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80 行
3.7 KiB
80 行
3.7 KiB
#if COM_UNITY_MODULES_PHYSICS2D
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkRigidbody2DDynamicTest : NetworkRigidbody2DTestBase
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{
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public override bool Kinematic => false;
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}
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public class NetworkRigidbody2DKinematicTest : NetworkRigidbody2DTestBase
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{
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public override bool Kinematic => true;
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}
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public abstract class NetworkRigidbody2DTestBase : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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public abstract bool Kinematic { get; }
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<NetworkTransform>();
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m_PlayerPrefab.AddComponent<Rigidbody2D>();
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m_PlayerPrefab.AddComponent<NetworkRigidbody2D>();
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m_PlayerPrefab.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
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m_PlayerPrefab.GetComponent<Rigidbody2D>().isKinematic = Kinematic;
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}
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestRigidbodyKinematicEnableDisable()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult);
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var serverPlayer = serverClientPlayerResult.Result.gameObject;
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult);
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var clientPlayer = clientClientPlayerResult.Result.gameObject;
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Assert.IsNotNull(serverPlayer);
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Assert.IsNotNull(clientPlayer);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// server rigidbody has authority and should have a kinematic mode of false
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Assert.True(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
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Assert.AreEqual(RigidbodyInterpolation2D.Interpolate, serverPlayer.GetComponent<Rigidbody2D>().interpolation);
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// client rigidbody has no authority and should have a kinematic mode of true
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Assert.True(clientPlayer.GetComponent<Rigidbody2D>().isKinematic);
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Assert.AreEqual(RigidbodyInterpolation2D.None, clientPlayer.GetComponent<Rigidbody2D>().interpolation);
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// despawn the server player, (but keep it around on the server)
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serverPlayer.GetComponent<NetworkObject>().Despawn(false);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// This should equal Kinematic
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Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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Assert.IsTrue(clientPlayer == null); // safety check that object is actually despawned.
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}
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}
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}
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#endif // COM_UNITY_MODULES_PHYSICS2D
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