Making minor fixes, and cycling through light types
Signed-off-by: Neil Widmaier <nwidmaie@amazon.com>
This commit is contained in:
@@ -63,13 +63,13 @@ def AtomEditorComponents_Grid_AddedToEntity():
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Grid Size changed.
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5) Enter/Exit game mode.
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6) Test IsHidden.
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7) Test IsVisible.
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8) Delete Grid entity.
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9) UNDO deletion.
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10) REDO deletion.
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11) Look for errors.
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6) Enter/Exit game mode.
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7) Test IsHidden.
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8) Test IsVisible.
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9) Delete Grid entity.
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10) UNDO deletion.
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11) REDO deletion.
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12) Look for errors.
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:return: None
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"""
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@@ -123,7 +123,7 @@ def AtomEditorComponents_Grid_AddedToEntity():
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, grid_entity.exists())
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# 5. Grid Size changed (default is 32, changed to 64)
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# 5. Grid Size changed
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grid_component.set_component_property_value(
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AtomComponentProperties.grid('Grid Size'), value=64)
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current_grid_size = grid_component.get_component_property_value(
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+11
-10
@@ -27,9 +27,6 @@ class Tests:
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light_component = (
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"Entity has a Light component",
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"Entity failed to find Light component")
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light_type_value = (
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"Light type value set",
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"Light type value could not be set")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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@@ -71,7 +68,7 @@ def AtomEditorComponents_Light_AddedToEntity():
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2) Add Light component to the Light entity.
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Set the light type to sphere.
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5) Cycle through all light types.
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6) Enter/Exit game mode.
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7) Test IsHidden.
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8) Test IsVisible.
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@@ -128,12 +125,16 @@ def AtomEditorComponents_Light_AddedToEntity():
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, light_entity.exists())
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# 5. Set the light type to sphere
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light_component.set_component_property_value(
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AtomComponentProperties.light('Light type'), LIGHT_TYPES['sphere'])
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current_light_type = light_component.get_component_property_value(
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AtomComponentProperties.light('Light type'))
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Report.result(Tests.light_type_value, current_light_type == LIGHT_TYPES['sphere'])
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# 5. Cycle through all light types.
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for ltype, value in LIGHT_TYPES.items():
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light_component.set_component_property_value(
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AtomComponentProperties.light('Light type'), LIGHT_TYPES[ltype])
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current_light_type = light_component.get_component_property_value(
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AtomComponentProperties.light('Light type'))
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test_shape = (
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f"Light component has {ltype} type set",
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f"Light component failed to set {ltype} type")
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Report.result(test_shape, current_light_type == LIGHT_TYPES[ltype])
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# 6. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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+3
-3
@@ -28,7 +28,7 @@ class Tests:
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"Entity has a Physical Sky component",
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"Entity failed to find Physical Sky component")
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sky_intensity = (
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"Sky Intensity value set to 2",
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"Sky Intensity value updated successfully",
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"Sky Intensity value could not be set")
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enter_game_mode = (
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"Entered game mode",
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@@ -71,7 +71,7 @@ def AtomEditorComponents_PhysicalSky_AddedToEntity():
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2) Add Physical Sky component to Physical Sky entity.
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Set Sky Intensity to a value of 2.
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5) Update Sky Intensity value.
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6) Enter/Exit game mode.
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7) Test IsHidden.
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8) Test IsVisible.
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@@ -130,7 +130,7 @@ def AtomEditorComponents_PhysicalSky_AddedToEntity():
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, physical_sky_entity.exists())
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# 5. Set Sky Intensity to a value of 2 (default value is 4)
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# 5. Set Sky Intensity value
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physical_sky_component.set_component_property_value(
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AtomComponentProperties.physical_sky('Sky Intensity'), value=2)
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current_sky_intensity = physical_sky_component.get_component_property_value(
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