gather-and-defend/Assets/Tests/Playmode/TestLevelManager.cs
Felix Boucher ef8a70aba4 finish to hijack update loop + serialization
problem : tiles dont have an update loop, neither do they have a start / destroy method

solution : finished working on a way to create a custom start/update/destroy pipeline for the projects custom tiles. it's using LevelManagerScript as to Update.

note : also created a database and a start of serialization system so we can save and load stuff.
2023-05-27 20:38:42 -04:00

58 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.Tilemaps;
public class TestLevelManager
{
private ResourceTile _farm;
private Tilemap _tilemap;
const int size = 25;
const int sqrt_size = 5;
private YieldInstruction Timing => new WaitForSeconds(0.1f);
[SetUp]
public void SetUp()
{
new GameObject("LevelManager").AddComponent<LevelManagerScript>();
_farm = ScriptableObject.CreateInstance<ResourceTile>();
_farm.name = nameof(_farm);
_tilemap = new GameObject("Tilemap").AddComponent<Tilemap>();
for (int i = 0; i < size; i++)
{
var pos = new Vector3Int(i % sqrt_size, i / sqrt_size);
_tilemap.SetTile(pos, _farm);
}
}
[TearDown]
public void TearDown()
{
Object.Destroy(_tilemap.gameObject);
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator TestLevelManagerWithEnumeratorPasses()
{
yield return Timing;
Assert.AreEqual(size, LevelManager.Instance.Count<ResourceTile>(), "there should be " + size + " tiles");
for (int i = 0; i < 25; i++)
{
var pos = new Vector3(i % sqrt_size, i / sqrt_size);
var tileExists = LevelManager.Instance.Has<ResourceTile>(t => Mathf.Approximately(Vector2.Distance(pos, t.Position), 0));
Assert.True(tileExists, "there should be a tile at position " + pos);
}
var newPos = new Vector3Int(-5, -5);
_tilemap.SetTile(newPos, _farm);
yield return Timing;
var newTileExists = LevelManager.Instance.Has<ResourceTile>(t => Mathf.Approximately(Vector3.Distance(t.Position, newPos), 0));
Assert.True(newTileExists, "new tile wasn't added to level manager");
}
}