Files
MovementTests/tests/player/interactions/PlayerInteractionsTest.cs
Minimata de41bbeb8d
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some other tests
2026-02-23 15:22:57 +01:00

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1.4 KiB
C#

using System.Threading.Tasks;
using Godot;
using GodotStateCharts;
namespace Movementtests.tests;
using GdUnit4;
using static GdUnit4.Assertions;
[TestSuite, RequireGodotRuntime]
public class PlayerInteractionsTest
{
private ISceneRunner _runner;
private Node _scene;
private PlayerController _player;
private readonly float _tolerance = 0.01f;
private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
[BeforeTest]
public void SetupTest()
{
_runner = ISceneRunner.Load("res://tests/player/interactions/player_interactions_scene.tscn");
_scene = _runner.Scene()!;
var player = _scene.FindChild("Player") as PlayerController;
_player = player!;
}
[AfterTest]
public void CleanupTest() {}
[TestCase("BaseLocation")]
public async Task PlayerMoveForward(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitIdleFrame();
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.W);
await _runner.AwaitMillis(300);
_runner.SimulateKeyRelease(Key.W);
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
}
}