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o3de/Gems/EMotionFX/Code/Tests/Integration/CanAddActor.cpp

47 lines
1.4 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 <gtest/gtest.h>
#include <QPushButton>
#include <QAction>
#include <QtTest>
#include <Tests/UI/UIFixture.h>
#include <Tests/TestAssetCode/JackActor.h>
#include <Tests/TestAssetCode/TestActorAssets.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/ActorManager.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
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZ::Data::Asset<Integration::ActorAsset> actorAsset =
TestActorAssets::CreateActorAssetAndRegister<JackNoMeshesActor>(actorAssetId, "Jack");
// Ensure the Actor is correct
ASSERT_TRUE(GetActorManager().FindActorByName("Jack"));
EXPECT_EQ(GetActorManager().GetNumActors(), 1);
}
} // namespace EMotionFX