#if UNITY_EDITOR || UNITY_STANDALONE using UnityEngine; using UnityEngine.AI; using UnityEngine.TestTools; using NUnit.Framework; using System.Collections; public class NavMeshSurfaceAgentTests { NavMeshSurface m_Surface; NavMeshAgent m_Agent; [SetUp] public void Setup() { m_Surface = GameObject.CreatePrimitive(PrimitiveType.Plane).AddComponent(); } [TearDown] public void TearDown() { Object.DestroyImmediate(m_Agent.gameObject); Object.DestroyImmediate(m_Surface.gameObject); m_Agent = null; m_Surface = null; } [Test] public void AgentIdentifiesSurfaceOwner() { m_Surface.BuildNavMesh(); m_Agent = new GameObject("Agent").AddComponent(); Assert.AreEqual(m_Surface, m_Agent.navMeshOwner); Assert.IsTrue(m_Agent.isOnNavMesh); } [Test] [Ignore("1012991 : Missing functionality for notifying the NavMeshAgent about the removal of the NavMesh.")] public void AgentDetachesAndAttachesToSurface() { m_Surface.BuildNavMesh(); m_Agent = new GameObject("Agent").AddComponent(); Assert.AreEqual(m_Surface, m_Agent.navMeshOwner); Assert.IsTrue(m_Agent.isOnNavMesh); m_Surface.enabled = false; Assert.IsNull(m_Agent.navMeshOwner); Assert.IsFalse(m_Agent.isOnNavMesh); m_Surface.enabled = true; Assert.AreEqual(m_Surface, m_Agent.navMeshOwner); Assert.IsTrue(m_Agent.isOnNavMesh); } /* [Test] public void AgentIsOnNavMeshWhenMatchingAgentTypeID() { m_Surface.agentTypeID = 1234; m_Surface.BuildNavMesh(); m_Agent = new GameObject("Agent").AddComponent(); Assert.IsFalse(m_Agent.isOnNavMesh); m_Agent.agentTypeID = 1234; Assert.IsTrue(m_Agent.isOnNavMesh); } */ [UnityTest] public IEnumerator AgentAlignsToSurfaceNextFrame() { m_Surface.transform.rotation = new Quaternion(-0.679622f, 0.351242f, -0.373845f, 0.524388f); m_Surface.BuildNavMesh(); m_Agent = new GameObject("Agent").AddComponent(); yield return null; var residual = m_Surface.transform.up - m_Agent.transform.up; Assert.IsTrue(residual.magnitude < 0.01f); } [UnityTest] public IEnumerator AgentDoesNotAlignToSurfaceNextFrame() { m_Surface.transform.rotation = new Quaternion(-0.679622f, 0.351242f, -0.373845f, 0.524388f); m_Surface.BuildNavMesh(); m_Agent = new GameObject("Agent").AddComponent(); m_Agent.updateUpAxis = false; yield return null; var residual = Vector3.up - m_Agent.transform.up; Assert.IsTrue(residual.magnitude < 0.01f); } } #endif