290 lines
14 KiB
C#
290 lines
14 KiB
C#
#if UNITY_EDITOR || UNITY_STANDALONE
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//#define KEEP_ARTIFACTS_FOR_INSPECTION
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using System.Collections;
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using System.IO;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Unity.AI.Navigation.Editor.Tests
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{
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[Category("PrefabsWithNavMeshComponents")]
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class NavMeshSurfaceInPrefabVariantTests
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{
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const string k_AutoSaveKey = "AutoSave";
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const string k_ParentFolder = "Assets";
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const string k_TempFolderName = "TempPrefabVariants";
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static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);
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const int k_GrayArea = 7;
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const int k_BrownArea = 10;
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const int k_RedArea = 18;
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const int k_OrangeArea = 26;
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const int k_YellowArea = 30;
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const int k_PrefabDefaultArea = k_YellowArea;
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static bool s_EnterPlayModeOptionsEnabled;
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static EnterPlayModeOptions s_EnterPlayModeOptions;
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[SerializeField]
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string m_PrefabPath;
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[SerializeField]
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string m_PrefabVariantPath;
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[SerializeField]
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string m_PreviousScenePath;
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[SerializeField]
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string m_TempScenePath;
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[SerializeField]
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int m_TestCounter;
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#if KEEP_ARTIFACTS_FOR_INSPECTION
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const bool k_KeepSceneObjects = true;
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#else
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const bool k_KeepSceneObjects = false;
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#endif
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[OneTimeSetUp]
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public void OneTimeSetup()
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{
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if (EditorApplication.isPlaying)
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return;
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AssetDatabase.DeleteAsset(k_TempFolder);
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var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
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Assume.That(folderGUID, Is.Not.Empty);
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SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
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PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
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StageUtility.GoToMainStage();
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m_PreviousScenePath = SceneManager.GetActiveScene().path;
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m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshSurfacePrefabVariantTestsScene.unity");
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var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
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EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
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EditorSceneManager.OpenScene(m_TempScenePath);
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s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
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s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
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EditorSettings.enterPlayModeOptionsEnabled = true;
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EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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if (EditorApplication.isPlaying)
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return;
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PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
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StageUtility.GoToMainStage();
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EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
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if (string.IsNullOrEmpty(m_PreviousScenePath))
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
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EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
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EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;
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#if !KEEP_ARTIFACTS_FOR_INSPECTION
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AssetDatabase.DeleteAsset(k_TempFolder);
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#endif
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}
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[UnitySetUp]
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public IEnumerator SetupVariantOfPrefabWithNavMesh()
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{
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if (EditorApplication.isPlaying)
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yield break;
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var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
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plane.name = "NavMeshSurfacePrefab" + (++m_TestCounter);
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var surface = plane.AddComponent<NavMeshSurface>();
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surface.collectObjects = CollectObjects.Children;
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m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
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m_PrefabVariantPath = Path.Combine(k_TempFolder, plane.name + "Variant.prefab");
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var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
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Object.DestroyImmediate(plane);
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AssetDatabase.OpenAsset(planePrefab);
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var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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yield return TestUtility.BakeNavMeshAsync(theOriginalPrefabSurface, k_PrefabDefaultArea);
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PrefabSavingUtil.SavePrefab(theOriginalPrefabStage);
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StageUtility.GoToMainStage();
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var instanceForVariant = PrefabUtility.InstantiatePrefab(planePrefab) as GameObject;
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PrefabUtility.SaveAsPrefabAsset(instanceForVariant, m_PrefabVariantPath);
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instanceForVariant!.name += "_Saved";
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TestUtility.EliminateFromScene(ref instanceForVariant, k_KeepSceneObjects);
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NavMesh.RemoveAllNavMeshData();
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yield return null;
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}
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[UnityTearDown]
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public IEnumerator TearDown()
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{
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if (EditorApplication.isPlaying)
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yield return new ExitPlayMode();
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StageUtility.GoToMainStage();
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yield return null;
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefabVariant_WhenFreshAndRebaked_ParentAssetUnchanged(
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[Values(RunMode.EditMode, RunMode.PlayMode)]
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RunMode runMode)
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{
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var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
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AssetDatabase.OpenAsset(theOriginalPrefab);
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if (runMode == RunMode.PlayMode)
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yield return new EnterPlayMode();
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var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
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var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
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Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
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Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
