minesweeper_game/Library/PackageCache/com.unity.ai.navigation@c74b2724ed42/Tests/Editor/Converter/OffMeshLinkConverterTests.cs
2025-03-15 14:30:26 -04:00

871 lines
48 KiB
C#

using System;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.AI.Navigation.Updater;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Unity.AI.Navigation.Editor.Tests
{
#pragma warning disable 618
internal class OffMeshLinkConverterTests
{
string m_TestFolderName;
string m_TestFolderPath;
struct OffMeshLinkData
{
public bool activated;
public bool autoUpdatePositions;
public bool biDirectional;
public float costOverride;
public Transform startTransform;
public Transform endTransform;
}
[TearDown]
public void TearDown()
{
if (!string.IsNullOrEmpty(m_TestFolderPath) && AssetDatabase.IsValidFolder(m_TestFolderPath))
{
AssetDatabase.DeleteAsset(m_TestFolderPath);
AssetDatabase.Refresh();
}
}
[SetUp]
public void SetUp()
{
m_TestFolderName = System.IO.Path.GetRandomFileName();
AssetDatabase.CreateFolder("Assets", m_TestFolderName);
m_TestFolderPath = "Assets/" + m_TestFolderName;
}
[Test]
public void Convert_InvalidGuid_NoConversion()
{
const string invalidGuid = "InvalidGuid";
var convertList = new List<string> { invalidGuid };
OffMeshLinkUpdaterUtility.Convert(convertList, out var failedConversions);
Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the invalid GUID.");
}
[Test]
public void FindObjectsToConvert_PrefabWithOML_ConverterFindsPrefab()
{
var omlPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
Assume.That(omlPrefab.GetComponent<OffMeshLink>(), Is.Not.Null, "Prefab should have OffMeshLink component");
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
Assert.That(foundPrefabs.Count, Is.EqualTo(1), "Should have found 1 prefab with OffMeshLink component.");
Assert.That(GuidToPrefab(foundPrefabs[0]) == omlPrefab, "Should have found the prefab with OffMeshLink component.");
}
[Test]
public void FindObjectsToConvert_PrefabWithoutOML_ConverterDoesNotFindPrefab()
{
CreatePrefabWithComponent<SpriteRenderer>(m_TestFolderPath + "/SpriteRendererPrefab.prefab");
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
Assert.That(foundPrefabs.Count, Is.EqualTo(0), "Should not have found any prefabs with OffMeshLink component.");
}
[Test]
public void FindObjectsToConvert_ConverterLookingInEmptyFolder_NoItemsFound()
{
CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var randomFolderName = System.IO.Path.GetRandomFileName();
var randomFolderPath = "Assets/" + randomFolderName;
AssetDatabase.CreateFolder("Assets", randomFolderName);
try
{
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { randomFolderPath });
Assert.That(foundPrefabs.Count, Is.EqualTo(0), "Should not have found any prefabs with OffMeshLink component.");
}
finally
{
AssetDatabase.DeleteAsset(randomFolderPath);
}
}
[Test]
public void Convert_PrefabIsReadOnly_NoConversion()
{
var prefabPath = m_TestFolderPath + "/OffMeshLinkPrefab.prefab";
CreatePrefabWithComponent<OffMeshLink>(prefabPath);
var attributes = System.IO.File.GetAttributes(prefabPath);
System.IO.File.SetAttributes(prefabPath, attributes | System.IO.FileAttributes.ReadOnly);
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(prefabPath) };
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out var failedConversions);
Assert.That(foundPrefabs.Count, Is.Zero, "Prefab should have been removed from conversion list.");
Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the prefab.");
Assert.That(failedConversions[0].failureMessage, Is.Not.Empty, "Should have a failure message.");
}
[Test]
public void FindObjectsToConvert_PrefabWithOMLOnChild_ConverterFindsPrefab()
{
var parent = new GameObject("Parent");
var child = new GameObject("Child");
child.transform.parent = parent.transform;
child.AddComponent<OffMeshLink>();
CreatePrefabFromGameObject(parent, m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
Assert.That(foundPrefabs.Count, Is.EqualTo(1), "Should have found 1 prefab with OffMeshLink component.");
}
[Test]
public void Convert_PrefabWithOML_PrefabConverted()
