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o3de/Gems/EMotionFX/Code/Tests/Integration/ActorComponentAttachmentTest.cpp
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Component/Entity.h>
#include <AzFramework/Components/TransformComponent.h>
#include <Integration/Components/ActorComponent.h>
#include <EMotionFX/Source/Allocators.h>
#include <Tests/Integration/EntityComponentFixture.h>
#include <Tests/TestAssetCode/TestActorAssets.h>
#include <Tests/TestAssetCode/JackActor.h>
#include <Tests/TestAssetCode/ActorFactory.h>
namespace EMotionFX
{
TEST_F(EntityComponentFixture, ActorComponent_Attachment)
{
// Entity 1
AZ::EntityId entityId(740216387);
auto gameEntity = AZStd::make_unique<AZ::Entity>();
gameEntity->SetId(entityId);
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
auto transformComponent = gameEntity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>();
gameEntity->Init();
gameEntity->Activate();
actorComponent->OnAssetReady(actorAsset);
// Entity 2 - attaches to previous entity
auto gameEntityAttachment = AZStd::make_unique<AZ::Entity>();
Integration::ActorComponent::Configuration actorConfig;
actorConfig.m_attachmentTarget = entityId;
actorConfig.m_attachmentType = Integration::AttachmentType::SkinAttachment;
auto transformComponentAttachmentEntity = gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
auto actorComponentAttachmentEntity = gameEntityAttachment->CreateComponent<Integration::ActorComponent>(&actorConfig);
gameEntityAttachment->Init();
gameEntityAttachment->Activate();
actorComponentAttachmentEntity->OnAssetReady(actorAsset);
// Deactivate main actor first
gameEntity->Deactivate();
gameEntityAttachment->Deactivate();
EXPECT_TRUE(true);
}
TEST_F(EntityComponentFixture, ActorComponent_AttachmentDeactivatesFirst)
{
AZ::EntityId entityId(740216387);
auto gameEntity = AZStd::make_unique<AZ::Entity>();
gameEntity->SetId(entityId);
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
auto transformComponent = gameEntity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>();
gameEntity->Init();
gameEntity->Activate();
actorComponent->OnAssetReady(actorAsset);
// Entity 2 - attaches to previous entity
auto gameEntityAttachment = AZStd::make_unique<AZ::Entity>();
Integration::ActorComponent::Configuration actorConfig;
actorConfig.m_attachmentTarget = entityId;
actorConfig.m_attachmentType = Integration::AttachmentType::SkinAttachment;
auto transformComponentAttachmentEntity = gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
auto actorComponentAttachmentEntity = gameEntityAttachment->CreateComponent<Integration::ActorComponent>(&actorConfig);
gameEntityAttachment->Init();
gameEntityAttachment->Activate();
actorComponentAttachmentEntity->OnAssetReady(actorAsset);
// Deactivate attachment first
gameEntityAttachment->Deactivate();
gameEntity->Deactivate();
EXPECT_TRUE(true);
}
}