This commit is contained in:
Gerard Gascón 2025-04-24 17:37:25 +02:00
commit 341a877b4a
2338 changed files with 1346408 additions and 0 deletions

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{
"name": "NavMeshComponentsTestsEditmode",
"references": [
"NavMeshComponents",
"NavMeshComponentsEditor"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
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"autoReferenced": true,
"defineConstraints": []
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//#define KEEP_ARTIFACTS_FOR_INSPECTION
using System;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEditor.AI;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
[Category("PrefabsWithNavMeshModifierVolume")]
public class NavMeshModifierVolumeInPrefabTests
{
const string k_AutoSaveKey = "AutoSave";
const string k_ParentFolder = "Assets/Tests/Editor";
const string k_TempFolderName = "TempPrefabAndModifiers";
string m_TempFolder = k_ParentFolder + "/" + k_TempFolderName;
string m_PrefabPath;
string m_PreviousScenePath;
string m_TempScenePath;
int m_TestCounter;
const int k_PinkArea = 3;
const int k_GreenArea = 4;
const int k_RedArea = 18;
const int k_PrefabDefaultArea = k_GreenArea;
[OneTimeSetUp]
public void OneTimeSetup()
{
AssetDatabase.DeleteAsset(m_TempFolder);
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
m_TempFolder = AssetDatabase.GUIDToAssetPath(folderGUID);
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
StageUtility.GoToMainStage();
m_PreviousScenePath = SceneManager.GetActiveScene().path;
m_TempScenePath = Path.Combine(m_TempFolder, "NavMeshModifierVolumePrefabTestsScene.unity");
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
EditorSceneManager.OpenScene(m_TempScenePath);
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
StageUtility.GoToMainStage();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
if (string.IsNullOrEmpty(m_PreviousScenePath))
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
#if !KEEP_ARTIFACTS_FOR_INSPECTION
AssetDatabase.DeleteAsset(m_TempFolder);
#endif
}
[UnitySetUp]
public IEnumerator Setup()
{
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = "SurfaceSeekingModVol" + (++m_TestCounter) + "Prefab";
var surface = plane.AddComponent<NavMeshSurface>();
surface.collectObjects = CollectObjects.All;
m_PrefabPath = Path.Combine(m_TempFolder, plane.name + ".prefab");
PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
Object.DestroyImmediate(plane);
NavMesh.RemoveAllNavMeshData();
yield return null;
}
[UnityTearDown]
public IEnumerator TearDown()
{
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator ModifierVolume_WhenInsidePrefabMode_ModifiesTheNavMeshInPrefab()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "SurfaceSeekingModVol" + m_TestCounter + "PrefabInstance";
NavMeshHit hit;
var filter = new NavMeshQueryFilter { agentTypeID = 0, areaMask = NavMesh.AllAreas };
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
Assert.That(hit.hit, Is.False, "Prefab should not have a NavMesh in the beginning.");
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var modifierVolume = prefabStage.prefabContentsRoot.AddComponent<NavMeshModifierVolume>();
modifierVolume.area = k_RedArea;
modifierVolume.center = Vector3.zero;
modifierVolume.size = Vector3.one;
yield return BakeNavMeshAsync(() => prefabSurface, k_PrefabDefaultArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
NavMeshHit hitCenter;
NavMesh.SamplePosition(Vector3.zero, out hitCenter, 0.1f, filter);
Assert.That(hitCenter.hit, Is.True, "A NavMesh should have been baked in the center of the prefab.");
Assert.That(hitCenter.mask, Is.EqualTo(1 << k_RedArea),
"Area type (0x{0:x8}) found in the center should be 0x{1:x8}.", hitCenter.mask, 1 << k_RedArea);
NavMeshHit hitSides;
NavMesh.SamplePosition(new Vector3(0.6f, 0, 0.6f), out hitSides, 0.1f, filter);
Assert.That(hitSides.hit, Is.True, "A NavMesh should have been baked in the outer sides of the prefab.");
Assert.That(hitSides.mask, Is.EqualTo(1 << k_PrefabDefaultArea),
"Area type (0x{0:x8}) found on the sides should be 0x{1:x8}.", hitSides.mask, 1 << k_PrefabDefaultArea);
Assert.That(hitCenter.mask, Is.Not.EqualTo(hitSides.mask),
"Area type (0x{0:x8}) in the center should be different than on the sides.", hitCenter.mask);
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
}
[UnityTest]
public IEnumerator ModifierVolume_WhenInsidePrefabMode_DoesNotAffectTheNavMeshInMainScene()
{
var go = GameObject.CreatePrimitive(PrimitiveType.Plane);
go.name = "SurfaceOutsidePrefab";
var mainSceneSurface = go.AddComponent<NavMeshSurface>();
mainSceneSurface.defaultArea = k_PinkArea;
mainSceneSurface.agentTypeID = 0;
mainSceneSurface.collectObjects = CollectObjects.All;
NavMeshHit hit;
var filter = new NavMeshQueryFilter { agentTypeID = 0, areaMask = NavMesh.AllAreas };
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
Assert.That(hit.hit, Is.False, "Prefab should not have a NavMesh in the beginning.");
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabModVol = prefabStage.prefabContentsRoot.AddComponent<NavMeshModifierVolume>();
prefabModVol.area = k_PrefabDefaultArea;
prefabModVol.center = Vector3.zero;
prefabModVol.size = new Vector3(100, 100, 100);
// bake the NavMeshSurface from the main scene while the prefab mode is open
yield return BakeNavMeshAsync(() => mainSceneSurface, mainSceneSurface.defaultArea);
PrefabSavingUtil.SavePrefab(prefabStage);
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
StageUtility.GoToMainStage();
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
Assert.That(hit.hit, Is.True, "A NavMesh should have been baked by the surface in the main scene.");
Assert.That(hit.mask, Is.EqualTo(1 << mainSceneSurface.defaultArea),
"NavMesh has the area type 0x{0:x8} instead of the expected 0x{1:x8}.", hit.mask, 1 << mainSceneSurface.defaultArea);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(go);
#endif
}
[UnityTest]
public IEnumerator ModifierVolume_WhenOutsidePrefabMode_DoesNotAffectTheNavMeshInPrefab()
{
var go = new GameObject("ModifierVolumeOutsidePrefab");
var modifierVolume = go.AddComponent<NavMeshModifierVolume>();
modifierVolume.area = k_RedArea;
modifierVolume.center = Vector3.zero;
modifierVolume.size = new Vector3(20, 20, 20);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "SurfaceSeekingModVol" + m_TestCounter + "PrefabInstance";
