Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.5/Tests/Editor/TerrainFloatMinMaxValueTest...

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2023-03-28 13:24:16 -04:00
using NUnit.Framework;
using UnityEngine;
[TestFixture]
public class TerrainFloatMinMaxValueTests
{
private TerrainFloatMinMaxValue m_minMaxFloat;
[SetUp]
public void SetUp()
{
m_minMaxFloat = new TerrainFloatMinMaxValue(new GUIContent("test"), 5, 0,10);
}
[Test]
public void MinMax()
{
// setting min value higher than current value sets current value to min
m_minMaxFloat.minValue = 6;
Assert.That(m_minMaxFloat.value, Is.EqualTo(6));
// setting max less than value should modify value
m_minMaxFloat.minValue = 0;
m_minMaxFloat.maxValue = 4;
Assert.That(m_minMaxFloat.value, Is.EqualTo(4));
}
[Test]
public void MinMaxChangePaired()
{
// setting min value higher than current value sets current value to min
m_minMaxFloat.minValue = 11;
Assert.That(m_minMaxFloat.value, Is.EqualTo(11));
Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(11));
// setting min value higher than current value sets current value to min
m_minMaxFloat.maxValue = 9;
Assert.That(m_minMaxFloat.value, Is.EqualTo(9));
Assert.That(m_minMaxFloat.minValue, Is.EqualTo(9));
}
[Test]
public void MaxClamp()
{
// test clamping max
m_minMaxFloat.shouldClampMax = true;
m_minMaxFloat.maxClamp = 10;
m_minMaxFloat.maxValue = 11;
Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(10));
// clear clamp
m_minMaxFloat.shouldClampMax = false;
m_minMaxFloat.maxValue = 11;
Assert.That(m_minMaxFloat.maxValue, Is.EqualTo(11));
}
[Test]
public void MinClamp()
{
// test clamping max
m_minMaxFloat.shouldClampMin = true;
m_minMaxFloat.minClamp = 0;
m_minMaxFloat.minValue = -1;
Assert.That(m_minMaxFloat.minValue, Is.EqualTo(0));
// clear clamp
m_minMaxFloat.shouldClampMin = false;
m_minMaxFloat.maxValue = -1;
Assert.That(m_minMaxFloat.minValue, Is.EqualTo(-1));
}
}