Files
aibis-dream/Assets/Tests/FrameAnimation/PlayMode/FrameAnimationTimelinePlayModeTests.cs
T

228 lines
8.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using AibisDream.FrameAnimation.Timeline;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.TestTools;
using UnityEngine.Timeline;
namespace AibisDream.FrameAnimation.Tests.PlayMode
{
public sealed class FrameAnimationTimelinePlayModeTests
{
private readonly List<UnityEngine.Object> createdObjects =
new List<UnityEngine.Object>();
[TearDown]
public void TearDown()
{
for (var index = createdObjects.Count - 1; index >= 0; index--)
{
if (createdObjects[index] != null)
UnityEngine.Object.DestroyImmediate(createdObjects[index]);
}
createdObjects.Clear();
}
[UnityTest]
public IEnumerator Director_TakesControlSupportsSeekAndReleasesPlayer()
{
var first = CreateSprite(Color.red);
var second = CreateSprite(Color.blue);
var clip = CreateClip(first, second);
var playerObject = Track(new GameObject("Timeline Player"));
var renderer = playerObject.AddComponent<SpriteRenderer>();
var player = playerObject.AddComponent<FrameClipPlayer>();
player.ConfigureForAuthoring(clip, false, 1f);
var ordinaryHandle = player.Play();
var setup = CreateTimeline(player, clip);
setup.Director.Play();
setup.Director.time = 0.15d;
setup.Director.Evaluate();
yield return null;
Assert.That(ordinaryHandle.Result.Reason,
Is.EqualTo(FrameAnimationCompletionReason.Replaced));
Assert.That(renderer.sprite, Is.SameAs(second));
setup.Director.time = 0.01d;
setup.Director.Evaluate();
Assert.That(renderer.sprite, Is.SameAs(first));
setup.Director.Stop();
var nextHandle = player.Play();
Assert.That(nextHandle.IsCompleted, Is.False);
Assert.That(renderer.sprite, Is.SameAs(first));
}
[UnityTest]
public IEnumerator Director_RespectsClipInSpeedMultiplierAndBackwardSeek()
{
var first = CreateSprite(Color.red);
var second = CreateSprite(Color.green);
var third = CreateSprite(Color.blue);
var clip = CreateClip(first, second, third);
var playerObject = Track(new GameObject("Timeline Time Mapping"));
var renderer = playerObject.AddComponent<SpriteRenderer>();
var player = playerObject.AddComponent<FrameClipPlayer>();
var setup = CreateTimeline(player, clip);
setup.Clip.clipIn = 0.1d;
setup.Clip.timeScale = 2d;
setup.Director.Play();
setup.Director.time = 0.025d;
setup.Director.Evaluate();
yield return null;
Assert.That(renderer.sprite, Is.SameAs(second));
setup.Director.time = 0.075d;
setup.Director.Evaluate();
Assert.That(renderer.sprite, Is.SameAs(third));
setup.Director.time = 0d;
setup.Director.Evaluate();
Assert.That(renderer.sprite, Is.SameAs(second));
}
[UnityTest]
public IEnumerator Director_ExtendedLoopClipWrapsAtSourceDuration()
{
var first = CreateSprite(Color.yellow);
var second = CreateSprite(Color.cyan);
var clip = CreateClip(FrameClipEndBehavior.Loop, first, second);
var playerObject = Track(new GameObject("Timeline Loop"));
var renderer = playerObject.AddComponent<SpriteRenderer>();
var player = playerObject.AddComponent<FrameClipPlayer>();
var setup = CreateTimeline(player, clip);
setup.Clip.duration = 0.6d;
setup.Director.Play();
setup.Director.time = 0.25d;
setup.Director.Evaluate();
yield return null;
Assert.That(renderer.sprite, Is.SameAs(first));
setup.Director.time = 0.35d;
setup.Director.Evaluate();
Assert.That(renderer.sprite, Is.SameAs(second));
}
[UnityTest]
public IEnumerator Director_AppliesClearAndHideTerminalBehaviors()
{
var clearObject = Track(new GameObject("Timeline Clear"));
var clearRenderer = clearObject.AddComponent<SpriteRenderer>();
var clearPlayer = clearObject.AddComponent<FrameClipPlayer>();
var clearSetup = CreateTimeline(
clearPlayer,
CreateClip(
FrameClipEndBehavior.Clear,
CreateSprite(Color.magenta)));
clearSetup.Director.Play();
clearSetup.Director.time = clearSetup.Clip.duration;
clearSetup.Director.Evaluate();
yield return null;
Assert.That(clearRenderer.enabled, Is.True);
Assert.That(clearRenderer.sprite, Is.Null);
var hideObject = Track(new GameObject("Timeline Hide"));
var hideRenderer = hideObject.AddComponent<SpriteRenderer>();
var hidePlayer = hideObject.AddComponent<FrameClipPlayer>();
var hideSetup = CreateTimeline(
hidePlayer,
CreateClip(
FrameClipEndBehavior.HideTarget,
CreateSprite(Color.white)));
hideSetup.Director.Play();
hideSetup.Director.time = hideSetup.Clip.duration;
hideSetup.Director.Evaluate();
yield return null;
Assert.That(hideRenderer.enabled, Is.False);
}
private TimelineSetup CreateTimeline(FrameClipPlayer player, FrameClip clip)
{
var timeline = Track(ScriptableObject.CreateInstance<TimelineAsset>());
var track = Track(timeline.CreateTrack<FrameAnimationTrack>());
var timelineClip = track.CreateClip<FrameAnimationTimelineClip>();
var asset = Track((FrameAnimationTimelineClip)timelineClip.asset);
asset.SetFrameClipForTests(clip);
timelineClip.duration = asset.duration;
var directorObject = Track(new GameObject("Timeline Director"));
var director = directorObject.AddComponent<PlayableDirector>();
director.playableAsset = timeline;
director.SetGenericBinding(track, player);
return new TimelineSetup(director, timelineClip);
}
private FrameClip CreateClip(params Sprite[] sprites)
{
return CreateClip(FrameClipEndBehavior.HoldLastFrame, sprites);
}
private FrameClip CreateClip(
FrameClipEndBehavior endBehavior,
params Sprite[] sprites)
{
var clip = Track(ScriptableObject.CreateInstance<FrameClip>());
var frames = new List<FrameAnimationFrame>();
for (var index = 0; index < sprites.Length; index++)
{
frames.Add(new FrameAnimationFrame(
sprites[index],
100,
$"frame_{index}",
index));
}
clip.Configure(
"Timeline",
"Timeline",
frames,
1f,
endBehavior);
return clip;
}
private Sprite CreateSprite(Color color)
{
var texture = Track(new Texture2D(2, 2));
texture.SetPixels(new[] { color, color, color, color });
texture.Apply();
return Track(Sprite.Create(
texture,
new Rect(0, 0, 2, 2),
Vector2.one * 0.5f));
}
private T Track<T>(T value) where T : UnityEngine.Object
{
createdObjects.Add(value);
return value;
}
private readonly struct TimelineSetup
{
internal TimelineSetup(PlayableDirector director, TimelineClip clip)
{
Director = director;
Clip = clip;
}
internal PlayableDirector Director { get; }
internal TimelineClip Clip { get; }
}
}
}