Initial commit: Tiny Tackle Heroes Unity project
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using System;
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using System.Reflection;
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using BumpCombat.Combat;
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using BumpCombat.Player;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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namespace BumpCombat.Tests
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{
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public sealed class ArtifactChargeVisualTests
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{
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private static readonly ActiveArtifactEffect[] Effects =
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{
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ActiveArtifactEffect.Dash,
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ActiveArtifactEffect.Pulse,
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ActiveArtifactEffect.Phoenix,
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ActiveArtifactEffect.Cyclone,
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ActiveArtifactEffect.ThunderCrash,
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ActiveArtifactEffect.ChainLightning,
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};
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[Test]
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public void ChargeResources_UseSix64PixelCellsAndPointImport()
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{
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foreach (ActiveArtifactEffect effect in Effects)
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{
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foreach (string phase in new[]
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{
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"Aura",
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"ReadyAura",
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"Flash",
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"Release",
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})
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{
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string path =
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$"Assets/_Project/Resources/Artifacts/Charge/"
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+ $"{effect}-{phase}-v1.png";
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Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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Assert.That(texture, Is.Not.Null, path);
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Assert.That(
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texture.width,
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Is.EqualTo(phase == "Flash" ? 256 : 384),
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path);
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Assert.That(texture.height, Is.EqualTo(64), path);
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Assert.That(texture.filterMode, Is.EqualTo(FilterMode.Point), path);
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Assert.That(texture.mipmapCount, Is.EqualTo(1), path);
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}
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}
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}
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[Test]
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public void ControllerAwake_AutoAddsChargeVisualComponent()
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{
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GameObject owner = new("Artifact Charge Visual Harness");
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try
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{
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owner.AddComponent<PlayerStats>();
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owner.AddComponent<Rigidbody2D>();
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ActiveArtifactController controller =
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owner.AddComponent<ActiveArtifactController>();
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typeof(ActiveArtifactController)
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.GetMethod("Awake", BindingFlags.Instance | BindingFlags.NonPublic)
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?.Invoke(controller, null);
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Assert.That(
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owner.GetComponent<ArtifactChargeVisual>(),
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Is.Not.Null);
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Assert.That(controller, Is.Not.Null);
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}
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finally
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{
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UnityEngine.Object.DestroyImmediate(owner);
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}
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}
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}
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}
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