Add some component tests to reference unity project (#86)
* Add some component tests to reference unity project * Use action/setup-node@v2 to avoid problems with buildpull/90/head v2.0-alpha-2
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using UnityEngine;
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public class SampleComponent : MonoBehaviour
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{
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public BasicCounter Counter;
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void Start()
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{
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Counter = new BasicCounter(5);
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}
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// Update is called once per frame
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void Update()
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{
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Counter.Increment();
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}
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}
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fileFormatVersion: 2
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guid: 7a5f63b9ea4b465194653c4d681faf42
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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public class TimerComponent : MonoBehaviour
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{
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public BasicCounter Counter = new BasicCounter();
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public float Timer = 1f;
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void Update()
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{
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Timer -= Time.deltaTime;
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if (Timer > 0)
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return;
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Counter.Increment();
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Timer = 1f;
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}
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}
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fileFormatVersion: 2
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guid: b668d68a45bb48108ccda73269e3da7b
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timeCreated: 1610056748
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@ -2,7 +2,8 @@
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"name": "PlayModeTests",
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"references": [
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"UnityEngine.TestRunner",
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"UnityEditor.TestRunner"
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"UnityEditor.TestRunner",
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"MyScripts"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@ -16,4 +17,4 @@
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"UNITY_INCLUDE_TESTS"
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],
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"versionDefines": []
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}
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}
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Tests
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{
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public class SampleComponentTest
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{
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private GameObject target;
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private SampleComponent component;
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[SetUp]
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public void Setup()
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{
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target = GameObject.Instantiate(new GameObject());
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component = target.AddComponent<SampleComponent>();
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}
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[UnityTest]
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public IEnumerator TestIncrementOnUpdateAfterNextFrame()
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{
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// Save the current value, since it was updated after component Start() method called
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var count = component.Counter.Count;
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// Skip frame and assert the new value
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yield return null;
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Assert.AreEqual(count + 1, component.Counter.Count);
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}
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}
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}
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fileFormatVersion: 2
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guid: c688799d17b14d35ad515bff9de8d12c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,7 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Tests
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@ -12,8 +10,14 @@ namespace Tests
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[Test]
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public void NewTestScriptSimplePasses()
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{
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// Use the Assert class to test conditions
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Assert.True(true);
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// Given
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var counter = new BasicCounter(0);
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// When
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counter.Increment();
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// Then
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Assert.AreEqual(1, counter.Count);
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}
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// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
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@ -21,9 +25,18 @@ namespace Tests
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[UnityTest]
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public IEnumerator NewTestScriptWithEnumeratorPasses()
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{
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// Given
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var counter = new BasicCounter(3);
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// Use the Assert class to test conditions.
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// Use yield to skip a frame.
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yield return null;
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// When
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counter.Increment();
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// Then
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Assert.AreEqual(4, counter.Count);
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}
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}
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}
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Tests
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{
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public class TimerComponentTest
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{
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private GameObject target;
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private TimerComponent component;
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[SetUp]
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public void Setup()
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{
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target = GameObject.Instantiate(new GameObject());
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component = target.AddComponent<TimerComponent>();
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}
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[UnityTest]
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public IEnumerator TestIncrementAfterSomeTime()
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{
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// Save the current value, since it was updated after component Start() method called
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var count = component.Counter.Count;
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// Skip frame and assert the new value
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yield return null;
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Assert.AreEqual(count, component.Counter.Count);
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yield return new WaitForSeconds(1.1f);
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Assert.AreEqual(count + 1, component.Counter.Count);
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yield return new WaitForSeconds(1.1f);
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Assert.AreEqual(count + 2, component.Counter.Count);
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}
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[UnityTest]
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public IEnumerator TestTimeScaleIsAffectingIncrement()
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{
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// Save the current value, since it was updated after component Start() method called
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var count = component.Counter.Count;
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Time.timeScale = .5f;
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// Skip frame and assert the new value
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yield return null;
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Assert.AreEqual(count, component.Counter.Count);
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yield return WaitForRealSeconds(1.1f);
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Assert.AreEqual(count, component.Counter.Count);
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yield return WaitForRealSeconds(1.1f);
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Assert.AreEqual(count + 1, component.Counter.Count);
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}
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// Skipping time ignoring Time.scale
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// https://answers.unity.com/questions/301868/yield-waitforseconds-outside-of-timescale.html
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public static IEnumerator WaitForRealSeconds(float time)
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{
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float start = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup < start + time)
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{
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yield return null;
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 818b22370d404398b87b47a922a435c9
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timeCreated: 1610056889
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