NavMeshHit hit;
var filter = new NavMeshQueryFilter { agentTypeID = 0, areaMask = NavMesh.AllAreas };
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
Assert.That(hit.hit, Is.False, "Prefab should not have a NavMesh in the beginning.");
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabSurface, k_PrefabDefaultArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
Assert.That(hit.hit, Is.True, "A NavMesh should have been baked in the prefab.");
Assert.That(hit.mask, Is.EqualTo(1 << k_PrefabDefaultArea),
"A different area type (0x{0:x8}) was found instead of the expected one (0x{1:x8}).", hit.mask, 1 << k_PrefabDefaultArea);
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(go);
Object.DestroyImmediate(instance);
#endif
}
static IEnumerator BakeNavMeshAsync(Func<NavMeshSurface> getSurface, int defaultArea)
{
var surface = getSurface();
surface.defaultArea = defaultArea;
NavMeshAssetManager.instance.StartBakingSurfaces(new Object[] { surface });
yield return new WaitWhile(() => NavMeshAssetManager.instance.IsSurfaceBaking(surface));
}
}

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//#define KEEP_ARTIFACTS_FOR_INSPECTION
//#define ENABLE_TEST_LOGS
using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.AI;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
[Category("PrefabsWithNavMeshComponents")]
public class NavMeshSurfaceInPrefabTests
{
const string k_AutoSaveKey = "AutoSave";
const string k_ParentFolder = "Assets/Tests/Editor";
const string k_TempFolderName = "TempPrefab";
string m_TempFolder = k_ParentFolder + "/" + k_TempFolderName;
string m_PrefabPath;
string m_PreviousScenePath;
string m_TempScenePath;
int m_TestCounter;
const int k_GrayArea = 7;
const int k_BrownArea = 10;
const int k_RedArea = 18;
const int k_OrangeArea = 26;
const int k_YellowArea = 30;
const int k_PrefabDefaultArea = k_YellowArea;
[OneTimeSetUp]
public void OneTimeSetup()
{
AssetDatabase.DeleteAsset(m_TempFolder);
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
m_TempFolder = AssetDatabase.GUIDToAssetPath(folderGUID);
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
StageUtility.GoToMainStage();
m_PreviousScenePath = SceneManager.GetActiveScene().path;
m_TempScenePath = Path.Combine(m_TempFolder, "NavMeshSurfacePrefabTestsScene.unity");
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
EditorSceneManager.OpenScene(m_TempScenePath);
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
StageUtility.GoToMainStage();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
if (string.IsNullOrEmpty(m_PreviousScenePath))
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
#if !KEEP_ARTIFACTS_FOR_INSPECTION
AssetDatabase.DeleteAsset(m_TempFolder);
#endif
}
[UnitySetUp]
public IEnumerator Setup()
{
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = "NavMeshSurface" + (++m_TestCounter) + "Prefab";
var surface = plane.AddComponent<NavMeshSurface>();
surface.collectObjects = CollectObjects.Children;
m_PrefabPath = Path.Combine(m_TempFolder, plane.name + ".prefab");
var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
Object.DestroyImmediate(plane);
AssetDatabase.OpenAsset(planePrefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabSurface, k_PrefabDefaultArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
NavMesh.RemoveAllNavMeshData();
yield return null;
}
[UnityTearDown]
public IEnumerator TearDown()
{
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
yield return null;
}
static void TestNavMeshExistsAloneAtPosition(int expectedArea, Vector3 pos)
{
var expectedAreaMask = 1 << expectedArea;
#if ENABLE_TEST_LOGS
var areaExists = HasNavMeshAtPosition(pos, expectedAreaMask);
var otherAreasExist = HasNavMeshAtPosition(pos, ~expectedAreaMask);
Debug.Log(" mask=" + expectedAreaMask.ToString("x8") + " area " + expectedArea +
" Exists=" + areaExists + " otherAreasExist=" + otherAreasExist + " at position " + pos);
if (otherAreasExist)
{
for (var i = 0; i < 32; i++)
{
if (i == expectedArea)
continue;
var thisOtherAreaExists = HasNavMeshAtPosition(pos, 1 << i);
if (thisOtherAreaExists)
{
Debug.Log(" _another area that exists here " + i);
}
}
}
#endif
Assert.IsTrue(HasNavMeshAtPosition(pos, expectedAreaMask), "Expected NavMesh with area {0} at position {1}.", expectedArea, pos);
Assert.IsFalse(HasNavMeshAtPosition(pos, ~expectedAreaMask), "A NavMesh with an area other than {0} exists at position {1}.", expectedArea, pos);
}
[Test]
public void NavMeshSurfacePrefab_WhenOpenedInPrefabMode_DoesNotActivateItsNavMesh()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
NavMeshHit hit;
NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active under any circumstances.");
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_DoesNotActivateItsNavMesh()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
PrefabSavingUtil.SavePrefab(prefabStage);
yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
NavMeshHit hit;
NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
PrefabSavingUtil.SavePrefab(prefabStage);
NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_LeavesMainSceneUntouched()
{
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero));
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
Assert.IsNotNull(prefabStage);
Assert.IsNotNull(prefabStage.prefabContentsRoot);
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
Assert.AreNotSame(initialPrefabNavMeshData, prefabSurface.navMeshData);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, NavMesh.AllAreas, 0, 1000.0f));
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstantiated_ReferencesTheSameNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
var instanceNavMeshData = instanceSurface.navMeshData;
var clonePosition = new Vector3(20, 0, 0);
var instanceClone = Object.Instantiate(instance, clonePosition, Quaternion.identity);
Assert.IsNotNull(instanceClone);
instanceClone.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
var instanceCloneSurface = instanceClone.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceCloneSurface);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
Assert.IsNotNull(prefabStage);
Assert.IsNotNull(prefabStage.prefabContentsRoot);
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreSame(prefabNavMeshData, instanceNavMeshData);
Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
StageUtility.GoToMainStage();
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
Object.DestroyImmediate(instanceClone);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenEmptyAndInstantiated_InstanceHasEmptyNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsTrue(instanceSurface.navMeshData != null, "NavMeshSurface in prefab instance must have NavMeshData.");
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
Assert.IsTrue(instanceSurface.navMeshData == null,
"After the NavMeshSurface in the prefab has been cleared the prefab instance should no longer hold NavMeshData.");
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenBakesNewNavMesh_UpdatesTheInstance()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instanceOne = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instanceOne);
instanceOne.name = "Surface" + m_TestCounter + "PrefabInstanceOne";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
var instanceOneSurface = instanceOne.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => instanceOneSurface, k_BrownArea);
var instanceTwo = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instanceTwo);
instanceTwo.name = "Surface" + m_TestCounter + "PrefabInstanceTwo";
// reactivate the object to apply the change of position immediately
instanceTwo.SetActive(false);
instanceTwo.transform.position = new Vector3(20, 0, 0);
instanceTwo.SetActive(true);
TestNavMeshExistsAloneAtPosition(k_BrownArea, Vector3.zero);
TestNavMeshExistsAloneAtPosition(k_RedArea, instanceTwo.transform.position);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instanceOne);
Object.DestroyImmediate(instanceTwo);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRebaked_HasDifferentNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
var clonePosition = new Vector3(20, 0, 0);
var instanceClone = Object.Instantiate(instance, clonePosition, Quaternion.identity);
Assert.IsNotNull(instanceClone);
instanceClone.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
var instanceNavMeshData = instanceSurface.navMeshData;
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
var instanceCloneSurface = instanceClone.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceCloneSurface);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreNotSame(instanceNavMeshData, prefabNavMeshData);
Assert.AreNotSame(instanceNavMeshData, instanceCloneNavMeshData);
Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
StageUtility.GoToMainStage();
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
Object.DestroyImmediate(instanceClone);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_InstanceHasEmptyNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
var clonePosition = new Vector3(20, 0, 0);
var instanceClone = Object.Instantiate(instance, clonePosition, Quaternion.identity);
Assert.IsNotNull(instanceClone);
instanceClone.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
var instanceCloneSurface = instanceClone.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceCloneSurface);
var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.AreNotSame(prefabNavMeshData, instanceSurface.navMeshData);
Assert.AreNotSame(instanceCloneNavMeshData, instanceSurface.navMeshData);
Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
StageUtility.GoToMainStage();
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
Object.DestroyImmediate(instanceClone);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceCleared_PrefabKeepsNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
var initialPrefabNavMeshData = instanceSurface.navMeshData;
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(prefabNavMeshData != null,
"NavMeshSurface in the prefab must still have NavMeshData even though the instance was cleared.");
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButInstanceModified_DoesNotChangeInstance()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
var instanceNavMeshData = instanceSurface.navMeshData;
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.IsTrue(prefabNavMeshData != null,
"NavMeshSurface in prefab must have NavMeshData after baking, saving, closing and reopening.");
Assert.AreNotSame(instanceNavMeshData, prefabNavMeshData);
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
Assert.AreSame(instanceNavMeshData, instanceSurface.navMeshData);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_RevertsToTheInitialNavMeshData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
var initialPrefabNavMeshAssetPath = AssetDatabase.GetAssetPath(initialPrefabNavMeshData);
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.AreSame(initialPrefabNavMeshData, prefabNavMeshData);
Assert.AreNotSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
var prefabNavMeshAssetPath = AssetDatabase.GetAssetPath(prefabNavMeshData);
StringAssert.AreEqualIgnoringCase(initialPrefabNavMeshAssetPath, prefabNavMeshAssetPath,
"The NavMeshData asset referenced by the prefab should remain the same when exiting prefab mode without saving.");
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedButNotSaved_TheRebakedAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
var rebakedAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
Assert.IsTrue(File.Exists(rebakedAssetPath), "NavMeshData file must exist. ({0})", rebakedAssetPath);
prefabStage.ClearDirtiness();
StageUtility.GoToMainStage();
Assert.IsFalse(File.Exists(rebakedAssetPath), "NavMeshData file still exists after discarding the changes. ({0})", rebakedAssetPath);
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebaked_TheOldAssetExistsUntilSavingAndNotAfter()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialNavMeshData = prefabSurface.navMeshData;
var initialAssetPath = AssetDatabase.GetAssetPath(prefabSurface.navMeshData);
// Assert.IsNull cannot verify correctly that an UnityEngine.Object is null
Assert.IsTrue(initialNavMeshData != null, "Prefab must have some NavMeshData.");
Assert.IsTrue(File.Exists(initialAssetPath), "NavMeshData file must exist. ({0})", initialAssetPath);
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
Assert.IsTrue(initialNavMeshData != null, "The initial NavMeshData must still exist immediately after prefab re-bake.");
