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