Add scene coverage for tag and layer round trip
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@@ -292,11 +292,13 @@ TEST_F(SceneTest, FindObjectsOfType) {
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}
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TEST_F(SceneTest, FindGameObjectWithTag) {
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GameObject* go = testScene->CreateGameObject("MyTag");
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GameObject* go = testScene->CreateGameObject("TaggedObject");
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go->SetTag("MyTag");
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GameObject* found = testScene->FindGameObjectWithTag("MyTag");
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EXPECT_NE(found, nullptr);
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EXPECT_EQ(found, go);
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}
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TEST_F(SceneTest, OnGameObjectCreated_Event) {
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@@ -456,6 +458,8 @@ TEST_F(SceneTest, SerializeToString_And_DeserializeFromString_PreservesHierarchy
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testScene->SetActive(false);
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GameObject* parent = testScene->CreateGameObject("Parent");
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parent->SetTag("Environment");
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parent->SetLayer(4);
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parent->GetTransform()->SetLocalPosition(Vector3(2.0f, 4.0f, 6.0f));
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parent->GetTransform()->SetLocalScale(Vector3(1.5f, 1.5f, 1.5f));
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@@ -466,6 +470,8 @@ TEST_F(SceneTest, SerializeToString_And_DeserializeFromString_PreservesHierarchy
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light->SetCastsShadows(true);
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GameObject* child = testScene->CreateGameObject("Child Camera", parent);
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child->SetTag("MainCamera");
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child->SetLayer(9);
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child->GetTransform()->SetLocalPosition(Vector3(1.0f, 0.0f, -3.0f));
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auto* camera = child->AddComponent<CameraComponent>();
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@@ -490,9 +496,14 @@ TEST_F(SceneTest, SerializeToString_And_DeserializeFromString_PreservesHierarchy
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ASSERT_NE(loadedChild, nullptr);
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EXPECT_EQ(loadedChild->GetParent(), loadedParent);
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EXPECT_EQ(loadedParent->GetTag(), "Environment");
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EXPECT_EQ(loadedParent->GetLayer(), 4u);
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EXPECT_EQ(loadedParent->GetTransform()->GetLocalPosition(), Vector3(2.0f, 4.0f, 6.0f));
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EXPECT_EQ(loadedParent->GetTransform()->GetLocalScale(), Vector3(1.5f, 1.5f, 1.5f));
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EXPECT_EQ(loadedChild->GetTag(), "MainCamera");
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EXPECT_EQ(loadedChild->GetLayer(), 9u);
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EXPECT_EQ(loadedChild->GetTransform()->GetPosition(), Vector3(3.5f, 4.0f, 1.5f));
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EXPECT_EQ(loadedScene.FindGameObjectWithTag("MainCamera"), loadedChild);
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auto* loadedLight = loadedParent->GetComponent<LightComponent>();
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ASSERT_NE(loadedLight, nullptr);
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