Assert.IsTrue(File.Exists(initialAssetPath), "The initial NavMeshData file must exist after prefab re-bake. ({0})", initialAssetPath);
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
var unsavedRebakedNavMeshData = prefabSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabSurface, k_OrangeArea);
Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
Assert.IsTrue(prefabSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
PrefabSavingUtil.SavePrefab(prefabStage);
Assert.IsFalse(File.Exists(initialAssetPath), "NavMeshData file still exists after saving. ({0})", initialAssetPath);
Assert.IsTrue(initialNavMeshData == null, "The initial NavMeshData must no longer exist after saving the prefab.");
// ReSharper disable once HeuristicUnreachableCode - initialNavMeshData is affected by BakeNavMeshAsync()
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenRebakedAndAutoSaved_InstanceHasTheNewNavMeshData()
{
var wasAutoSave = PrefabStageAutoSavingUtil.GetPrefabStageAutoSave();
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(true);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialPrefabNavMeshData = prefabSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
var rebuiltPrefabNavMeshData = prefabSurface.navMeshData;
Assert.IsTrue(rebuiltPrefabNavMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
Assert.AreNotSame(initialPrefabNavMeshData, rebuiltPrefabNavMeshData);
StageUtility.GoToMainStage();
AssetDatabase.OpenAsset(prefab);
var prefabStageReopened = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurfaceReopened = prefabStageReopened.prefabContentsRoot.GetComponent<NavMeshSurface>();
var prefabNavMeshData = prefabSurfaceReopened.navMeshData;
Assert.AreNotSame(initialPrefabNavMeshData, prefabNavMeshData);
Assert.AreSame(rebuiltPrefabNavMeshData, prefabNavMeshData);
StageUtility.GoToMainStage();
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(wasAutoSave);
yield return null;
}
[Ignore("Currently the deletion of the old asset must be done manually.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_TheOldAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
var initialInstanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
Assert.IsTrue(File.Exists(initialInstanceAssetPath), "Prefab's NavMeshData file must exist. ({0})", initialInstanceAssetPath);
yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
Assert.IsTrue(File.Exists(initialInstanceAssetPath),
"Prefab's NavMeshData file exists after the instance has changed. ({0})", initialInstanceAssetPath);
PrefabUtility.ApplyPrefabInstance(instance, InteractionMode.AutomatedAction);
Assert.IsFalse(File.Exists(initialInstanceAssetPath),
"Prefab's NavMeshData file still exists after the changes from the instance have been applied back to the prefab. ({0})",
initialInstanceAssetPath);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_UpdatedAccordingToInstance()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instanceOne = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instanceOne);
instanceOne.name = "Surface" + m_TestCounter + "PrefabInstanceOne";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceTwo = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instanceTwo);
instanceTwo.name = "Surface" + m_TestCounter + "PrefabInstanceTwo";
// reactivate the object to apply the change of position immediately
instanceTwo.SetActive(false);
instanceTwo.transform.position = new Vector3(20, 0, 0);
instanceTwo.SetActive(true);
var instanceOneSurface = instanceOne.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceOneSurface);
yield return BakeNavMeshAsync(() => instanceOneSurface, k_RedArea);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, instanceTwo.transform.position);
PrefabUtility.ApplyPrefabInstance(instanceOne, InteractionMode.AutomatedAction);
TestNavMeshExistsAloneAtPosition(k_RedArea, instanceTwo.transform.position);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabSurface, k_GrayArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
TestNavMeshExistsAloneAtPosition(k_GrayArea, Vector3.zero);
TestNavMeshExistsAloneAtPosition(k_GrayArea, instanceTwo.transform.position);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instanceOne);
Object.DestroyImmediate(instanceTwo);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_AfterClearedInstanceAppliedBack_HasEmptyData()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
NavMeshAssetManager.instance.ClearSurfaces(new Object[] { instanceSurface });
var expectedAreaMask = 1 << k_PrefabDefaultArea;
Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
PrefabUtility.ApplyPrefabInstance(instance, InteractionMode.AutomatedAction);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
Assert.IsTrue(prefabSurface.navMeshData == null,
"Prefab should have empty NavMeshData when empty data has been applied back from the instance.");
StageUtility.GoToMainStage();
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_InstanceIsLikePrefab()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
PrefabUtility.RevertPrefabInstance(instance, InteractionMode.AutomatedAction);
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[Ignore("Deletion of the old asset is expected to be done manually for the time being.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_TheInstanceAssetNoLongerExists()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
instance.name = "Surface" + m_TestCounter + "PrefabInstance";
TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
var instanceSurface = instance.GetComponent<NavMeshSurface>();
Assert.IsNotNull(instanceSurface);
yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
var instanceAssetPath = AssetDatabase.GetAssetPath(instanceSurface.navMeshData);
Assert.IsTrue(File.Exists(instanceAssetPath), "Instance's NavMeshData file must exist. ({0})", instanceAssetPath);
PrefabUtility.RevertPrefabInstance(instance, InteractionMode.AutomatedAction);
Assert.IsFalse(File.Exists(instanceAssetPath), "Instance's NavMeshData file still exists after revert. ({0})", instanceAssetPath);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
#endif
yield return null;
}
[Ignore("The expected behaviour has not been decided.")]
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenDeleted_InstancesMakeCopiesOfData()
{
yield return null;
Assert.Fail("not implemented yet");
