocityOnStart() { ClearScene(); GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity); yield return null; foreach(Rigidbody2D fragment in debris.GetComponentsInChildren<Rigidbody2D>()) { Assert.IsTrue(fragment.velocity != Vector2.zero); } } [UnityTest] public IEnumerator _03_DebrisFragmentsAreDestroyedAfterSeconds() { ClearScene(); GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity); yield return new WaitForSeconds(1.0f); // Debris should be destroyed after 1 sec Assert.IsTrue(debris == null); Assert.IsTrue(Object.FindObjectsOfType<Rigidbody2D>().Length == 0); } [UnityTest] public IEnumerator _04_ExplosionParticlesAreSpawnedWithDebris() { ClearScene(); GameObject debris = Object.Instantiate(spaceshipDebrisPrefab, Vector3.zero, Quaternion.identity); yield return null; ParticleSystem explosion = Object.FindObjectOfType<ParticleSystem>(); Assert.IsTrue(explosion != null); yield return new WaitForSeconds(explosion.main.duration); Assert.IsTrue(explosion == null); } [UnityTest] public IEnumerator _05_ExplosionParticlesActivateChildParticlesAndSubEmmitersSuccessfully() { ClearScene(); ParticleSystem explosion = Object.Instantiate(spaceshipDebrisPrefab.GetComponent<DebrisController>().explosionParticles, Vector3.zero, Quaternion.identity).GetComponent<ParticleSystem>(); Assert.IsTrue(explosion != null); Assert.IsTrue(explosion.transform.GetChild(0).GetComponent<ParticleSystem>() != null); Assert.IsTrue(explosion.transform.GetChild(1).GetComponent<ParticleSystem>() != null); Assert.IsTrue(explosion.transform.GetChild(2).GetComponent<ParticleSystem>() != null); yield return null; Assert.IsTrue(explosion.particleCount == 50); // Main explosion PS burst emits 50 particles on the first frame Assert.IsTrue(explosion.transform.GetChild(0).GetComponent<ParticleSystem>().particleCount == 1); // Glow emits 1 particle on the first frame Assert.IsTrue(explosion.transform.GetChild(1).GetComponent<ParticleSystem>().particleCount == 2); // Shockwave emits 2 particles on the first frame Assert.IsTrue(explosion.subEmitters.GetSubEmitterSystem(0) != null); // Subemitter exists, indexOutOfRange if subemitter cannot be found yield return new WaitForSeconds(0.2f); Assert.IsTrue(explosion.subEmitters.GetSubEmitterSystem(0).particleCount > 0); // Subemitter emits particles over time } }