shity basic one shot
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using AnimatorAsCode.V1;
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using NUnit.Framework;
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using UnityEditor.Animations;
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using UnityEngine;
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using Assert = UnityEngine.Assertions.Assert;
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namespace av3_animator_as_code.Tests.V1VRC.PlayMode
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{
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public class AIACTransitionFunctionsTest : AbstractSimpleSingleLayerAIAC
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{
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[Test]
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public void It_should_transition_after_animation_finishes()
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{
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var aac = TestAac();
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var controller = new AnimatorController();
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var fx = aac.CreateMainArbitraryControllerLayer(controller);
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// Exercise
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var first = fx.NewState("First");
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var second = fx.NewState("Second");
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first.TransitionsTo(second).AfterAnimationFinishes();
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var animator = _root.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.enabled = false;
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// Verify
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// Frame 0
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Assert.IsTrue(Info0(animator).IsName("First"));
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// Frame 1
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animator.Update(1 / 60f);
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Assert.IsTrue(Info0(animator).IsName("Second"));
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}
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[Test]
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public void It_should_transition_after_animation_finishes_in_2_frames()
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{
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var aac = TestAac();
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var controller = new AnimatorController();
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var fx = aac.CreateMainArbitraryControllerLayer(controller);
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// Exercise
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var first = fx.NewState("First");
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first.WithAnimation(aac.DummyClipLasting(2, AacFlUnit.Frames));
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var second = fx.NewState("Second");
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first.TransitionsTo(second).AfterAnimationFinishes();
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var animator = _root.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.enabled = false;
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// Verify
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// Frame 0 & 1
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for (var iter = 0; iter < 2; iter++)
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{
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Assert.IsTrue(Info0(animator).IsName("First"), $"In iteration {iter}");
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animator.Update(1 / 60f);
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}
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// Frame 2
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Assert.IsTrue(Info0(animator).IsName("Second"));
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}
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[Test]
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public void It_should_transition_after_animation_finishes_in_3_frames()
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{
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var aac = TestAac();
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var controller = new AnimatorController();
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var fx = aac.CreateMainArbitraryControllerLayer(controller);
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// Exercise
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var first = fx.NewState("First");
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first.WithAnimation(aac.DummyClipLasting(3, AacFlUnit.Frames));
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var second = fx.NewState("Second");
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first.TransitionsTo(second).AfterAnimationFinishes();
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var animator = _root.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.enabled = false;
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// Verify
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// Frames [0:2]
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for (var iter = 0; iter < 3; iter++)
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{
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Assert.IsTrue(Info0(animator).IsName("First"), $"In iteration {iter}");
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animator.Update(1 / 60f);
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}
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// Frame 3
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Assert.IsTrue(Info0(animator).IsName("Second"));
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}
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[Test]
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public void It_should_transition_after_animation_finishes_in_59_frames()
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{
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var aac = TestAac();
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var controller = new AnimatorController();
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var fx = aac.CreateMainArbitraryControllerLayer(controller);
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// Exercise
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var first = fx.NewState("First");
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first.WithAnimation(aac.DummyClipLasting(59, AacFlUnit.Frames));
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var second = fx.NewState("Second");
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first.TransitionsTo(second).AfterAnimationFinishes();
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var animator = _root.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.enabled = false;
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// Verify
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// Frame [0:59]
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for (var iter = 0; iter < 59; iter++)
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{
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Assert.IsTrue(Info0(animator).IsName("First"), $"In iteration {iter}");
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animator.Update(1 / 60f);
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}
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// Frame 60
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Assert.IsTrue(Info0(animator).IsName("Second"));
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}
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[Test]
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public void It_should_transition_after_animation_finishes_in_60_frames_with_plus_one_error()
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{
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var aac = TestAac();
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var controller = new AnimatorController();
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var fx = aac.CreateMainArbitraryControllerLayer(controller);
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// Exercise
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var first = fx.NewState("First");
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first.WithAnimation(aac.DummyClipLasting(60, AacFlUnit.Frames));
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var second = fx.NewState("Second");
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first.TransitionsTo(second).AfterAnimationFinishes();
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var animator = _root.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.enabled = false;
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// Verify
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// Frame [0:61] (!!! !!!)
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var error = 1;
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for (var iter = 0; iter < 60 + error; iter++)
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{
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Assert.IsTrue(Info0(animator).IsName("First"), $"In iteration {iter}");
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animator.Update(1 / 60f);
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}
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// Frame 62
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Assert.IsTrue(Info0(animator).IsName("Second"));
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}
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private static AnimatorStateInfo Info0(Animator animator)
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{
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return animator.GetCurrentAnimatorStateInfo(0);
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}
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}
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}
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