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefab_WhenBakingInPreviewScene_CollectsOnlyPreviewSceneObjects()
{
var mainScenePlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
mainScenePlane.transform.localScale = new Vector3(100, 1, 100);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(prefab);
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
prefabSurface.collectObjects = CollectObjects.All;
yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
PrefabSavingUtil.SavePrefab(prefabStage);
StageUtility.GoToMainStage();
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assert.IsNotNull(instance);
TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
var posNearby = new Vector3(20,0,0);
Assert.IsFalse(HasNavMeshAtPosition(posNearby, 1 << k_RedArea),
"NavMesh with the prefab's area exists at position {1}, outside the prefab's plane. ({0})",
k_RedArea, posNearby);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instance);
Object.DestroyImmediate(mainScenePlane);
#endif
yield return null;
}
public static bool HasNavMeshAtPosition(Vector3 pos, int areaMask = NavMesh.AllAreas, int agentTypeId = 0, float range = 0.1f)
{
NavMeshHit hit;
var filter = new NavMeshQueryFilter
{
areaMask = areaMask,
agentTypeID = agentTypeId
};
return NavMesh.SamplePosition(pos, out hit, range, filter);
}
static IEnumerator BakeNavMeshAsync(Func<NavMeshSurface> getSurface, int defaultArea)
{
var surface = getSurface();
surface.defaultArea = defaultArea;
NavMeshAssetManager.instance.StartBakingSurfaces(new Object[] { surface });
yield return new WaitWhile(() => NavMeshAssetManager.instance.IsSurfaceBaking(surface));
}
}

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//#define KEEP_ARTIFACTS_FOR_INSPECTION
using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.AI;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
[Category("PrefabsWithNavMeshComponents")]
public class NavMeshSurfaceInPrefabVariantTests
{
const string k_AutoSaveKey = "AutoSave";
const string k_ParentFolder = "Assets/Tests/Editor";
const string k_TempFolderName = "TempPrefabVariants";
string m_TempFolder = k_ParentFolder + "/" + k_TempFolderName;
string m_PrefabPath;
string m_PrefabVariantPath;
string m_PreviousScenePath;
string m_TempScenePath;
int m_TestCounter;
const int k_GrayArea = 7;
const int k_BrownArea = 10;
const int k_RedArea = 18;
const int k_OrangeArea = 26;
const int k_YellowArea = 30;
const int k_PrefabDefaultArea = k_YellowArea;
[OneTimeSetUp]
public void OneTimeSetup()
{
AssetDatabase.DeleteAsset(m_TempFolder);
var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
m_TempFolder = AssetDatabase.GUIDToAssetPath(folderGUID);
SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
StageUtility.GoToMainStage();
m_PreviousScenePath = SceneManager.GetActiveScene().path;
m_TempScenePath = Path.Combine(m_TempFolder, "NavMeshSurfacePrefabVariantTestsScene.unity");
var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
EditorSceneManager.OpenScene(m_TempScenePath);
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
StageUtility.GoToMainStage();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
if (string.IsNullOrEmpty(m_PreviousScenePath))
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
#if !KEEP_ARTIFACTS_FOR_INSPECTION
AssetDatabase.DeleteAsset(m_TempFolder);
#endif
}
[UnitySetUp]
public IEnumerator Setup()
{
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = "NavMeshSurfacePrefab" + (++m_TestCounter);
var surface = plane.AddComponent<NavMeshSurface>();
surface.collectObjects = CollectObjects.Children;
m_PrefabPath = Path.Combine(m_TempFolder, plane.name + ".prefab");
m_PrefabVariantPath = Path.Combine(m_TempFolder, plane.name + "Variant.prefab");
var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
Object.DestroyImmediate(plane);
AssetDatabase.OpenAsset(planePrefab);
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => theOriginalPrefabSurface, k_PrefabDefaultArea);
PrefabSavingUtil.SavePrefab(theOriginalPrefabStage);
StageUtility.GoToMainStage();
var instanceForVariant = PrefabUtility.InstantiatePrefab(planePrefab) as GameObject;
PrefabUtility.SaveAsPrefabAsset(instanceForVariant, m_PrefabVariantPath);
#if !KEEP_ARTIFACTS_FOR_INSPECTION
Object.DestroyImmediate(instanceForVariant);
#endif
NavMesh.RemoveAllNavMeshData();
yield return null;
}
[UnityTearDown]
public IEnumerator TearDown()
{
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefabVariant_WhenFreshAndRebaked_ParentAssetUnchanged()
{
var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
AssetDatabase.OpenAsset(theOriginalPrefab);
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
AssetDatabase.OpenAsset(prefabVariant);
var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var initialVariantNavMeshData = prefabVariantSurface.navMeshData;
var initialVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
Assert.AreEqual(theOriginalPrefabNavMeshData, initialVariantNavMeshData, "Fresh variant must have the same NavMeshData as the original prefab.");
Assert.IsTrue(initialVariantNavMeshData != null, "Prefab must have some NavMeshData.");
Assert.IsTrue(File.Exists(initialVariantAssetPath), "NavMeshData file must exist. ({0})", initialVariantAssetPath);
yield return BakeNavMeshAsync(() => prefabVariantSurface, k_GrayArea);
Assert.IsTrue(initialVariantNavMeshData != null, "The initial NavMeshData (from original prefab) must still exist immediately after prefab variant re-bake.");
Assert.IsTrue(File.Exists(initialVariantAssetPath), "The initial NavMeshData file (from original prefab) must exist after prefab variant re-bake. ({0})", initialVariantAssetPath);
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabVariantSurface, k_BrownArea);
Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
PrefabSavingUtil.SavePrefab(prefabVariantStage);
var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must still have NavMeshData.");
StageUtility.GoToMainStage();
yield return null;
}
[UnityTest]
public IEnumerator NavMeshSurfacePrefabVariant_WhenCustomizedAndRebaked_OldAssetDiscardedAndParentAssetUnchanged()
{
var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
var theOriginalPrefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabVariant);
var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(theOriginalPrefabPath);
