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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/PrefabInstantiateTests.cpp

87 lines
4.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Prefab/PrefabTestFixture.h>
namespace UnitTest
{
using PrefabInstantiateTest = PrefabTestFixture;
TEST_F(PrefabInstantiateTest, PrefabInstantiate_InstantiateInvalidTemplate_InstantiateFails)
{
AZ_TEST_START_TRACE_SUPPRESSION;
EXPECT_FALSE(m_prefabSystemComponent->InstantiatePrefab(AzToolsFramework::Prefab::InvalidTemplateId));
AZ_TEST_STOP_TRACE_SUPPRESSION(1);
}
TEST_F(PrefabInstantiateTest, PrefabInstantiate_NoNestingTemplate_InstantiateSucceeds)
{
AZ::Entity* newEntity = CreateEntity("New Entity");
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
ASSERT_TRUE(firstInstance);
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> secondInstance = m_prefabSystemComponent->InstantiatePrefab(firstInstance->GetTemplateId());
ASSERT_TRUE(secondInstance);
CompareInstances(*firstInstance, *secondInstance, true, false);
}
// TODO: Issue #3398 will re-enable
TEST_F(PrefabInstantiateTest, DISABLED_PrefabInstantiate_TripleNestingTemplate_InstantiateSucceeds)
{
AZ::Entity* newEntity = CreateEntity("New Entity");
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
// Build a 3 level deep nested Template
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path1");
ASSERT_TRUE(firstInstance);
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> secondInstance = m_prefabSystemComponent->CreatePrefab({},
MakeInstanceList(AZStd::move(firstInstance)), "test/path2");
ASSERT_TRUE(secondInstance);
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> thirdInstance = m_prefabSystemComponent->CreatePrefab({},
MakeInstanceList(AZStd::move(secondInstance)), "test/path3");
ASSERT_TRUE(thirdInstance);
//Instantiate it
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> fourthInstance =
m_prefabSystemComponent->InstantiatePrefab(thirdInstance->GetTemplateId());
ASSERT_TRUE(fourthInstance);
CompareInstances(*thirdInstance, *fourthInstance, true, false);
}
TEST_F(PrefabInstantiateTest, PrefabInstantiate_Instantiate10Times_InstantiatesSucceed)
{
AZ::Entity* newEntity = CreateEntity("New Entity");
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
// Store the generated instances so that the unique_ptrs are destroyed at the end of the test
// This allows us to have all the instances around at the same time
AZStd::vector<AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>> newInstances;
for (int instanceCount = 0; instanceCount < 10; ++instanceCount)
{
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>
newInstance(m_prefabSystemComponent->InstantiatePrefab(firstInstance->GetTemplateId()));
ASSERT_TRUE(newInstance);
CompareInstances(*firstInstance, *newInstance, true, false);
newInstances.push_back(AZStd::move(newInstance));
}
}
}