{
CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
Assert.That(convertedPrefab.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
Assert.That(convertedPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
}
[Test]
public void Convert_PrefabWithOMLOnChild_ChildConverted()
{
var parent = new GameObject("Parent");
var child = new GameObject("Child");
child.transform.parent = parent.transform;
child.AddComponent<OffMeshLink>();
CreatePrefabFromGameObject(parent, m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var objectsToConvert = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
OffMeshLinkUpdaterUtility.Convert(objectsToConvert, out _);
var convertedPrefab = GuidToPrefab(objectsToConvert[0]);
Assert.That(convertedPrefab.transform.GetChild(0).GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
Assert.That(convertedPrefab.transform.GetChild(0).GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
}
[Test]
public void FindObjectsToConvert_SceneWithOML_ConverterFindsScene()
{
var scene = CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
var gameObjects = scene.GetRootGameObjects();
var omlGameObject = Array.Find(gameObjects, x => x.TryGetComponent<OffMeshLink>(out _));
Assume.That(omlGameObject, Is.Not.Null, "A GameObject in the scene should have an OffMeshLink component.");
var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
Assert.That(foundObjects.Count, Is.EqualTo(1), "Should have found 1 scene with OffMeshLink component.");
}
[Test]
public void FindObjectsToConvert_SceneWithPrefabInstance_ConverterFindsCorrectNumberToConvert()
{
CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
// Open the scene and instantiate the prefab
var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
PrefabUtility.InstantiatePrefab(prefab);
EditorSceneManager.SaveScene(scene);
var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
Assert.That(foundObjects.Count, Is.EqualTo(2), "Should have found 2 objects to convert.");
}
[Test]
public void Convert_SceneWithOML_InstanceInSceneConverted()
{
CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
var foundObjects = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
var pathToObject = AssetDatabase.GUIDToAssetPath(foundObjects[0]);
var scene = EditorSceneManager.OpenScene(pathToObject, OpenSceneMode.Additive);
var convertedGameObject = scene.GetRootGameObjects()[0];
Assert.That(convertedGameObject.transform.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
Assert.That(convertedGameObject.transform.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
}
[Test]
public void Convert_SceneIsReadOnly_NoConversion()
{
var scenePath = m_TestFolderPath + "/OffMeshLinkScene.unity";
CreateSceneWithComponent<OffMeshLink>(scenePath);
var attributes = System.IO.File.GetAttributes(scenePath);
System.IO.File.SetAttributes(scenePath, attributes | System.IO.FileAttributes.ReadOnly);
var foundItems = new List<string> { AssetDatabase.AssetPathToGUID(scenePath) };
OffMeshLinkUpdaterUtility.Convert(foundItems, out var failedConversions);
Assert.That(foundItems.Count, Is.Zero, "Scene should have been removed from conversion list.");
Assert.That(failedConversions.Count, Is.EqualTo(1), "Should have failed to convert the scene.");
Assert.That(failedConversions[0].failureMessage, Is.Not.Empty, "Should have a failure message.");
}
[Test]
public void Convert_SceneWithOMLOnChild_ChildConverted()
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
SceneManager.SetActiveScene(scene);
var parent = new GameObject("Parent");
var child = new GameObject("Child");
child.transform.parent = parent.transform;
child.AddComponent<OffMeshLink>();
EditorSceneManager.SaveScene(scene, m_TestFolderPath + "/OffMeshLinkScene.unity");
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
var foundObjects = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity") };
OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
var pathToObject = AssetDatabase.GUIDToAssetPath(foundObjects[0]);
