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Assets/NavMesh/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
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Assets/NavMesh/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
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//#define KEEP_ARTIFACTS_FOR_INSPECTION
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//#define ENABLE_TEST_LOGS
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using System;
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using System.Collections;
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using System.IO;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.AI;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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[Category("PrefabsWithNavMeshComponents")]
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public class NavMeshSurfaceInPrefabTests
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{
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const string k_AutoSaveKey = "AutoSave";
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const string k_ParentFolder = "Assets/Tests/Editor";
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const string k_TempFolderName = "TempPrefab";
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string m_TempFolder = k_ParentFolder + "/" + k_TempFolderName;
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string m_PrefabPath;
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string m_PreviousScenePath;
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string m_TempScenePath;
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int m_TestCounter;
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const int k_GrayArea = 7;
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const int k_BrownArea = 10;
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const int k_RedArea = 18;
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const int k_OrangeArea = 26;
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const int k_YellowArea = 30;
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const int k_PrefabDefaultArea = k_YellowArea;
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[OneTimeSetUp]
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public void OneTimeSetup()
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{
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AssetDatabase.DeleteAsset(m_TempFolder);
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var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
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m_TempFolder = AssetDatabase.GUIDToAssetPath(folderGUID);
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SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
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PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
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StageUtility.GoToMainStage();
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m_PreviousScenePath = SceneManager.GetActiveScene().path;
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m_TempScenePath = Path.Combine(m_TempFolder, "NavMeshSurfacePrefabTestsScene.unity");
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var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
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EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
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EditorSceneManager.OpenScene(m_TempScenePath);
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
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StageUtility.GoToMainStage();
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EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
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if (string.IsNullOrEmpty(m_PreviousScenePath))
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{
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
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}
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#if !KEEP_ARTIFACTS_FOR_INSPECTION
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AssetDatabase.DeleteAsset(m_TempFolder);
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#endif
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}
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[UnitySetUp]
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public IEnumerator Setup()
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{
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var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
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plane.name = "NavMeshSurface" + (++m_TestCounter) + "Prefab";
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var surface = plane.AddComponent<NavMeshSurface>();
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surface.collectObjects = CollectObjects.Children;
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m_PrefabPath = Path.Combine(m_TempFolder, plane.name + ".prefab");
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var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
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Object.DestroyImmediate(plane);
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AssetDatabase.OpenAsset(planePrefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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yield return BakeNavMeshAsync(() => prefabSurface, k_PrefabDefaultArea);
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PrefabSavingUtil.SavePrefab(prefabStage);
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StageUtility.GoToMainStage();
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NavMesh.RemoveAllNavMeshData();
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yield return null;
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}
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[UnityTearDown]
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public IEnumerator TearDown()
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{
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage != null)
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prefabStage.ClearDirtiness();
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StageUtility.GoToMainStage();
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yield return null;
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}
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static void TestNavMeshExistsAloneAtPosition(int expectedArea, Vector3 pos)
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{
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var expectedAreaMask = 1 << expectedArea;
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#if ENABLE_TEST_LOGS
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var areaExists = HasNavMeshAtPosition(pos, expectedAreaMask);
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var otherAreasExist = HasNavMeshAtPosition(pos, ~expectedAreaMask);
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Debug.Log(" mask=" + expectedAreaMask.ToString("x8") + " area " + expectedArea +
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" Exists=" + areaExists + " otherAreasExist=" + otherAreasExist + " at position " + pos);
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if (otherAreasExist)
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{
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for (var i = 0; i < 32; i++)