AssetDatabase.OpenAsset(theOriginalPrefab);
var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
AssetDatabase.OpenAsset(prefabVariant);
var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
yield return BakeNavMeshAsync(() => prefabVariantSurface, k_GrayArea);
PrefabSavingUtil.SavePrefab(prefabVariantStage);
var modifiedVariantNavMeshData = prefabVariantSurface.navMeshData;
var modifiedVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
Assert.IsTrue(modifiedVariantNavMeshData != null, "Prefab must have some NavMeshData.");
Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "NavMeshData file for modifier variant must exist. ({0})", modifiedVariantAssetPath);
Assert.AreNotEqual(theOriginalPrefabNavMeshData, modifiedVariantNavMeshData, "Modified variant must have a NavMeshData different than that of the original prefab.");
yield return BakeNavMeshAsync(() => prefabVariantSurface, k_OrangeArea);
Assert.IsTrue(modifiedVariantNavMeshData != null, "The initial NavMeshData of a modified variant must still exist immediately after prefab variant re-bake.");
Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "The initial NavMeshData file of a modified variant must exist after prefab variant re-bake. ({0})", modifiedVariantAssetPath);
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
yield return BakeNavMeshAsync(() => prefabVariantSurface, k_RedArea);
Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
PrefabSavingUtil.SavePrefab(prefabVariantStage);
var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
Assert.IsTrue(modifiedVariantNavMeshData == null, "Initial NavMeshData of the modified variant must no longer exist after saving the variant.");
// ReSharper disable once HeuristicUnreachableCode - modifiedVariantNavMeshData is affected by BakeNavMeshAsync()
Assert.IsFalse(File.Exists(modifiedVariantAssetPath), "Initial NavMeshData file of the modified and saved variant must no longer exist after saving the variant. ({0})", modifiedVariantAssetPath);
Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
Assert.AreNotEqual(theOriginalPrefabNavMeshData, theNewVariantNavMeshData, "Re-baked modified variant must have a NavMeshData different than that of the original prefab.");
StageUtility.GoToMainStage();
yield return null;
}
static IEnumerator BakeNavMeshAsync(Func<NavMeshSurface> getSurface, int defaultArea)
{
var surface = getSurface();
surface.defaultArea = defaultArea;
NavMeshAssetManager.instance.StartBakingSurfaces(new Object[] { surface });
yield return new WaitWhile(() => NavMeshAssetManager.instance.IsSurfaceBaking(surface));
}
}

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using System;
using System.Reflection;
using UnityEditor.Experimental.SceneManagement;
public class PrefabSavingUtil {
public static void SavePrefab(PrefabStage prefabStage)
{
if (prefabStage == null)
throw new ArgumentNullException();
var savePrefabMethod = prefabStage.GetType().GetMethod("SavePrefab", BindingFlags.NonPublic | BindingFlags.Instance);
if (savePrefabMethod == null)
throw new InvalidOperationException();
savePrefabMethod.Invoke(prefabStage, null);
}
}

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using System;
using System.Reflection;
using UnityEditor;
public static class PrefabStageAutoSavingUtil
{
public static bool GetPrefabStageAutoSave()
{
var stageNavMgrInstance = GetStageNavigationManagerInstance();
var autoSaveProperty = GetAutoSaveProperty(stageNavMgrInstance);
return (bool)autoSaveProperty.GetValue(stageNavMgrInstance, null);
}
public static void SetPrefabStageAutoSave(bool value)
{
var stageNavMgrInstance = GetStageNavigationManagerInstance();
var autoSaveProperty = GetAutoSaveProperty(stageNavMgrInstance);
autoSaveProperty.SetValue(stageNavMgrInstance, value, null);
}
static object GetStageNavigationManagerInstance()
{
var editorAssemblyName = typeof(EditorWindow).Assembly.FullName;
var t = Type.GetType("UnityEditor.SceneManagement.StageNavigationManager, " + editorAssemblyName, true, true);
if (t == null)
throw new ArgumentException();
var instanceProperty = t.GetProperty("instance", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
if (instanceProperty == null)
throw new ArgumentException();
var stageNavMgrInstance = instanceProperty.GetValue(null, null);
return stageNavMgrInstance;
}
static PropertyInfo GetAutoSaveProperty(object stageNavigationManagerInstance)
{
var autoSaveProperty = stageNavigationManagerInstance.GetType().GetProperty("autoSave", BindingFlags.Instance | BindingFlags.NonPublic);
if (autoSaveProperty == null)
throw new ArgumentException();
return autoSaveProperty;
}
}

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{
"name": "NavMeshComponentsTestsPlaymode",
"references": [
"NavMeshComponents"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class NavMeshSurfaceAgentTests
{
NavMeshSurface m_Surface;
NavMeshAgent m_Agent;
[SetUp]
public void Setup()
{
m_Surface = GameObject.CreatePrimitive(PrimitiveType.Plane).AddComponent<NavMeshSurface>();
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_Agent.gameObject);
Object.DestroyImmediate(m_Surface.gameObject);
m_Agent = null;
m_Surface = null;
}
[Test]
public void AgentIdentifiesSurfaceOwner()
{
m_Surface.BuildNavMesh();
m_Agent = new GameObject("Agent").AddComponent<NavMeshAgent>();
Assert.AreEqual(m_Surface, m_Agent.navMeshOwner);
Assert.IsTrue(m_Agent.isOnNavMesh);
}
[Test]
[Ignore("1012991 : Missing functionality for notifying the NavMeshAgent about the removal of the NavMesh.")]
public void AgentDetachesAndAttachesToSurface()
{
m_Surface.BuildNavMesh();
m_Agent = new GameObject("Agent").AddComponent<NavMeshAgent>();
Assert.AreEqual(m_Surface, m_Agent.navMeshOwner);
Assert.IsTrue(m_Agent.isOnNavMesh);
m_Surface.enabled = false;
Assert.IsNull(m_Agent.navMeshOwner);
Assert.IsFalse(m_Agent.isOnNavMesh);
m_Surface.enabled = true;
Assert.AreEqual(m_Surface, m_Agent.navMeshOwner);
Assert.IsTrue(m_Agent.isOnNavMesh);
}
/*
[Test]
public void AgentIsOnNavMeshWhenMatchingAgentTypeID()
{
m_Surface.agentTypeID = 1234;
m_Surface.BuildNavMesh();
m_Agent = new GameObject("Agent").AddComponent<NavMeshAgent>();
Assert.IsFalse(m_Agent.isOnNavMesh);
m_Agent.agentTypeID = 1234;
Assert.IsTrue(m_Agent.isOnNavMesh);
}
*/
[UnityTest]
public IEnumerator AgentAlignsToSurfaceNextFrame()
{