scene = EditorSceneManager.OpenScene(pathToObject, OpenSceneMode.Additive);
var convertedGameObject = scene.GetRootGameObjects()[0];
Assert.That(convertedGameObject.transform.GetChild(0).GetComponent<OffMeshLink>(), Is.Null, "GameObject should not have OffMeshLink component after conversion.");
Assert.That(convertedGameObject.transform.GetChild(0).GetComponent<NavMeshLink>(), Is.Not.Null, "GameObject should have NavMeshLink component after conversion.");
}
[Test]
public void Convert_SceneWithPrefabInstance_PrefabAndInstanceConverted()
{
CreateSceneWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkScene.unity");
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
// Open the scene and instantiate the prefab
var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
PrefabUtility.InstantiatePrefab(prefab);
EditorSceneManager.SaveScene(scene);
var foundObjects = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity")
};
OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
// Validate the converted prefab
var convertedPrefab = GuidToPrefab(foundObjects[0]);
Assume.That(convertedPrefab.GetComponent<OffMeshLink>(), Is.Null, "Prefab should not have OffMeshLink component after conversion.");
Assume.That(convertedPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Prefab should have NavMeshLink component after conversion.");
Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Prefab should have only one NavMeshLink component after conversion.");
// Validate the converted scene
scene = EditorSceneManager.OpenScene(AssetDatabase.GUIDToAssetPath(foundObjects[1]), OpenSceneMode.Additive);
var rootGameObjects = scene.GetRootGameObjects();
foreach (var sceneGo in rootGameObjects)
{
Assume.That(sceneGo.GetComponent<OffMeshLink>(), Is.Null, $"{sceneGo.name} should not have OffMeshLink component after conversion.");
Assume.That(sceneGo.GetComponent<NavMeshLink>(), Is.Not.Null, $"{sceneGo.name} Prefab should have NavMeshLink component after conversion.");
Assert.That(sceneGo.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), $"{sceneGo.name} Prefab should have only one NavMeshLink component after conversion.");
}
}
[Test]
public void Convert_PrefabWithCustomValues_ValuesAreCopiedOver()
{
var testData = new OffMeshLinkData()
{
activated = false,
autoUpdatePositions = false,
biDirectional = false,
costOverride = 123f
};
var gameObject = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var oml = gameObject.GetComponent<OffMeshLink>();
oml.activated = testData.activated;
oml.autoUpdatePositions = testData.autoUpdatePositions;
oml.biDirectional = testData.biDirectional;
oml.costOverride = testData.costOverride;
oml.startTransform = testData.startTransform;
oml.endTransform = testData.endTransform;
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
AssertValuesAreEqual(testData, convertedPrefab.GetComponent<NavMeshLink>());
}
[Test]
public void Convert_NestedPrefabWithCustomValuesOnChild_ValuesAreCopiedOver([Values(true, false)] bool shouldFlipPrefabOrder)
{
var testData = new OffMeshLinkData()
{
activated = false,
autoUpdatePositions = false,
biDirectional = false,
costOverride = 123f
};
var parentPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ParentPrefab.prefab");
var childPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ChildPrefab.prefab");
NestPrefabs(parentPrefab, childPrefab);
var oml = childPrefab.GetComponent<OffMeshLink>();
oml.activated = testData.activated;
oml.autoUpdatePositions = testData.autoUpdatePositions;
oml.biDirectional = testData.biDirectional;
oml.costOverride = testData.costOverride;
oml.startTransform = testData.startTransform;
oml.endTransform = testData.endTransform;
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
if (shouldFlipPrefabOrder)
foundPrefabs.Reverse();
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefabs = GuidsToPrefabs(foundPrefabs);
var convertedPrefab = convertedPrefabs.Find(x => x.name == childPrefab.name);
Assume.That(convertedPrefab, Is.Not.Null, "Could not find child prefab.");
AssertValuesAreEqual(testData, convertedPrefab.GetComponent<NavMeshLink>());
