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o3de/Gems/EMotionFX/Code/Tests/AnimGraphVector2ConditionTe...

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/*
* 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/AnimGraphParameterCommands.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/Source/AnimGraphVector2Condition.h>
#include <EMotionFX/Source/AnimGraphStateMachine.h>
#include <EMotionFX/Source/AnimGraphStateTransition.h>
#include <EMotionFX/Source/Parameter/FloatSliderParameter.h>
#include <EMotionFX/Source/Parameter/Vector2Parameter.h>
#include <EMotionFX/Source/Parameter/Parameter.h>
#include <EMotionFX/Source/Parameter/ParameterFactory.h>
#include <Tests/AnimGraphFixture.h>
namespace EMotionFX
{
TEST_F(AnimGraphFixture, AnimGraphVector2Condition_MoveParameterTest)
{
AZStd::string result;
AZStd::string commandString;
CommandSystem::CommandManager commandManager;
AnimGraphStateMachine* node1 = aznew AnimGraphStateMachine();
m_animGraph->GetRootStateMachine()->AddChildNode(node1);
m_animGraph->GetRootStateMachine()->SetEntryState(node1);
AnimGraphStateMachine* node2 = aznew AnimGraphStateMachine();
m_animGraph->GetRootStateMachine()->AddChildNode(node2);
AnimGraphStateTransition* transition = AddTransition(node1, node2, 1.0f);
AnimGraphVector2Condition* condition = aznew AnimGraphVector2Condition();
transition->AddCondition(condition);
m_animGraph->InitAfterLoading();
// Add float slider parameter.
{
AZStd::unique_ptr<EMotionFX::Parameter> newParameter(EMotionFX::ParameterFactory::Create(azrtti_typeid<FloatSliderParameter>()));
newParameter->SetName("Float Slider Parameter");
CommandSystem::ConstructCreateParameterCommand(commandString, m_animGraph.get(), newParameter.get(), InvalidIndex);
EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
}
// Add Vector2 parameter.
const AZStd::string parameterName = "Vector2 Parameter";
{
AZStd::unique_ptr<EMotionFX::Parameter> newParameter(EMotionFX::ParameterFactory::Create(azrtti_typeid<Vector2Parameter>()));
newParameter->SetName(parameterName);
CommandSystem::ConstructCreateParameterCommand(commandString, m_animGraph.get(), newParameter.get(), InvalidIndex);
EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
}
condition->SetParameterName(parameterName);
condition->Reinit();
AZ::Outcome<size_t> parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
ASSERT_TRUE(parameterIndex.IsSuccess());
EXPECT_EQ(parameterIndex.GetValue(), 1) << "The Vector2 parameter should be at the 2nd position.";
// 1. Move the Vector2 parameter from the 2nd place to the 1st place.
commandString = AZStd::string::format("AnimGraphMoveParameter -animGraphID %d -name \"%s\" -index %d ",
m_animGraph->GetID(),
parameterName.c_str(),
0);
EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 0) << "The Vector2 parameter should now be at the 1st position.";
EXPECT_EQ(parameterIndex.GetValue(), condition->GetParameterIndex().GetValue()) << "The Vector2 condition should now refer to the 1st parameter in the anim graph.";
// 2. Undo.
EXPECT_TRUE(commandManager.Undo(result)) << result.c_str();
parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 1) << "The Vector2 parameter should now be back at the 2nd position.";
EXPECT_EQ(parameterIndex.GetValue(), condition->GetParameterIndex().GetValue()) << "The Vector2 condition should now refer to the 2nd parameter in the anim graph.";
// 3. Redo.
EXPECT_TRUE(commandManager.Redo(result)) << result.c_str();
parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 0) << "The Vector2 parameter should now be back at the 1st position.";
EXPECT_EQ(parameterIndex.GetValue(), condition->GetParameterIndex().GetValue()) << "The Vector2 condition should now refer to the 1st parameter in the anim graph.";
}
} // namespace EMotionFX