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var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
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AssetDatabase.OpenAsset(prefabVariant);
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var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
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var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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var initialVariantNavMeshData = prefabVariantSurface.navMeshData;
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var initialVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
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Assert.AreEqual(theOriginalPrefabNavMeshData, initialVariantNavMeshData, "Fresh variant must have the same NavMeshData as the original prefab.");
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Assert.IsTrue(initialVariantNavMeshData != null, "Prefab must have some NavMeshData.");
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Assert.IsTrue(File.Exists(initialVariantAssetPath), "NavMeshData file must exist. ({0})", initialVariantAssetPath);
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yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);
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Assert.IsTrue(initialVariantNavMeshData != null, "The initial NavMeshData (from original prefab) must still exist immediately after prefab variant re-bake.");
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Assert.IsTrue(File.Exists(initialVariantAssetPath), "The initial NavMeshData file (from original prefab) must exist after prefab variant re-bake. ({0})", initialVariantAssetPath);
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Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
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var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
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yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_BrownArea);
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Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
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Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
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PrefabSavingUtil.SavePrefab(prefabVariantStage);
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var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
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var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
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Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
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Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
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Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must still have NavMeshData.");
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StageUtility.GoToMainStage();
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yield return null;
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if (EditorApplication.isPlaying)
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yield return new ExitPlayMode();
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}
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[UnityTest]
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public IEnumerator NavMeshSurfacePrefabVariant_WhenCustomizedAndRebaked_OldAssetDiscardedAndParentAssetUnchanged(
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[Values(RunMode.EditMode, RunMode.PlayMode)]
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RunMode runMode)
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{
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var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
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var theOriginalPrefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabVariant);
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var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(theOriginalPrefabPath);
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AssetDatabase.OpenAsset(theOriginalPrefab);
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if (runMode == RunMode.PlayMode)
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yield return new EnterPlayMode();
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var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
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var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);
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Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
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Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);
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AssetDatabase.OpenAsset(prefabVariant);
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var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
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var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
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yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);
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PrefabSavingUtil.SavePrefab(prefabVariantStage);
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var modifiedVariantNavMeshData = prefabVariantSurface.navMeshData;
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var modifiedVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);
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Assert.IsTrue(modifiedVariantNavMeshData != null, "Prefab must have some NavMeshData.");
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Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "NavMeshData file for modifier variant must exist. ({0})", modifiedVariantAssetPath);
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Assert.AreNotEqual(theOriginalPrefabNavMeshData, modifiedVariantNavMeshData, "Modified variant must have a NavMeshData different than that of the original prefab.");
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yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_OrangeArea);
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Assert.IsTrue(modifiedVariantNavMeshData != null, "The initial NavMeshData of a modified variant must still exist immediately after prefab variant re-bake.");
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Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "The initial NavMeshData file of a modified variant must exist after prefab variant re-bake. ({0})", modifiedVariantAssetPath);
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Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
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var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;
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yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_RedArea);
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Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
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Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
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PrefabSavingUtil.SavePrefab(prefabVariantStage);
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var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
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var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);
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if (EditorApplication.isPlaying)
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{
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Assert.IsTrue(modifiedVariantNavMeshData != null, "Playmode: Initial NavMeshData of the modified variant must still exist until the end of playmode.");
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Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "Playmode: Initial NavMeshData file of the modified and saved variant must still exist after saving the variant during playmode. ({0})", modifiedVariantAssetPath);
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}
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else
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{
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Assert.IsTrue(modifiedVariantNavMeshData == null, "Editmode: Initial NavMeshData of the modified variant must no longer exist after saving the variant.");
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// This code is still reachable because modifiedVariantNavMeshData has been affected by BakeNavMeshAsync()
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Assert.IsFalse(File.Exists(modifiedVariantAssetPath), "Editmode: Initial NavMeshData file of the modified and saved variant must no longer exist after saving the variant. ({0})", modifiedVariantAssetPath);
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}
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Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
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Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
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Assert.AreNotEqual(theOriginalPrefabNavMeshData, theNewVariantNavMeshData, "Re-baked modified variant must have a NavMeshData different than that of the original prefab.");
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StageUtility.GoToMainStage();
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yield return null;
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if (EditorApplication.isPlaying)
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yield return new ExitPlayMode();
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}
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}
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}
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#endif
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