}
[Test]
public void Convert_NestedPrefabWithOverriddenValues_ValuesAreOverriddenAfterConversion()
{
const float overrideValue = 321f;
var parentPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ParentPrefab.prefab");
var childPrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/ChildPrefab.prefab");
NestPrefabs(parentPrefab, childPrefab);
var parentInstance = PrefabUtility.InstantiatePrefab(parentPrefab) as GameObject;
var childInstance = parentInstance.transform.GetChild(0);
var oml = childInstance.GetComponent<OffMeshLink>();
oml.costOverride = overrideValue;
oml.activated = false;
oml.autoUpdatePositions = false;
oml.biDirectional = false;
oml.startTransform = oml.transform;
oml.endTransform = oml.transform;
PrefabUtility.ApplyPrefabInstance(parentInstance, InteractionMode.AutomatedAction);
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/ParentPrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/ChildPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefabs = GuidsToPrefabs(foundPrefabs);
var convertedParentPrefab = convertedPrefabs.Find(x => x.name == parentPrefab.name);
var convertedChildPrefab = convertedParentPrefab.transform.GetChild(0).gameObject;
var hasAnyOverrides = PrefabUtility.HasPrefabInstanceAnyOverrides(convertedChildPrefab, false);
Assume.That(hasAnyOverrides, Is.True, "Child prefab should have overrides.");
var propertyModifications = PrefabUtility.GetPropertyModifications(convertedChildPrefab);
Assume.That(propertyModifications.Length, Is.GreaterThan(0), "Child prefab should have property modifications.");
var propertyModification = Array.Find(propertyModifications, x => x.propertyPath == "m_CostModifier" && x.target?.GetType() == typeof(NavMeshLink));
Assume.That(propertyModification, Is.Not.Null, "Property modification for cost override should exist.");
Assert.That(propertyModification.value, Is.EqualTo(overrideValue.ToString()), "Property modification value should be equal to the override value.");
}
[Test]
public void Convert_SceneWithOverriddenPrefabInstance_ValuesAreOverriddenAfterConversion()
{
const float overrideValue = 42f;
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
CreateSceneWithPrefabInstance(prefab, m_TestFolderPath + "/OffMeshLinkScene.unity");
// Open the scene and override prefab instance values
var scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
var rootGameObjects = scene.GetRootGameObjects();
var prefabInstance = Array.Find(rootGameObjects, x => x.GetComponent<OffMeshLink>());
var oml = prefabInstance.GetComponent<OffMeshLink>();
oml.costOverride = overrideValue;
oml.activated = false;
oml.autoUpdatePositions = false;
oml.biDirectional = false;
oml.startTransform = oml.transform;
oml.endTransform = oml.transform;
EditorSceneManager.SaveScene(scene);
var foundObjects = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkScene.unity")
};
OffMeshLinkUpdaterUtility.Convert(foundObjects, out _);
Assume.That(foundObjects.Count, Is.EqualTo(2));
scene = EditorSceneManager.OpenScene(m_TestFolderPath + "/OffMeshLinkScene.unity", OpenSceneMode.Additive);
rootGameObjects = scene.GetRootGameObjects();
prefabInstance = Array.Find(rootGameObjects, x => x.GetComponent<NavMeshLink>());
var hasAnyOverrides = PrefabUtility.HasPrefabInstanceAnyOverrides(prefabInstance, false);
Assume.That(hasAnyOverrides, Is.True, "Prefab instance should have overrides.");
var propertyModifications = PrefabUtility.GetPropertyModifications(prefabInstance);
Assume.That(propertyModifications.Length, Is.GreaterThan(0), "Prefab instance should have property modifications.");
var propertyModification = Array.Find(propertyModifications, x => x.propertyPath == "m_CostModifier" && x.target?.GetType() == typeof(NavMeshLink));
Assume.That(propertyModification, Is.Not.Null, "Property modification for cost override should exist.");
Assert.That(propertyModification.value, Is.EqualTo(overrideValue.ToString()), "Property modification value should be equal to the override value.");
}
[Test]
[TestCase(2)]
[TestCase(4)]