m_Surface.transform.rotation = new Quaternion(-0.679622f, 0.351242f, -0.373845f, 0.524388f);
m_Surface.BuildNavMesh();
m_Agent = new GameObject("Agent").AddComponent<NavMeshAgent>();
yield return null;
var residual = m_Surface.transform.up - m_Agent.transform.up;
Assert.IsTrue(residual.magnitude < 0.01f);
}
[UnityTest]
public IEnumerator AgentDoesNotAlignToSurfaceNextFrame()
{
m_Surface.transform.rotation = new Quaternion(-0.679622f, 0.351242f, -0.373845f, 0.524388f);
m_Surface.BuildNavMesh();
m_Agent = new GameObject("Agent").AddComponent<NavMeshAgent>();
m_Agent.updateUpAxis = false;
yield return null;
var residual = Vector3.up - m_Agent.transform.up;
Assert.IsTrue(residual.magnitude < 0.01f);
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
[TestFixture]
public class NavMeshSurfaceLinkTests
{
public GameObject plane1, plane2;
public NavMeshLink link;
public NavMeshSurface surface;
[SetUp]
public void CreatesPlanesAndLink()
{
plane1 = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane2 = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane1.transform.position = 11.0f * Vector3.right;
surface = new GameObject().AddComponent<NavMeshSurface>();
surface.BuildNavMesh();
Assert.IsFalse(HasPathConnecting(plane1, plane2));
Assert.IsFalse(HasPathConnecting(plane2, plane1));
link = new GameObject().AddComponent<NavMeshLink>();
link.startPoint = plane1.transform.position;
link.endPoint = plane2.transform.position;
Assert.IsTrue(HasPathConnecting(plane1, plane2));
Assert.IsTrue(HasPathConnecting(plane2, plane1));
}
[TearDown]
public void DestroyPlanesAndLink()
{
GameObject.DestroyImmediate(surface.gameObject);
GameObject.DestroyImmediate(link.gameObject);
GameObject.DestroyImmediate(plane1);
GameObject.DestroyImmediate(plane2);
}
[Test]
public void NavMeshLinkCanConnectTwoSurfaces()
{
Assert.IsTrue(HasPathConnecting(plane1, plane2));
}
[Test]
public void DisablingBidirectionalMakesTheLinkOneWay()
{
link.bidirectional = false;
Assert.IsTrue(HasPathConnecting(plane1, plane2));
Assert.IsFalse(HasPathConnecting(plane2, plane1));
}
[Test]
public void ChangingAreaTypeCanBlockPath()
{
var areaMask = ~(1 << 4);
Assert.IsTrue(HasPathConnecting(plane1, plane2, areaMask));
link.area = 4;
Assert.IsFalse(HasPathConnecting(plane1, plane2, areaMask));
}
[Test]
public void EndpointsMoveRelativeToLinkOnUpdate()
{
link.transform.position += Vector3.forward;
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
link.UpdateLink();
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
}
[UnityTest]
public IEnumerator EndpointsMoveRelativeToLinkNextFrameWhenAutoUpdating()
{
link.transform.position += Vector3.forward;
link.autoUpdate = true;
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
yield return null;
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
}
[Test]
public void ChangingCostModifierAffectsRoute()
{
var link1 = link;
link1.startPoint = plane1.transform.position;
link1.endPoint = plane2.transform.position + Vector3.forward;
var link2 = link.gameObject.AddComponent<NavMeshLink>();
link2.startPoint = plane1.transform.position;
link2.endPoint = plane2.transform.position - Vector3.forward;
link1.costModifier = -1;
link2.costModifier = 100;
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, link1.endPoint));
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, link2.endPoint));
link1.costModifier = 100;
link2.costModifier = -1;
Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, link1.endPoint));
Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, link2.endPoint));
}
public static bool HasPathConnecting(GameObject a, GameObject b, int areaMask = NavMesh.AllAreas, int agentTypeID = 0)
{
var path = new NavMeshPath();
var filter = new NavMeshQueryFilter();
filter.areaMask = areaMask;
filter.agentTypeID = agentTypeID;
NavMesh.CalculatePath(a.transform.position, b.transform.position, filter, path);
return path.status == NavMeshPathStatus.PathComplete;
}
public static bool HasPathConnectingViaPoint(GameObject a, GameObject b, Vector3 point, int areaMask = NavMesh.AllAreas, int agentTypeID = 0)
{
var path = new NavMeshPath();
var filter = new NavMeshQueryFilter();
filter.areaMask = areaMask;
filter.agentTypeID = agentTypeID;
NavMesh.CalculatePath(a.transform.position, b.transform.position, filter, path);
if (path.status != NavMeshPathStatus.PathComplete)
return false;
for (int i = 0; i < path.corners.Length; ++i)
if (Vector3.Distance(path.corners[i], point) < 0.1f)
return true;
return false;
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
[TestFixture]
public class NavMeshSurfaceModifierTests
{
NavMeshSurface surface;
NavMeshModifier modifier;
[SetUp]
public void CreatePlaneWithModifier()
{
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
surface = plane.AddComponent<NavMeshSurface>();
modifier = plane.AddComponent<NavMeshModifier>();
}
[TearDown]
public void DestroyPlaneWithModifier()
{
GameObject.DestroyImmediate(modifier.gameObject);
}
[Test]
public void ModifierIgnoreAffectsSelf()
{
modifier.ignoreFromBuild = true;
surface.BuildNavMesh();
Assert.IsFalse(NavMeshSurfaceTests.HasNavMeshAtOrigin());
}
[Test]
public void ModifierIgnoreAffectsChild()
{
modifier.ignoreFromBuild = true;
modifier.GetComponent<MeshRenderer>().enabled = false;
var childPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
childPlane.transform.SetParent(modifier.transform);
surface.BuildNavMesh();
Assert.IsFalse(NavMeshSurfaceTests.HasNavMeshAtOrigin());
GameObject.DestroyImmediate(childPlane);
}
[Test]
public void ModifierIgnoreDoesNotAffectSibling()
{
modifier.ignoreFromBuild = true;
modifier.GetComponent<MeshRenderer>().enabled = false;
var siblingPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
surface.BuildNavMesh();
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin());
GameObject.DestroyImmediate(siblingPlane);
}
[Test]
public void ModifierOverrideAreaAffectsSelf()
{
modifier.area = 4;
modifier.overrideArea = true;
surface.BuildNavMesh();
var expectedAreaMask = 1 << 4;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
}
[Test]
public void ModifierOverrideAreaAffectsChild()
{
modifier.area = 4;
modifier.overrideArea = true;
modifier.GetComponent<MeshRenderer>().enabled = false;
var childPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
childPlane.transform.SetParent(modifier.transform);
surface.BuildNavMesh();
