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using System;
using NUnit.Framework;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Experimental.Perception.Randomization.Samplers;
using UnityEngine.Experimental.Perception.Randomization.Scenarios;
using Object = UnityEngine.Object;
namespace RandomizationTests.SamplerTests
{
public abstract class SamplerTestsBase<T> where T : ISampler
{
protected const int k_TestSampleCount = 30;
protected T m_BaseSampler;
protected T m_Sampler;
GameObject m_ScenarioObj;
static ScenarioBase activeScenario => ScenarioBase.activeScenario;
[SetUp]
public void Setup()
{
m_Sampler = m_BaseSampler;
m_ScenarioObj = new GameObject("Scenario");
m_ScenarioObj.AddComponent<FixedLengthScenario>();
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_ScenarioObj);
}
[Test]
public void ConsecutiveSamplesChangesState()
{
var state0 = activeScenario.randomState;
m_Sampler.Sample();
var state1 = activeScenario.randomState;
m_Sampler.Sample();
var state2 = activeScenario.randomState;;
Assert.AreNotEqual(state0, state1);
Assert.AreNotEqual(state1, state2);
}
}
}