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using System;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Experimental.Perception.Randomization.Parameters;
using Object = UnityEngine.Object;
namespace RandomizationTests.ParameterTests
{
[TestFixture]
public class StructParameterTests
{
GameObject m_TestObject;
BaseStructParameterTest[] m_Tests;
[SetUp]
public void Setup()
{
m_TestObject = new GameObject();
m_Tests = new BaseStructParameterTest[]
{
new NumericParameterTest<bool>(new BooleanParameter()),
new NumericParameterTest<int>(new IntegerParameter()),
new NumericParameterTest<float>(new FloatParameter()),
new NumericParameterTest<Vector2>(new Vector2Parameter()),
new NumericParameterTest<Vector3>(new Vector3Parameter()),
new NumericParameterTest<Vector4>(new Vector4Parameter()),
new NumericParameterTest<Color>(new ColorHsvaParameter()),
};
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_TestObject);
}
[Test]
public void EquivalentManagedAndNativeSamples()
{
foreach (var test in m_Tests)
test.GeneratesNativeSamples();
}
}
public abstract class BaseStructParameterTest
{
public abstract void GeneratesNativeSamples();
}
public class NumericParameterTest<T> : BaseStructParameterTest where T : struct
{
NumericParameter<T> m_Parameter;
public NumericParameterTest(NumericParameter<T> parameter)
{
m_Parameter = parameter;
}
public override void GeneratesNativeSamples()
{
var nativeSamples = m_Parameter.Samples(TestValues.TestSampleCount, out var handle);
handle.Complete();
Assert.AreEqual(nativeSamples.Length, TestValues.TestSampleCount);
nativeSamples.Dispose();
}
}
}