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87 lines
4.0 KiB
C++
87 lines
4.0 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Prefab/PrefabTestFixture.h>
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namespace UnitTest
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{
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using PrefabInstantiateTest = PrefabTestFixture;
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TEST_F(PrefabInstantiateTest, PrefabInstantiate_InstantiateInvalidTemplate_InstantiateFails)
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{
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AZ_TEST_START_TRACE_SUPPRESSION;
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EXPECT_FALSE(m_prefabSystemComponent->InstantiatePrefab(AzToolsFramework::Prefab::InvalidTemplateId));
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AZ_TEST_STOP_TRACE_SUPPRESSION(1);
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}
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TEST_F(PrefabInstantiateTest, PrefabInstantiate_NoNestingTemplate_InstantiateSucceeds)
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{
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AZ::Entity* newEntity = CreateEntity("New Entity");
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AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
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&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
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ASSERT_TRUE(firstInstance);
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> secondInstance = m_prefabSystemComponent->InstantiatePrefab(firstInstance->GetTemplateId());
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ASSERT_TRUE(secondInstance);
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CompareInstances(*firstInstance, *secondInstance, true, false);
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}
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// TODO: Issue #3398 will re-enable
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TEST_F(PrefabInstantiateTest, DISABLED_PrefabInstantiate_TripleNestingTemplate_InstantiateSucceeds)
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{
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AZ::Entity* newEntity = CreateEntity("New Entity");
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AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
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&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
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// Build a 3 level deep nested Template
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path1");
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ASSERT_TRUE(firstInstance);
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> secondInstance = m_prefabSystemComponent->CreatePrefab({},
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MakeInstanceList(AZStd::move(firstInstance)), "test/path2");
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ASSERT_TRUE(secondInstance);
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> thirdInstance = m_prefabSystemComponent->CreatePrefab({},
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MakeInstanceList(AZStd::move(secondInstance)), "test/path3");
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ASSERT_TRUE(thirdInstance);
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//Instantiate it
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> fourthInstance =
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m_prefabSystemComponent->InstantiatePrefab(thirdInstance->GetTemplateId());
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ASSERT_TRUE(fourthInstance);
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CompareInstances(*thirdInstance, *fourthInstance, true, false);
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}
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TEST_F(PrefabInstantiateTest, PrefabInstantiate_Instantiate10Times_InstantiatesSucceed)
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{
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AZ::Entity* newEntity = CreateEntity("New Entity");
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AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
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&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, AzToolsFramework::EntityList{newEntity});
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> firstInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
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// Store the generated instances so that the unique_ptrs are destroyed at the end of the test
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// This allows us to have all the instances around at the same time
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AZStd::vector<AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>> newInstances;
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for (int instanceCount = 0; instanceCount < 10; ++instanceCount)
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{
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AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>
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newInstance(m_prefabSystemComponent->InstantiatePrefab(firstInstance->GetTemplateId()));
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ASSERT_TRUE(newInstance);
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CompareInstances(*firstInstance, *newInstance, true, false);
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newInstances.push_back(AZStd::move(newInstance));
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}
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}
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}
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