Resolve WES-187 "Unit tests account and system"

This commit is contained in:
Dries Van Schuylenbergh
2023-04-30 15:51:41 +00:00
committed by Jerome Coudron
parent c4b6c60288
commit b9bbef8dcf
143 changed files with 2008 additions and 542 deletions

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{
"name": "CommonEditMode",
"rootNamespace": "",
"references": [
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"UnityEditor.TestRunner",
"CommonScripts",
"InterfacesScripts",
"SignPredictor",
"NatML.ML",
"ArchitectureScripts"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
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using NUnit.Framework;
using UnityEngine;
/// <summary>
/// Test the CourseList class
/// </summary>
[TestFixture]
public class CourseListTests
{
private CourseList courseList;
/// <summary>
/// Setup a CourseList with all possible courses in the enum
/// </summary>
[SetUp]
public void Setup_Minigame()
{
courseList = ScriptableObject.CreateInstance<CourseList>();
// Add a course for each index in the enum
// Dumb way to access each index in the enum, couldn't find a different way to do it though
foreach (var field in typeof(CourseIndex).GetFields())
{
if (field.IsLiteral)
{
CourseIndex value = (CourseIndex)field.GetValue(null);
string name = field.Name;
Course course = ScriptableObject.CreateInstance<Course>();
// This is all we will need to distinguish
course.index = value;
course.title = name;
// Insert in front to guarantee that courseIndex will not line up with listIndex
courseList.courses.Insert(0, course);
}
}
}
/// <summary>
/// Check if all courses can be correctly fetched via GetCourseByIndex
/// </summary>
[Test]
public void TestGetMinigameByIndex()
{
foreach (var field in typeof(CourseIndex).GetFields())
{
if (field.IsLiteral)
{
CourseIndex value = (CourseIndex)field.GetValue(null);
string name = field.Name;
Course m = courseList.GetCourseByIndex(value);
Assert.AreEqual(m.title, name);
}
}
}
/// <summary>
/// Check if all courses can be correctly set as current via SetCurrentCourse
/// </summary>
[Test]
public void TestSetCurrentMinigame()
{
foreach (var field in typeof(CourseIndex).GetFields())
{
if (field.IsLiteral)
{
CourseIndex value = (CourseIndex)field.GetValue(null);
string name = field.Name;
courseList.SetCurrentCourse(value);
// Fetch the current course and check if its name is the same as the one we made into the current one
Course m = courseList.courses[courseList.currentCourseIndex];
Assert.AreEqual(m.title, name);
}
}
}
}

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using NUnit.Framework;
using UnityEngine;
/// <summary>
/// Test the MinigameList class
/// </summary>
[TestFixture]
public class MinigameListTests
{
private MinigameList minigameList;
/// <summary>
/// Setup a minigameList with all possible minigames in the enum
/// </summary>
[SetUp]
public void Setup_Minigame()
{
minigameList = ScriptableObject.CreateInstance<MinigameList>();
// Add a minigame for each index in the enum
// Dumb way to access each index in the enum, couldn't find a different way to do it though
foreach (var field in typeof(MinigameIndex).GetFields())
{
if (field.IsLiteral)
{
MinigameIndex value = (MinigameIndex)field.GetValue(null);
string name = field.Name;
Minigame m = ScriptableObject.CreateInstance<Minigame>();
// This is all we will need to distinguish
m.index = value;
m.title = name;
// Insert in front to guarantee that MinigameIndex will not line up with listIndex
minigameList.minigames.Insert(0, m);
}
}
}
/// <summary>
/// Check if all minigames can be correctly fetched via GetMinigameByIndex
/// </summary>
[Test]
public void TestGetMinigameByIndex()
{
foreach (var field in typeof(MinigameIndex).GetFields())
{
if (field.IsLiteral)
{
MinigameIndex value = (MinigameIndex)field.GetValue(null);
string name = field.Name;
Minigame m = minigameList.GetMinigameByIndex(value);
Assert.AreEqual(m.title, name);
}
}
}
/// <summary>
/// Check if all minigames can be correctly set as current via SetCurrentMinigame
/// </summary>
[Test]
public void TestSetCurrentMinigame()
{
foreach (var field in typeof(MinigameIndex).GetFields())
{
if (field.IsLiteral)
{
MinigameIndex value = (MinigameIndex)field.GetValue(null);
string name = field.Name;
minigameList.SetCurrentMinigame(value);
// Fetch the current minigame and check if its name is the same as the one we made into the current one
Minigame m = minigameList.minigames[minigameList.currentMinigameIndex];
Assert.AreEqual(m.title, name);
}
}
}
}

