Files
Unity20GameJam/Assets/A2WToolBox/3rd/StateMachine/Tests/Runtime/TestChangeFromTransition.cs

220 lines
4.8 KiB
C#

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