增加A2WToolBox工具集,增加Launch场景核LaunchPanel
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using System;
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using System.Collections;
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using MonsterLove.StateMachine;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.Analytics;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Tests
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{
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// TEST DESCRIPTION
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//
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// Coverage for the scenario where state transition is aborted based on a flag evaluated within transition Enter and Exit methods
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public class TestChangeFromTransition
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{
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public enum States
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{
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One,
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Two,
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Three,
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Four,
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}
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private GameObject go;
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private StateClass behaviour;
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private StateMachine<States> fsm;
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[SetUp]
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public void Init()
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{
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go = new GameObject();
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behaviour = go.AddComponent<StateClass>();
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fsm = StateMachine<States>.Initialize(behaviour);
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behaviour.fsm = fsm;
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}
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[TearDown]
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public void Kill()
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{
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Object.Destroy(go);
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}
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[Test]
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public void TestChangeFromExit()
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{
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//TODO stack overflow is not the expected behaviour - also seems to be periodically crashing test suite. Disable for now
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// // 1
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// fsm.ChangeState(States.One);
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//
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//
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//
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// // 1-__3 //One_Exit contains change to 3
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// Assert.Throws<StackOverflowException>(
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// ()=> fsm.ChangeState(States.Two)
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// );
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//
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//
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//
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// // Assert.AreEqual(1, behaviour.oneEnter);
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// // Assert.AreEqual(0, behaviour.oneUpdate);
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// // Assert.AreEqual(1, behaviour.oneExit);
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// // Assert.AreEqual(1, behaviour.oneFinally);
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// //
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// // Assert.AreEqual(0, behaviour.twoEnter);
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// // Assert.AreEqual(0, behaviour.twoUpdate);
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// // Assert.AreEqual(0, behaviour.twoFinally);
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// //
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// // Assert.AreEqual(1, behaviour.threeEnter);
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}
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[Test]
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public void TestChangeFromEnter()
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{
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fsm.ChangeState(States.Two);
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// -4__3 //Four_Enter contains change to 3
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fsm.ChangeState(States.Four);
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Assert.AreEqual(1, behaviour.fourEnter); //This will complete after Exit and Finally. Not sure how to make this subtle side effect more obvious
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Assert.AreEqual(0, behaviour.fourUpdate);
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Assert.AreEqual(1, behaviour.fourExit);
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Assert.AreEqual(1, behaviour.fourFinally);
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Assert.AreEqual(1, behaviour.threeEnter);
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Assert.AreEqual(States.Four, fsm.LastState);
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Assert.AreEqual(States.Three, fsm.State);
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Assert.AreEqual(States.Three, fsm.NextState);
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}
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private class StateClass : MonoBehaviour
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{
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public StateMachine<States> fsm;
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public int oneEnter;
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public int oneUpdate;
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public int oneExit;
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public int oneFinally;
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public int twoEnter;
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public int twoUpdate;
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public int twoExit;
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public int twoFinally;
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public int threeEnter;
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public int threeUpdate;
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public int threeExit;
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public int threeFinally;
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public int fourEnter;
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public int fourUpdate;
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public int fourExit;
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public int fourFinally;
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void One_Enter()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "One Enter", Time.frameCount);
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oneEnter++;
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}
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void One_Update()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "One Update", Time.frameCount);
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oneUpdate++;
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}
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void One_Exit()
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{
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fsm.ChangeState(States.Three);
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Debug.LogFormat("State:{0} Frame:{1}", "One Exit", Time.frameCount);
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oneExit++;
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}
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void One_Finally()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "One Finally", Time.frameCount);
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oneFinally++;
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}
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void Two_Enter()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Two Enter", Time.frameCount);
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twoEnter++;
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}
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void Two_Update()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Two Update", Time.frameCount);
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twoUpdate++;
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}
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void Two_Exit()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Two Exit", Time.frameCount);
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twoExit++;
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}
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void Two_Finally()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Two Finally", Time.frameCount);
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twoFinally++;
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}
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void Three_Enter()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Three Enter", Time.frameCount);
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threeEnter++;
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}
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void Three_Update()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Three Update", Time.frameCount);
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threeUpdate++;
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}
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void Three_Exit()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Three Exit", Time.frameCount);
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threeExit++;
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}
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void Three_Finally()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Three Finally", Time.frameCount);
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threeFinally++;
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}
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void Four_Enter()
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{
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fsm.ChangeState(States.Three);
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Debug.LogFormat("State:{0} Frame:{1}", "Four Enter", Time.frameCount);
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fourEnter++;
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}
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void Four_Update()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Four Update", Time.frameCount);
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fourUpdate++;
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}
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void Four_Exit()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Four Exit", Time.frameCount);
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fourExit++;
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}
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void Four_Finally()
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{
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Debug.LogFormat("State:{0} Frame:{1}", "Four Finally", Time.frameCount);
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fourFinally++;
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}
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}
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}
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}
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