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/Code/Framework/AzToolsFramework/Tests/Prefab/PrefabDuplicateTests.cpp

126 lines
5.2 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 <AzToolsFramework/ToolsComponents/TransformComponent.h>
#include <Prefab/PrefabTestComponent.h>
#include <Prefab/PrefabTestDomUtils.h>
#include <Prefab/PrefabTestFixture.h>
namespace UnitTest
{
using PrefabDuplicateTest = PrefabTestFixture;
TEST_F(PrefabDuplicateTest, PrefabDuplicate_DuplicateSingleEntitySucceeds)
{
AZStd::string entityName("Same Name");
AZ::Entity* entity1 = CreateEntity(entityName.c_str());
entity1->Deactivate();
entity1->CreateComponent<PrefabTestComponent>();
entity1->Activate();
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{ entity1 });
AZStd::unique_ptr<Instance> newInstance = m_prefabSystemComponent->CreatePrefab(
{ entity1 },
{},
PrefabMockFilePath);
// We've created a prefab with a single Entity, so there should only be one EntityAlias in our instance
EXPECT_EQ(newInstance->GetEntityAliases().size(), 1);
// Duplicate the Entity and trigger the UpdateTemplateInstancesInQueue so the changes get propagated
m_prefabPublicInterface->DuplicateEntitiesInInstance(AzToolsFramework::EntityIdList{ entity1->GetId() });
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
// We duplicated a single Entity, so there should now be two EntityAliases
EXPECT_EQ(newInstance->GetEntityAliases().size(), 2);
newInstance->GetConstEntities([&](const AZ::Entity& entity)
{
// Both of the entities should have the same name
EXPECT_EQ(entity.GetName(), entityName);
// Both of the entities should have the PrefabTestComponent we added
auto testComponent = entity.FindComponent<PrefabTestComponent>();
EXPECT_NE(nullptr, testComponent);
return true;
});
}
TEST_F(PrefabDuplicateTest, PrefabDuplicate_DuplicateMultipleEntitiesAndFixesReferences)
{
AZ::Entity* parentEntity = CreateEntity("Parent Entity");
AZ::Entity* childEntity = CreateEntity("Child Entity");
childEntity->Deactivate();
auto newComponent = childEntity->CreateComponent<PrefabTestComponent>();
childEntity->Activate();
// Set the EntityId reference property on our PrefabTestComponent so we can
// verify that arbitrary EntityId's are fixed up properly
newComponent->m_entityIdProperty = parentEntity->GetId();
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{ parentEntity, childEntity });
AZStd::unique_ptr<Instance> newInstance = m_prefabSystemComponent->CreatePrefab(
{ parentEntity, childEntity },
{},
PrefabMockFilePath);
// We've created a prefab with two entities, so there should be two EntityAliases in our instance
EXPECT_EQ(newInstance->GetEntityAliases().size(), 2);
// Duplicate the entities and trigger the UpdateTemplateInstancesInQueue so the changes get propagated
m_prefabPublicInterface->DuplicateEntitiesInInstance(AzToolsFramework::EntityIdList{ parentEntity->GetId(), childEntity->GetId() });
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
// We duplicated two entities, so there should now be four EntityAliases
EXPECT_EQ(newInstance->GetEntityAliases().size(), 4);
AzToolsFramework::EntityIdList parentEntityIds;
newInstance->GetConstEntities([&](const AZ::Entity& entity)
{
// Gather the parent EntityIds by tracking which entities don't have a PrefabTestComponent
auto testComponent = entity.FindComponent<PrefabTestComponent>();
if (!testComponent)
{
parentEntityIds.push_back(entity.GetId());
}
return true;
});
// There should only be two parents
EXPECT_EQ(parentEntityIds.size(), 2);
// Verify that the EntityId reference on the PrefabTestComponent on the children correspond
// to unique entities, which will verify that the EntityIds are fixed up on duplicate
newInstance->GetConstEntities([&](const AZ::Entity& entity)
{
// Only the child entities have a PrefabTestComponent
auto testComponent = entity.FindComponent<PrefabTestComponent>();
if (testComponent)
{
auto it = AZStd::find(parentEntityIds.begin(), parentEntityIds.end(), testComponent->m_entityIdProperty);
EXPECT_NE(it, parentEntityIds.end());
// Erase when we find it so that the matches will be unique
parentEntityIds.erase(it);
}
return true;
});
// Verify we matched each of the parent EntityIds
EXPECT_EQ(parentEntityIds.size(), 0);
}
}