var expectedAreaMask = 1 << 4;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
GameObject.DestroyImmediate(childPlane);
}
[Test]
public void ModifierOverrideAreaDoesNotAffectSibling()
{
modifier.area = 4;
modifier.overrideArea = true;
modifier.GetComponent<MeshRenderer>().enabled = false;
var siblingPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
surface.BuildNavMesh();
var expectedAreaMask = 1;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
GameObject.DestroyImmediate(siblingPlane);
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
[TestFixture]
public class NavMeshSurfaceModifierVolumeTests
{
NavMeshSurface surface;
NavMeshModifierVolume modifier;
[SetUp]
public void CreatePlaneAndModifierVolume()
{
var go = GameObject.CreatePrimitive(PrimitiveType.Plane);
surface = go.AddComponent<NavMeshSurface>();
modifier = new GameObject().AddComponent<NavMeshModifierVolume>();
}
[TearDown]
public void DestroyPlaneAndModifierVolume()
{
GameObject.DestroyImmediate(surface.gameObject);
GameObject.DestroyImmediate(modifier.gameObject);
}
[Test]
public void AreaAffectsNavMeshOverlapping()
{
modifier.center = Vector3.zero;
modifier.size = Vector3.one;
modifier.area = 4;
surface.BuildNavMesh();
var expectedAreaMask = 1 << 4;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
}
[Test]
public void AreaDoesNotAffectsNavMeshWhenNotOverlapping()
{
modifier.center = 1.1f * Vector3.right;
modifier.size = Vector3.one;
modifier.area = 4;
surface.BuildNavMesh();
var expectedAreaMask = 1;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
}
[Test]
public void BuildUsesOnlyIncludedModifierVolume()
{
modifier.center = Vector3.zero;
modifier.size = Vector3.one;
modifier.area = 4;
modifier.gameObject.layer = 7;
surface.layerMask = ~(1 << 7);
surface.BuildNavMesh();
var expectedAreaMask = 1;
Assert.IsTrue(NavMeshSurfaceTests.HasNavMeshAtOrigin(expectedAreaMask));
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
[TestFixture]
public class NavMeshSurfaceTests
{
GameObject plane;
NavMeshSurface surface;
[SetUp]
public void CreatePlaneWithSurface()
{
plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
surface = new GameObject().AddComponent<NavMeshSurface>();
Assert.IsFalse(HasNavMeshAtOrigin());
}
[TearDown]
public void DestroyPlaneWithSurface()
{
GameObject.DestroyImmediate(plane);
GameObject.DestroyImmediate(surface.gameObject);
Assert.IsFalse(HasNavMeshAtOrigin());
}
[Test]
public void NavMeshIsAvailableAfterBuild()
{
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin());
}
[Test]
public void NavMeshCanBeRemovedAndAdded()
{
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin());
surface.RemoveData();
Assert.IsFalse(HasNavMeshAtOrigin());
surface.AddData();
Assert.IsTrue(HasNavMeshAtOrigin());
}
[Test]
public void NavMeshIsNotAvailableWhenDisabled()
{
surface.BuildNavMesh();
surface.enabled = false;
Assert.IsFalse(HasNavMeshAtOrigin());
surface.enabled = true;
Assert.IsTrue(HasNavMeshAtOrigin());
}
[Test]
public void CanBuildWithCustomArea()
{
surface.defaultArea = 4;
var expectedAreaMask = 1 << 4;
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin(expectedAreaMask));
}
[Test]
public void CanBuildWithCustomAgentTypeID()
{
surface.agentTypeID = 1234;
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin(NavMesh.AllAreas, 1234));
}
[Test]
public void CanBuildCollidersAndIgnoreRenderMeshes()
{
plane.GetComponent<MeshRenderer>().enabled = false;
surface.useGeometry = NavMeshCollectGeometry.PhysicsColliders;
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin());
surface.useGeometry = NavMeshCollectGeometry.RenderMeshes;
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
}
[Test]
public void CanBuildRenderMeshesAndIgnoreColliders()
{
plane.GetComponent<Collider>().enabled = false;
surface.useGeometry = NavMeshCollectGeometry.PhysicsColliders;
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
surface.useGeometry = NavMeshCollectGeometry.RenderMeshes;
surface.BuildNavMesh();
Assert.IsTrue(HasNavMeshAtOrigin());
}
[Test]
public void BuildIgnoresGeometryOutsideBounds()
{
surface.collectObjects = CollectObjects.Volume;
surface.center = new Vector3(20, 0, 0);
surface.size = new Vector3(10, 10, 10);
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
}
[Test]
public void BuildIgnoresGeometrySiblings()
{
surface.collectObjects = CollectObjects.Children;
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
}
[Test]
public void BuildUsesOnlyIncludedLayers()
{
plane.layer = 4;
surface.layerMask = ~(1 << 4);
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
}
[Test]
public void DefaultSettingsMatchBuiltinSettings()
{
var bs = surface.GetBuildSettings();
Assert.AreEqual(NavMesh.GetSettingsByIndex(0), bs);
}
[Test]
public void ActiveSurfacesContainsOnlyActiveAndEnabledSurface()
{
Assert.IsTrue(NavMeshSurface.activeSurfaces.Contains(surface));
Assert.AreEqual(1, NavMeshSurface.activeSurfaces.Count);
surface.enabled = false;
Assert.IsFalse(NavMeshSurface.activeSurfaces.Contains(surface));
Assert.AreEqual(0, NavMeshSurface.activeSurfaces.Count);
surface.enabled = true;
surface.gameObject.SetActive(false);
Assert.IsFalse(NavMeshSurface.activeSurfaces.Contains(surface));
Assert.AreEqual(0, NavMeshSurface.activeSurfaces.Count);
}
[UnityTest]
public IEnumerator NavMeshMovesToSurfacePositionNextFrame()
{
plane.transform.position = new Vector3(100, 0, 0);
surface.transform.position = new Vector3(100, 0, 0);
surface.BuildNavMesh();
Assert.IsFalse(HasNavMeshAtOrigin());
surface.transform.position = Vector3.zero;
Assert.IsFalse(HasNavMeshAtOrigin());
yield return null;
Assert.IsTrue(HasNavMeshAtOrigin());
}
[UnityTest]
public IEnumerator UpdatingAndAddingNavMesh()
{
var navmeshData = new NavMeshData();
var oper = surface.UpdateNavMesh(navmeshData);
Assert.IsFalse(HasNavMeshAtOrigin());
do { yield return null; } while (!oper.isDone);
surface.RemoveData();
surface.navMeshData = navmeshData;
surface.AddData();
Assert.IsTrue(HasNavMeshAtOrigin());
}
public static bool HasNavMeshAtOrigin(int areaMask = NavMesh.AllAreas, int agentTypeID = 0)
{
var hit = new NavMeshHit();
var filter = new NavMeshQueryFilter();
filter.areaMask = areaMask;
filter.agentTypeID = agentTypeID;
return NavMesh.SamplePosition(Vector3.zero, out hit, 0.1f, filter);
}
}
#endif

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