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{
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if (i == expectedArea)
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continue;
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var thisOtherAreaExists = HasNavMeshAtPosition(pos, 1 << i);
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if (thisOtherAreaExists)
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{
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Debug.Log(" _another area that exists here " + i);
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}
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}
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}
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#endif
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Assert.IsTrue(HasNavMeshAtPosition(pos, expectedAreaMask), "Expected NavMesh with area {0} at position {1}.", expectedArea, pos);
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Assert.IsFalse(HasNavMeshAtPosition(pos, ~expectedAreaMask), "A NavMesh with an area other than {0} exists at position {1}.", expectedArea, pos);
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}
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[Test]
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public void NavMeshSurfacePrefab_WhenOpenedInPrefabMode_DoesNotActivateItsNavMesh()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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AssetDatabase.OpenAsset(prefab);
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NavMeshHit hit;
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NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
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Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active under any circumstances.");
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_DoesNotActivateItsNavMesh()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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AssetDatabase.OpenAsset(prefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
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PrefabSavingUtil.SavePrefab(prefabStage);
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yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
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NavMeshHit hit;
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NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
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Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
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prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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PrefabSavingUtil.SavePrefab(prefabStage);
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NavMesh.SamplePosition(Vector3.zero, out hit, 1000000f, new NavMeshQueryFilter { areaMask = NavMesh.AllAreas, agentTypeID = 0 });
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Assert.That(hit.hit, Is.False, "The NavMesh instance of a prefab opened for edit should not be active after baking the surface.");
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_AfterBakingInPrefabMode_LeavesMainSceneUntouched()
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{
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Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero));
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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AssetDatabase.OpenAsset(prefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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Assert.IsNotNull(prefabStage);
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Assert.IsNotNull(prefabStage.prefabContentsRoot);
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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var initialPrefabNavMeshData = prefabSurface.navMeshData;
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yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
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Assert.AreNotSame(initialPrefabNavMeshData, prefabSurface.navMeshData);
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PrefabSavingUtil.SavePrefab(prefabStage);
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StageUtility.GoToMainStage();
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Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, NavMesh.AllAreas, 0, 1000.0f));
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yield return null;
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_WhenInstantiated_ReferencesTheSameNavMeshData()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
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Assert.IsNotNull(instance);
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instance.name = "Surface" + m_TestCounter + "PrefabInstance";
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TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
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var instanceSurface = instance.GetComponent<NavMeshSurface>();
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Assert.IsNotNull(instanceSurface);
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var instanceNavMeshData = instanceSurface.navMeshData;
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var clonePosition = new Vector3(20, 0, 0);
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var instanceClone = Object.Instantiate(instance, clonePosition, Quaternion.identity);
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Assert.IsNotNull(instanceClone);
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instanceClone.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
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var expectedAreaMask = 1 << k_PrefabDefaultArea;
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Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
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Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
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var instanceCloneSurface = instanceClone.GetComponent<NavMeshSurface>();
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Assert.IsNotNull(instanceCloneSurface);
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var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
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AssetDatabase.OpenAsset(prefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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Assert.IsNotNull(prefabStage);
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Assert.IsNotNull(prefabStage.prefabContentsRoot);
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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var prefabNavMeshData = prefabSurface.navMeshData;
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Assert.AreSame(prefabNavMeshData, instanceNavMeshData);
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Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
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StageUtility.GoToMainStage();
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#if !KEEP_ARTIFACTS_FOR_INSPECTION
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Object.DestroyImmediate(instance);
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Object.DestroyImmediate(instanceClone);
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#endif
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yield return null;