[TestCase(16)]
public void Convert_PrefabWithMultipleOML_ConvertedToMultipleNML(int noOfComponets)
{
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
// Start at 1 since we already have one component
for (var i = 1; i < noOfComponets; ++i)
prefab.AddComponent<OffMeshLink>();
PrefabUtility.SavePrefabAsset(prefab);
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(noOfComponets), "Should have converted all OffMeshLink components to NavMeshLink components.");
Assert.That(convertedPrefab.GetComponents<OffMeshLink>().Length, Is.Zero, "Should not have any OffMeshLink components left.");
}
[Test]
public void Convert_PrefabWithOMLAndNML_PrefabConvertedAndHasOriginalNML()
{
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
prefab.AddComponent<NavMeshLink>();
PrefabUtility.SavePrefabAsset(prefab);
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
Assert.That(convertedPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(2), "Should have converted all OffMeshLink components to NavMeshLink components.");
Assert.That(convertedPrefab.GetComponents<OffMeshLink>().Length, Is.Zero, "Should not have any OffMeshLink components left.");
}
[Test]
public void Convert_PrefabWithOMLAndNML_ValuesAreCopiedOverToCorrectNML()
{
var testData = new OffMeshLinkData()
{
activated = false,
autoUpdatePositions = false,
biDirectional = false,
costOverride = 123f
};
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var oml = prefab.GetComponent<OffMeshLink>();
oml.activated = testData.activated;
oml.autoUpdatePositions = testData.autoUpdatePositions;
oml.biDirectional = testData.biDirectional;
oml.costOverride = testData.costOverride;
oml.startTransform = testData.startTransform;
oml.endTransform = testData.endTransform;
var existingNml = prefab.AddComponent<NavMeshLink>();
PrefabUtility.SavePrefabAsset(prefab);
var foundPrefabs = new List<string> { AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab") };
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var convertedPrefab = GuidToPrefab(foundPrefabs[0]);
var links = convertedPrefab.GetComponents<NavMeshLink>();
var convertedNml = Array.Find(links, x => x != existingNml);
AssertValuesAreEqual(testData, convertedNml);
}
[Test]
public void Convert_VariantPrefabWithOml_VariantConverted()
{
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink component.");
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink component.");
}
[Test]
public void Convert_VariantPrefabWithOverrides_ValuesAreOverriddenAfterConversion()
{
const float costOverride = 42f;
var prefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
variantPrefab.GetComponent<OffMeshLink>().costOverride = costOverride;
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
Assume.That(prefab.GetComponent<OffMeshLink>().costOverride, Is.EqualTo(-1), "Source prefab should have a cost override equal to -1.");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
Assume.That(convertedVariantPrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab should have NavMeshLink component.");
Assert.That(convertedVariantPrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(costOverride), $"Variant prefab should have a cost modifier equal to {costOverride}.");
Assert.That(convertedSourcePrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(-1), "Source prefab should have a cost modifier equal to -1.");
}
[Test]
public void Convert_VariantPrefabWithAddedOML_VariantConvertedWithAddedNMLAndOriginalNML()
{
var sourcePrefab = CreatePrefabFromGameObject(new GameObject(), m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
variantPrefab.AddComponent<OffMeshLink>();
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been converted.");
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink components.");
}
[Test]
public void FindObjectsToConvert_VariantPrefabRemovedOML_ConverterFindsVariant()
{
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = OffMeshLinkUpdaterUtility.FindObjectsToConvert(new[] { m_TestFolderPath });
var prefabs = GuidsToPrefabs(foundPrefabs);
var foundVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
Assume.That(foundPrefabs.Count, Is.EqualTo(2), "Should have found 2 prefabs.");
Assert.That(foundVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
}
[Test]
public void Convert_VariantPrefabRemovedOML_SourceConvertedToNML()
{
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(0), "Variant prefab should not have any NavMeshLink components.");
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink components.");
}
[Test]
public void Convert_VariantPrefabRemovedOneKeptOneOML_ConvertedWithOneNML()
{
const float costOverrideValue = 1234f;
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var secondaryOml = sourcePrefab.AddComponent<OffMeshLink>();
secondaryOml.costOverride = costOverrideValue;
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
var omlToDestroy = Array.Find(variantPrefab.GetComponents<OffMeshLink>(), x => !Mathf.Approximately(x.costOverride, costOverrideValue));
Object.DestroyImmediate(omlToDestroy);
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
var convertedNavMeshLink = convertedVariantPrefab.GetComponent<NavMeshLink>();
Assume.That(convertedNavMeshLink, Is.Not.Null, "Variant prefab should have one NavMeshLink components.");
Assert.That(convertedNavMeshLink.costModifier, Is.EqualTo(costOverrideValue).Within(Mathf.Epsilon), "Cost modifier should be equal to the cost override value.");
}
[Test]
public void Convert_VariantPrefabRemovedOMLAndAddNewOML_ConvertedWithOneNML()
{
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var variantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
Object.DestroyImmediate(variantPrefab.GetComponent<OffMeshLink>());
variantPrefab.AddComponent<OffMeshLink>();
PrefabUtility.RecordPrefabInstancePropertyModifications(variantPrefab);
PrefabUtility.SaveAsPrefabAsset(variantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariant.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedSourcePrefab = prefabs.Find(x => !PrefabUtility.IsPartOfVariantPrefab(x));
var convertedVariantPrefab = prefabs.Find(PrefabUtility.IsPartOfVariantPrefab);
Assume.That(convertedVariantPrefab, Is.Not.Null, "Variant prefab should have been found.");
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
Assert.That(convertedVariantPrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Variant prefab should have one NavMeshLink components.");
Assert.That(convertedSourcePrefab.GetComponents<NavMeshLink>().Length, Is.EqualTo(1), "Source prefab should have one NavMeshLink components.");
}
[Test]
public void Convert_TwoVariantsWithOverrides_VariantsKeepTheirOverridesAfterConversion()
{
const float firstCostOverride = 42f;
const float secondCostOverride = 1234f;
var sourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/OffMeshLinkPrefab.prefab");
var firstVariantPrefab = PrefabUtility.InstantiatePrefab(sourcePrefab) as GameObject;
firstVariantPrefab.GetComponent<OffMeshLink>().costOverride = firstCostOverride;
PrefabUtility.RecordPrefabInstancePropertyModifications(firstVariantPrefab);
var firstVariantPrefabAsset = PrefabUtility.SaveAsPrefabAsset(firstVariantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariantOne.prefab");
var secondVariantPrefab = PrefabUtility.InstantiatePrefab(firstVariantPrefabAsset) as GameObject;
secondVariantPrefab.GetComponent<OffMeshLink>().costOverride = secondCostOverride;
PrefabUtility.RecordPrefabInstancePropertyModifications(secondVariantPrefab);
PrefabUtility.SaveAsPrefabAsset(secondVariantPrefab, m_TestFolderPath + "/OffMeshLinkPrefabVariantTwo.prefab");
Assume.That(sourcePrefab.GetComponent<OffMeshLink>().costOverride, Is.EqualTo(-1), "Source prefab should have a cost override equal to -1.");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariantOne.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefabVariantTwo.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/OffMeshLinkPrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var convertedVariantPrefabOne = prefabs.Find(x => x.name == "OffMeshLinkPrefabVariantOne");
