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o3de/Gems/EMotionFX/Code/Tests/ActorInstanceCommandTests.cpp

76 lines
3.2 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 <Tests/ActorFixture.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/CommandSystem/Source/ActorInstanceCommands.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/ActorManager.h>
namespace EMotionFX
{
TEST_F(ActorFixture, CloneActorInstanceCommand)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance);
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
actorManager->GetActorInstance(1)->Destroy();
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
}
TEST_F(ActorFixture, CloneActorInstanceCommandGroup)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
MCore::CommandGroup commandGroup;
AZStd::string result;
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
actorManager->GetActorInstance(1)->Destroy();
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
}
TEST_F(ActorFixture, CreateActorInstancesAndUndo)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
MCore::CommandGroup commandGroup;
AZStd::string result;
// 1. Clone the actor instance, now we have two actor instances.
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
// 2. Delete the two actor instances using commands.
commandGroup.Clear();
commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(0)->GetID()));
commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(1)->GetID()));
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 0);
// 3. Undo step 2
EXPECT_TRUE(commandManager.Undo(result));
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
// 4. Delete both actor instances, and free up the pointer to prevent double deletion.
actorManager->GetActorInstance(1)->Destroy();
actorManager->GetActorInstance(0)->Destroy();
m_actorInstance = nullptr;
}
} // namespace EMotionFX