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using NatML;
using NUnit.Framework;
using UnityEngine;
/// <summary>
/// Test the ModelList class
/// </summary>
[TestFixture]
public class ModelListTests
{
private ModelList modelList;
/// <summary>
/// Setup a ModelList with all possible Models in the enum
/// </summary>
[SetUp]
public void Setup_Model()
{
modelList = ScriptableObject.CreateInstance<ModelList>();
// Add a Model for each index in the enum
// Dumb way to access each index in the enum, couldn't find a different way to do it though
foreach (var field in typeof(ModelIndex).GetFields())
{
if (field.IsLiteral)
{
ModelIndex value = (ModelIndex)field.GetValue(null);
string name = field.Name;
ModelList.ModelTuple model = new ModelList.ModelTuple();
// This is all we will need to distinguish
model.index = value;
// Insert in front to guarantee that ModelIndex will not line up with listIndex
modelList.models.Insert(0, model);
}
}
}
/// <summary>
/// Check if current model can be correctly gotten as current via GetCurrentModel
/// </summary>
[Test]
public void TestGetCurrentModel()
{
System.Random random = new System.Random();
ModelIndex value = (ModelIndex)random.Next(modelList.models.Count);
modelList.SetCurrentModel(value);
#if (UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN)
Assert.AreEqual(modelList.models[modelList.currentModelIndex].modelWINDOWS, modelList.GetCurrentModel());
#elif (UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX)
Assert.AreEqual(modelList.models[modelList.currentModelIndex].modelMAC, modelList.GetCurrentModel());
#endif
// Check if empty model fails gracefully (returns null)
Assert.IsNull(ScriptableObject.CreateInstance<ModelList>().GetCurrentModel());
}
/// <summary>
/// Check if all models can be correctly set as current via SetCurrentModel
/// </summary>
[Test]
public void TestSetCurrentModel()
{
foreach (var field in typeof(ModelIndex).GetFields())
{
if (field.IsLiteral)
{
ModelIndex value = (ModelIndex)field.GetValue(null);
string name = field.Name;
modelList.SetCurrentModel(value);
// Fetch the current model and check if its name is the same as the one we made into the current one
ModelList.ModelTuple m = modelList.models[modelList.currentModelIndex];
Assert.AreEqual(m.index, value);
#if (UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN)
Assert.IsTrue(m.modelWINDOWS is MLModelData || m.modelWINDOWS is null);
#elif (UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX)
Assert.IsTrue(m.modelMAC is MLModelData || m.modelMAC is null);
#endif
}
}
ModelList emptyList = ScriptableObject.CreateInstance<ModelList>();
emptyList.SetCurrentModel(ModelIndex.FINGERSPELLING);
Assert.IsTrue(emptyList.currentModelIndex == -1);
}
}

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using NUnit.Framework;
using UnityEngine;
/// <summary>
/// Test the ThemeList class
/// </summary>
[TestFixture]
public class ThemeListTests
{
private ThemeList themeList;
/// <summary>
/// Setup a ThemeList with all possible themes in the enum
/// </summary>
[SetUp]
public void Setup_Minigame()
{
themeList = ScriptableObject.CreateInstance<ThemeList>();
// Add a theme for each index in the enum
// Dumb way to access each index in the enum, couldn't find a different way to do it though
foreach (var field in typeof(ThemeIndex).GetFields())
{
if (field.IsLiteral)
{
ThemeIndex value = (ThemeIndex)field.GetValue(null);
string name = field.Name;
Theme theme = ScriptableObject.CreateInstance<Theme>();
// This is all we will need to distinguish
theme.themeIndex = value;
theme.title = name;
// Insert in front to guarantee that themeIndex will not line up with listIndex
themeList.themes.Insert(0, theme);
}
}
}
/// <summary>
/// Check if all themes can be correctly set as current via SetCurrentTheme
/// </summary>
[Test]
public void TestSetCurrentMinigame()
{
foreach (var field in typeof(ThemeIndex).GetFields())
{
if (field.IsLiteral)
{
ThemeIndex value = (ThemeIndex)field.GetValue(null);
string name = field.Name;
themeList.SetCurrentTheme(value);
// Fetch the current theme and check if its name is the same as the one we made into the current one
Theme m = themeList.themes[themeList.currentThemeIndex];
Assert.AreEqual(m.title, name);
}
}
}
}

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using NUnit.Framework;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Test the Theme class
/// </summary>
[TestFixture]
public class ThemeTests
{
private Theme theme;
private List<string> names = new List<string>() { "appel", "peer", "banaan" };
/// <summary>
/// Setup a theme with some learnables in it
/// </summary>
[SetUp]
public void Setup()
{
theme = ScriptableObject.CreateInstance<Theme>();
foreach (string name in names)
{
Learnable learnable = new Learnable();
learnable.name = name;
theme.learnables.Add(learnable);
}
}
/// <summary>
/// Test if all the learnables are stored in the theme
/// </summary>
[Test]
public void TestThemeLearnables()
{
// Check if each of the learnables is kept
foreach (Learnable learnable in theme.learnables)
{
names.Remove(learnable.name);
}
// Assert that all items have been checked
Assert.IsTrue(names.Count == 0);
}
}

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