var convertedVariantPrefabTwo = prefabs.Find(x => x.name == "OffMeshLinkPrefabVariantTwo");
var convertedSourcePrefab = prefabs.Find(x => x.name == "OffMeshLinkPrefab");
Assume.That(convertedVariantPrefabOne, Is.Not.Null, "Variant prefab one should have been found.");
Assume.That(convertedVariantPrefabTwo, Is.Not.Null, "Variant prefab two should have been found.");
Assume.That(convertedSourcePrefab, Is.Not.Null, "Source prefab should have been found.");
Assume.That(convertedVariantPrefabOne.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab one should have a NavMeshLink component.");
Assume.That(convertedVariantPrefabTwo.GetComponent<NavMeshLink>(), Is.Not.Null, "Variant prefab two should have a NavMeshLink component.");
Assume.That(convertedSourcePrefab.GetComponent<NavMeshLink>(), Is.Not.Null, "Source prefab should have a NavMeshLink component.");
Assert.That(convertedVariantPrefabOne.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(firstCostOverride), $"Variant prefab one should have a cost modifier equal to {firstCostOverride}.");
Assert.That(convertedVariantPrefabTwo.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(secondCostOverride), $"Variant prefab two should have a cost modifier equal to {secondCostOverride}.");
Assert.That(convertedSourcePrefab.GetComponent<NavMeshLink>().costModifier, Is.EqualTo(-1), "Source prefab should have a cost modifier equal to -1.");
}
[Test]
public void Convert_TwoVariantsSameSource_VariantsAreSuccessfullyConverted()
{
var topSourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/TopSourcePrefab.prefab");
var midSourcePrefab = PrefabUtility.InstantiatePrefab(topSourcePrefab) as GameObject;
var midSourcePrefabAsset = PrefabUtility.SaveAsPrefabAsset(midSourcePrefab, m_TestFolderPath + "/MidSourcePrefab.prefab");
var firstLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
PrefabUtility.SaveAsPrefabAsset(firstLeafPrefab, m_TestFolderPath + "/FirstLeafPrefab.prefab");
var secondLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
PrefabUtility.SaveAsPrefabAsset(secondLeafPrefab, m_TestFolderPath + "/SecondLeafPrefab.prefab");
var foundPrefabs = new List<string>
{
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/FirstLeafPrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/MidSourcePrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/SecondLeafPrefab.prefab"),
AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/TopSourcePrefab.prefab")
};
OffMeshLinkUpdaterUtility.Convert(foundPrefabs, out _);
var prefabs = GuidsToPrefabs(foundPrefabs);
var firstLeaf = prefabs.Find(x => x.name == "FirstLeafPrefab");
var secondLeaf = prefabs.Find(x => x.name == "SecondLeafPrefab");
var midSource = prefabs.Find(x => x.name == "MidSourcePrefab");
var topSource = prefabs.Find(x => x.name == "TopSourcePrefab");
Assume.That(firstLeaf, Is.Not.Null, "First leaf prefab should have been found.");
Assume.That(secondLeaf, Is.Not.Null, "Second leaf prefab should have been found.");
Assume.That(midSource, Is.Not.Null, "Mid source prefab should have been found.");
Assume.That(topSource, Is.Not.Null, "Top source prefab should have been found.");
Assert.That(firstLeaf.GetComponent<NavMeshLink>(), Is.Not.Null, "First leaf prefab should have a NavMeshLink component.");
Assert.That(secondLeaf.GetComponent<NavMeshLink>(), Is.Not.Null, "Second leaf prefab should have a NavMeshLink component.");
Assert.That(midSource.GetComponent<NavMeshLink>(), Is.Not.Null, "Mid source prefab should have a NavMeshLink component.");
Assert.That(topSource.GetComponent<NavMeshLink>(), Is.Not.Null, "Top source prefab should have a NavMeshLink component.");
}
[Test]
public void Sort_VariantsAndScene_ConversionOrderIsDeterministic()
{
var topSourcePrefab = CreatePrefabWithComponent<OffMeshLink>(m_TestFolderPath + "/TopSourcePrefab.prefab");
var midSourcePrefab = PrefabUtility.InstantiatePrefab(topSourcePrefab) as GameObject;
var midSourcePrefabAsset = PrefabUtility.SaveAsPrefabAsset(midSourcePrefab, m_TestFolderPath + "/MidSourcePrefab.prefab");
var firstLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
PrefabUtility.SaveAsPrefabAsset(firstLeafPrefab, m_TestFolderPath + "/FirstLeafPrefab.prefab");
var secondLeafPrefab = PrefabUtility.InstantiatePrefab(midSourcePrefabAsset) as GameObject;
PrefabUtility.SaveAsPrefabAsset(secondLeafPrefab, m_TestFolderPath + "/SecondLeafPrefab.prefab");
CreateSceneWithComponent<OffMeshLink>("Assets/OffMeshLinkScene.unity");
var firstLeafGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/FirstLeafPrefab.prefab");
var secondLeafGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/SecondLeafPrefab.prefab");
var midSourceGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/MidSourcePrefab.prefab");
var topSourceGuid = AssetDatabase.AssetPathToGUID(m_TestFolderPath + "/TopSourcePrefab.prefab");
var sceneGuid = AssetDatabase.AssetPathToGUID("Assets/OffMeshLinkScene.unity");
var assetsToConvert = new List<string>
{
firstLeafGuid,
midSourceGuid,
secondLeafGuid,
topSourceGuid,
sceneGuid
};
OffMeshLinkUpdaterUtility.Convert(assetsToConvert, out _);
Assume.That(assetsToConvert.Count, Is.EqualTo(5), "Should have 5 assets to convert.");
Assert.That(assetsToConvert[0], Is.EqualTo(topSourceGuid));
Assert.That(assetsToConvert[1], Is.EqualTo(midSourceGuid));
Assert.That(assetsToConvert[2], Is.EqualTo(firstLeafGuid));
Assert.That(assetsToConvert[3], Is.EqualTo(secondLeafGuid));
Assert.That(assetsToConvert[4], Is.EqualTo(sceneGuid));
}
static GameObject CreatePrefabWithComponent<T>(string savePath) where T : Component
{
var go = new GameObject();
go.AddComponent<T>();
return CreatePrefabFromGameObject(go, savePath);
}
static GameObject CreatePrefabFromGameObject(GameObject go, string savePath)
{
var prefabGo = PrefabUtility.SaveAsPrefabAsset(go, savePath);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
Object.DestroyImmediate(go);
return prefabGo;
}
static Scene CreateSceneWithComponent<T>(string savePath) where T : Component
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
SceneManager.SetActiveScene(scene);
var go = new GameObject();
go.AddComponent<T>();
EditorSceneManager.SaveScene(scene, savePath);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
return scene;
}
static Scene CreateSceneWithPrefabInstance(GameObject prefab, string savePath)
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
SceneManager.SetActiveScene(scene);
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
EditorSceneManager.SaveScene(scene, savePath);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
return scene;
}
static void NestPrefabs(GameObject parentPrefab, GameObject childPrefab)
{
var parentInstance = PrefabUtility.InstantiatePrefab(parentPrefab) as GameObject;
PrefabUtility.InstantiatePrefab(childPrefab, parentInstance.transform);
PrefabUtility.ApplyPrefabInstance(parentInstance, InteractionMode.AutomatedAction);
}
static GameObject GuidToPrefab(string guid)
{
var pathToObject = AssetDatabase.GUIDToAssetPath(guid);
return AssetDatabase.LoadAssetAtPath<GameObject>(pathToObject);
}
static List<GameObject> GuidsToPrefabs(List<string> guids)
{
var gameObjects = new List<GameObject>();
foreach (var guid in guids)
gameObjects.Add(GuidToPrefab(guid));
return gameObjects;
}
static void AssertValuesAreEqual(OffMeshLinkData expectedData, NavMeshLink navMeshLink)
{
Assert.That(navMeshLink.activated, Is.EqualTo(expectedData.activated), "Expected activated to be equal.");
Assert.That(navMeshLink.autoUpdate, Is.EqualTo(expectedData.autoUpdatePositions), "Expected autoUpdate to be equal.");
Assert.That(navMeshLink.bidirectional, Is.EqualTo(expectedData.biDirectional), "Expected bidirectional to be equal.");
Assert.That(navMeshLink.costModifier, Is.EqualTo(expectedData.costOverride), "Expected costModifier to be equal.");
Assert.That(navMeshLink.startTransform, Is.EqualTo(expectedData.startTransform), "Expected startTransform to be equal.");
Assert.That(navMeshLink.endTransform, Is.EqualTo(expectedData.endTransform), "Expected endTransform to be equal.");
}
}
#pragma warning restore 618
}