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_WhenEmptyAndInstantiated_InstanceHasEmptyNavMeshData()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
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Assert.IsNotNull(instance);
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instance.name = "Surface" + m_TestCounter + "PrefabInstance";
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var instanceSurface = instance.GetComponent<NavMeshSurface>();
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Assert.IsTrue(instanceSurface.navMeshData != null, "NavMeshSurface in prefab instance must have NavMeshData.");
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AssetDatabase.OpenAsset(prefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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NavMeshAssetManager.instance.ClearSurfaces(new Object[] { prefabSurface });
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PrefabSavingUtil.SavePrefab(prefabStage);
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StageUtility.GoToMainStage();
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Assert.IsTrue(instanceSurface.navMeshData == null,
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"After the NavMeshSurface in the prefab has been cleared the prefab instance should no longer hold NavMeshData.");
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var expectedAreaMask = 1 << k_PrefabDefaultArea;
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Assert.IsFalse(HasNavMeshAtPosition(Vector3.zero, expectedAreaMask));
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#if !KEEP_ARTIFACTS_FOR_INSPECTION
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Object.DestroyImmediate(instance);
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#endif
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yield return null;
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_WhenBakesNewNavMesh_UpdatesTheInstance()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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var instanceOne = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
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Assert.IsNotNull(instanceOne);
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instanceOne.name = "Surface" + m_TestCounter + "PrefabInstanceOne";
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TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
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AssetDatabase.OpenAsset(prefab);
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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TestNavMeshExistsAloneAtPosition(k_PrefabDefaultArea, Vector3.zero);
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var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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yield return BakeNavMeshAsync(() => prefabSurface, k_RedArea);
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PrefabSavingUtil.SavePrefab(prefabStage);
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StageUtility.GoToMainStage();
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TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
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var instanceOneSurface = instanceOne.GetComponent<NavMeshSurface>();
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yield return BakeNavMeshAsync(() => instanceOneSurface, k_BrownArea);
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var instanceTwo = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
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Assert.IsNotNull(instanceTwo);
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instanceTwo.name = "Surface" + m_TestCounter + "PrefabInstanceTwo";
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// reactivate the object to apply the change of position immediately
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instanceTwo.SetActive(false);
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instanceTwo.transform.position = new Vector3(20, 0, 0);
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instanceTwo.SetActive(true);
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TestNavMeshExistsAloneAtPosition(k_BrownArea, Vector3.zero);
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TestNavMeshExistsAloneAtPosition(k_RedArea, instanceTwo.transform.position);
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#if !KEEP_ARTIFACTS_FOR_INSPECTION
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Object.DestroyImmediate(instanceOne);
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Object.DestroyImmediate(instanceTwo);
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#endif
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yield return null;
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefab_WhenInstanceRebaked_HasDifferentNavMeshData()
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
|
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Assert.IsNotNull(instance);
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instance.name = "Surface" + m_TestCounter + "PrefabInstance";
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var clonePosition = new Vector3(20, 0, 0);
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var instanceClone = Object.Instantiate(instance, clonePosition, Quaternion.identity);
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Assert.IsNotNull(instanceClone);
|
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instanceClone.name = "Surface" + m_TestCounter + "PrefabInstanceClone";
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var instanceSurface = instance.GetComponent<NavMeshSurface>();
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Assert.IsNotNull(instanceSurface);
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yield return BakeNavMeshAsync(() => instanceSurface, k_RedArea);
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var instanceNavMeshData = instanceSurface.navMeshData;
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TestNavMeshExistsAloneAtPosition(k_RedArea, Vector3.zero);
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var expectedAreaMask = 1 << k_PrefabDefaultArea;
|
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Assert.IsTrue(HasNavMeshAtPosition(clonePosition, expectedAreaMask));
|
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Assert.IsFalse(HasNavMeshAtPosition(clonePosition, ~expectedAreaMask));
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|
||||
var instanceCloneSurface = instanceClone.GetComponent<NavMeshSurface>();
|
||||
Assert.IsNotNull(instanceCloneSurface);
|
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var instanceCloneNavMeshData = instanceCloneSurface.navMeshData;
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||||
|
||||
AssetDatabase.OpenAsset(prefab);
|
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var prefabSurface = prefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
|
||||
var prefabNavMeshData = prefabSurface.navMeshData;
|
||||
Assert.AreNotSame(instanceNavMeshData, prefabNavMeshData);
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Assert.AreNotSame(instanceNavMeshData, instanceCloneNavMeshData);
|
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Assert.AreSame(prefabNavMeshData, instanceCloneNavMeshData);
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||||
|
||||
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));
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue