Files
unity-application/Assets/Common/Tests/TestProgress.cs
2023-03-08 10:13:10 +00:00

167 lines
4.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
public class TestProgress : MonoBehaviour
{
[Serializable]
// Dummy struct
private struct SerializableStruct
{
public int r, g, b;
public float x, y, z;
}
private struct NonSerializableStruct
{
public int r, g, b;
public float x, y, z;
}
// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
private bool AddNonSerializableStruct()
{
Progress progress = new Progress();
NonSerializableStruct nss = new NonSerializableStruct();
try { progress.Add<NonSerializableStruct>("key", nss); }
catch (SerializationException) { return true; }
return false;
}
// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
private bool AccessInvalidKey()
{
Progress progress = new Progress();
try { progress.Get<int>("non-existing key"); }
catch (KeyNotFoundException) { return true; }
return false;
}
// Helper method, returns true if `Progress.Get(...)` throws a `InvalidCastException`
private bool AccessInvalidType()
{
Progress progress = new Progress();
progress.Add<int>("key", 123456789);
try { progress.Get<double>("key"); }
catch (InvalidCastException) { return true; }
return false;
}
void Start()
{
TestNewProgress();
TestProgressAddInvalidData();
TestProgressAddDuplicateKey();
TestProgressAddInt();
TestProgressAddDouble();
TestProgressAddString();
TestProgressAddSerializableStruct();
TestProgressAddNonSerializableStruct();
TestProgressGetInvalidKey();
TestProgressGetInvalidType();
TestProgressGetInt();
TestProgressGetDouble();
TestProgressGetString();
TestProgressGetStruct();
}
public void TestNewProgress()
{
Progress progress = new Progress();
Debug.Assert(progress != null);
}
public void TestProgressAddInvalidData()
{
Progress progress = new Progress();
Debug.Assert(!progress.Add<GameObject>("key", null));
}
public void TestProgressAddDuplicateKey()
{
Progress progress = new Progress();
progress.Add<int>("key 1", 0);
Debug.Assert(!progress.Add<int>("key 1", 1));
}
public void TestProgressAddInt()
{
Progress progress = new Progress();
Debug.Assert(progress.Add<int>("key", 1));
}
public void TestProgressAddDouble()
{
Progress progress = new Progress();
Debug.Assert(progress.Add<double>("key", 1.0));
}
public void TestProgressAddString()
{
Progress progress = new Progress();
Debug.Assert(progress.Add<string>("key", "Hello World!"));
}
public void TestProgressAddSerializableStruct()
{
Progress progress = new Progress();
Debug.Assert(progress.Add<SerializableStruct>("key", new SerializableStruct()));
}
public void TestProgressAddNonSerializableStruct()
{
Debug.Assert(AddNonSerializableStruct());
}
public void TestProgressGetInvalidKey()
{
Debug.Assert(AccessInvalidKey());
}
public void TestProgressGetInvalidType()
{
Debug.Assert(AccessInvalidType());
}
public void TestProgressGetInt()
{
Progress progress = new Progress();
progress.Add<int>("key", 1);
Debug.Assert(progress.Get<int>("key") == 1);
}
public void TestProgressGetDouble()
{
Progress progress = new Progress();
progress.Add<double>("key", 1.0);
Debug.Assert(progress.Get<double>("key") == 1.0);
}
public void TestProgressGetString()
{
Progress progress = new Progress();
progress.Add<string>("key", "Hello World!");
Debug.Assert(progress.Get<string>("key") == "Hello World!");
}
public void TestProgressGetStruct()
{
Progress progress = new Progress();
int R = 1, G = 10, B = 100;
float X = 0.1f, Y = 0.01f, Z = 0.001f;
SerializableStruct data = new SerializableStruct { r = R, g = G, b = B, x = X, y = Y, z = Z };
progress.Add<SerializableStruct>("key", data);
SerializableStruct result = progress.Get<SerializableStruct>("key");
Debug.Assert(result.r == R);
Debug.Assert(result.g == G);
Debug.Assert(result.b == B);
Debug.Assert(result.x == X);
Debug.Assert(result.y == Y);
Debug.Assert(result.z == Z);
}
}