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47 lines
1.4 KiB
C++
47 lines
1.4 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 <gtest/gtest.h>
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#include <QPushButton>
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#include <QAction>
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#include <QtTest>
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#include <Tests/UI/UIFixture.h>
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#include <Tests/TestAssetCode/JackActor.h>
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#include <Tests/TestAssetCode/TestActorAssets.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <EMotionFX/Source/Actor.h>
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#include <EMotionFX/Source/ActorManager.h>
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namespace EMotionFX
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{
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TEST_F(UIFixture, CanAddActor)
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{
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/*
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Test Case: C14459474
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Can Add Actor
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Imports an Actor to ensure that importing an actor is poosible.
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*/
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RecordProperty("test_case_id", "C14459474");
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// Ensure that the number of actors loaded is 0
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ASSERT_EQ(GetActorManager().GetNumActors(), 0);
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// Load an Actor
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AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
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AZ::Data::Asset<Integration::ActorAsset> actorAsset =
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TestActorAssets::CreateActorAssetAndRegister<JackNoMeshesActor>(actorAssetId, "Jack");
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// Ensure the Actor is correct
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ASSERT_TRUE(GetActorManager().FindActorByName("Jack"));
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EXPECT_EQ(GetActorManager().GetNumActors(), 1);
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}
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} // namespace EMotionFX
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