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Assets/NavMesh/Tests/NavMeshSurfaceLinkTests.cs
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145
Assets/NavMesh/Tests/NavMeshSurfaceLinkTests.cs
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#if UNITY_EDITOR || UNITY_STANDALONE
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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[TestFixture]
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public class NavMeshSurfaceLinkTests
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{
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public GameObject plane1, plane2;
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public NavMeshLink link;
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public NavMeshSurface surface;
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[SetUp]
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public void CreatesPlanesAndLink()
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{
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plane1 = GameObject.CreatePrimitive(PrimitiveType.Plane);
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plane2 = GameObject.CreatePrimitive(PrimitiveType.Plane);
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plane1.transform.position = 11.0f * Vector3.right;
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surface = new GameObject().AddComponent<NavMeshSurface>();
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surface.BuildNavMesh();
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Assert.IsFalse(HasPathConnecting(plane1, plane2));
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Assert.IsFalse(HasPathConnecting(plane2, plane1));
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link = new GameObject().AddComponent<NavMeshLink>();
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link.startPoint = plane1.transform.position;
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link.endPoint = plane2.transform.position;
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Assert.IsTrue(HasPathConnecting(plane1, plane2));
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Assert.IsTrue(HasPathConnecting(plane2, plane1));
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}
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[TearDown]
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public void DestroyPlanesAndLink()
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{
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GameObject.DestroyImmediate(surface.gameObject);
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GameObject.DestroyImmediate(link.gameObject);
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GameObject.DestroyImmediate(plane1);
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GameObject.DestroyImmediate(plane2);
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}
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[Test]
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public void NavMeshLinkCanConnectTwoSurfaces()
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{
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Assert.IsTrue(HasPathConnecting(plane1, plane2));
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}
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[Test]
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public void DisablingBidirectionalMakesTheLinkOneWay()
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{
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link.bidirectional = false;
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Assert.IsTrue(HasPathConnecting(plane1, plane2));
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Assert.IsFalse(HasPathConnecting(plane2, plane1));
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}
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[Test]
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public void ChangingAreaTypeCanBlockPath()
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{
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var areaMask = ~(1 << 4);
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Assert.IsTrue(HasPathConnecting(plane1, plane2, areaMask));
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link.area = 4;
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Assert.IsFalse(HasPathConnecting(plane1, plane2, areaMask));
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}
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[Test]
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public void EndpointsMoveRelativeToLinkOnUpdate()
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{
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link.transform.position += Vector3.forward;
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
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link.UpdateLink();
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
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}
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[UnityTest]
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public IEnumerator EndpointsMoveRelativeToLinkNextFrameWhenAutoUpdating()
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{
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link.transform.position += Vector3.forward;
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link.autoUpdate = true;
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
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yield return null;
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane1.transform.position + Vector3.forward));
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, plane2.transform.position + Vector3.forward));
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}
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[Test]
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public void ChangingCostModifierAffectsRoute()
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{
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var link1 = link;
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link1.startPoint = plane1.transform.position;
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link1.endPoint = plane2.transform.position + Vector3.forward;
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var link2 = link.gameObject.AddComponent<NavMeshLink>();
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link2.startPoint = plane1.transform.position;
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link2.endPoint = plane2.transform.position - Vector3.forward;
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link1.costModifier = -1;
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link2.costModifier = 100;
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, link1.endPoint));
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, link2.endPoint));
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link1.costModifier = 100;
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link2.costModifier = -1;
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Assert.IsFalse(HasPathConnectingViaPoint(plane1, plane2, link1.endPoint));
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Assert.IsTrue(HasPathConnectingViaPoint(plane1, plane2, link2.endPoint));
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}
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public static bool HasPathConnecting(GameObject a, GameObject b, int areaMask = NavMesh.AllAreas, int agentTypeID = 0)
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{
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var path = new NavMeshPath();
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var filter = new NavMeshQueryFilter();
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filter.areaMask = areaMask;
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filter.agentTypeID = agentTypeID;
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NavMesh.CalculatePath(a.transform.position, b.transform.position, filter, path);
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return path.status == NavMeshPathStatus.PathComplete;
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}
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public static bool HasPathConnectingViaPoint(GameObject a, GameObject b, Vector3 point, int areaMask = NavMesh.AllAreas, int agentTypeID = 0)
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{
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var path = new NavMeshPath();
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var filter = new NavMeshQueryFilter();
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filter.areaMask = areaMask;
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filter.agentTypeID = agentTypeID;
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NavMesh.CalculatePath(a.transform.position, b.transform.position, filter, path);
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if (path.status != NavMeshPathStatus.PathComplete)
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return false;
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for (int i = 0; i < path.corners.Length; ++i)
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if (Vector3.Distance(path.corners[i], point) < 0.1f)
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return true;
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return false;
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}
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}
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#endif
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