CD-ROOM/Assets/NavMesh/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
Gerard Gascón 341a877b4a init
2025-04-24 17:37:25 +02:00

824 lines
36 KiB
C#

//#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));
}
}