You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/EMotionFX/Code/Tests/AnimGraphTransitionConditio...

79 lines
3.3 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 <AzTest/AzTest.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphConditionCommands.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/Source/AnimGraphTimeCondition.h>
#include <EMotionFX/Source/AnimGraphStateMachine.h>
#include <EMotionFX/Source/AnimGraphStateTransition.h>
#include <EMotionFX/Source/Parameter/FloatSliderParameter.h>
#include <EMotionFX/Source/Parameter/Parameter.h>
#include <EMotionFX/Source/Parameter/ParameterFactory.h>
#include <Tests/AnimGraphFixture.h>
namespace EMotionFX
{
class AnimGraphConditionCommandTestFixture
: public AnimGraphFixture
{
public:
void ConstructGraph() override
{
AnimGraphFixture::ConstructGraph();
AnimGraphStateMachine* node1 = aznew AnimGraphStateMachine();
m_rootStateMachine->AddChildNode(node1);
m_rootStateMachine->SetEntryState(node1);
AnimGraphStateMachine* node2 = aznew AnimGraphStateMachine();
m_rootStateMachine->AddChildNode(node2);
m_transition = AddTransition(node1, node2, 1.0f);
}
public:
AnimGraphStateTransition* m_transition = nullptr;
};
TEST_F(AnimGraphConditionCommandTestFixture, AdjustConditionCommandTests)
{
AZStd::string result;
CommandSystem::CommandManager commandManager;
// Add time condition.
CommandSystem::CommandAddTransitionCondition* addConditionCommand = aznew CommandSystem::CommandAddTransitionCondition(
m_animGraph->GetID(),
m_transition->GetId(),
azrtti_typeid<AnimGraphTimeCondition>());
EXPECT_TRUE(commandManager.ExecuteCommand(addConditionCommand, result)) << result.c_str();
EXPECT_EQ(m_transition->GetNumConditions(), 1) << "There should be a single condition.";
const AZ::u32 conditionIndex = 0;
AnimGraphTimeCondition* timeCondition = azdynamic_cast<AnimGraphTimeCondition*>(m_transition->GetCondition(conditionIndex));
EXPECT_EQ(timeCondition->GetCountDownTime(), 1.0f) << "Condition should have the default value for the count-down time.";
// 1. Adjust attribute of the time condition.
const AZStd::string attributesString = AZStd::string::format("-countDownTime %f", 2.0f);
CommandSystem::CommandAdjustTransitionCondition* adjustConditionCommand = aznew CommandSystem::CommandAdjustTransitionCondition(
m_animGraph->GetID(),
m_transition->GetId(),
conditionIndex,
attributesString);
EXPECT_TRUE(commandManager.ExecuteCommand(adjustConditionCommand, result));
// 2. Undo.
EXPECT_TRUE(commandManager.Undo(result)) << result.c_str();
EXPECT_EQ(timeCondition->GetCountDownTime(), 1.0f) << "Condition should be back at the default count-down time.";
// 3. Redo.
EXPECT_TRUE(commandManager.Redo(result)) << result.c_str();
EXPECT_EQ(timeCondition->GetCountDownTime(), 2.0f) << "Condition should hold the adjusted count-down time.";
}
} // namespace EMotionFX