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o3de/Gems/EMotionFX/Code/Tests/Integration/CanAddActor.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 <gtest/gtest.h>
#include <QPushButton>
#include <QAction>
#include <QtTest>
#include <Tests/UI/UIFixture.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/AutoRegisteredActor.h>
namespace EMotionFX
{
TEST_F(UIFixture, CanAddActor)
{
/*
Test Case: C14459474
Can Add Actor
Imports an Actor to ensure that importing an actor is poosible.
*/
RecordProperty("test_case_id", "C14459474");
// Ensure that the number of actors loaded is 0
ASSERT_EQ(GetActorManager().GetNumActors(), 0);
// Load an Actor
const char* actorCmd{ "ImportActor -filename @devroot@/Gems/EMotionFX/Code/Tests/TestAssets/Rin/rin.actor" };
{
AZStd::string result;
EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommand(actorCmd, result)) << result.c_str();
}
// Ensure the Actor is correct
ASSERT_TRUE(GetActorManager().FindActorByName("rinactor"));
EXPECT_EQ(GetActorManager().GetNumActors(), 1);
}
} // namespace EMotionFX