Files
AIGame/AIClient/AgentScripts/VerifySettings.cs
T

87 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using HotUpdate.Gameplay;
using HotUpdate.UI;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public static class VerifySettings
{
static PrototypeFlow Flow => UnityEngine.Object.FindObjectOfType<PrototypeFlow>();
static void Check(bool value, string message) { if (!value) throw new Exception(message); }
static async Task Until(Func<bool> condition, int seconds = 20)
{
var end = DateTime.UtcNow.AddSeconds(seconds);
while (!condition())
{
Check(DateTime.UtcNow < end, "Settings timed out: " + Flow?.Page);
await Task.Delay(100);
}
}
static Button Button(string name) => UnityEngine.Object.FindObjectsOfType<Button>().Single(b => b.name == "Btn_" + name && b.gameObject.activeInHierarchy);
static void Click(string name)
{
var b = Button(name);
Check(b.interactable, "Disabled " + name);
Canvas.ForceUpdateCanvases();
var rect = b.GetComponent<RectTransform>();
var pointer = new PointerEventData(EventSystem.current) { position = RectTransformUtility.WorldToScreenPoint(null, rect.TransformPoint(rect.rect.center)), button = PointerEventData.InputButton.Left };
var hits = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointer, hits);
Check(hits.Count > 0 && ExecuteEvents.GetEventHandler<IPointerClickHandler>(hits[0].gameObject) == b.gameObject, "Blocked " + name);
ExecuteEvents.Execute(b.gameObject, pointer, ExecuteEvents.pointerClickHandler);
}
static async Task Capture(string name)
{
await Task.Delay(180);
var type = AppDomain.CurrentDomain.GetAssemblies().Select(a => a.GetType("Unity.Pipeline.Editor.Commands.Capture.CaptureCommands")).First(t => t != null);
type.GetMethod("CaptureGameView", BindingFlags.Public | BindingFlags.Static).Invoke(null, new object[] { 1080, 1920, null, "Screenshots/settings_" + name + ".png", false, 0, "screen" });
}
public static string Assets()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Bundles/UI/Prefab/UI_PrototypeSettings.prefab");
Check(prefab != null, "Missing settings prefab");
Check(prefab.GetComponentsInChildren<TextMeshProUGUI>(true).All(t => t.font != null), "Missing settings font");
foreach (var image in prefab.GetComponentsInChildren<Image>(true).Where(i => i.type == Image.Type.Sliced))
Check(image.sprite != null && image.sprite.border.x > 0 && image.sprite.border.y > 0, "Invalid settings nine slice " + image.name);
var names = prefab.GetComponentsInChildren<Transform>(true).Select(t => t.name).ToHashSet();
foreach (var name in new[] { "Btn_ToggleMusic", "Btn_ToggleSfx", "Btn_CycleQuality", "Btn_ToggleVibrate", "Btn_Relogin", "Btn_DeleteAccount", "Txt_AccountInfo", "Btn_Close" })
Check(names.Contains(name), "Missing settings node " + name);
Check(!names.Contains("Btn_Back"), "Settings should not keep the camp back button");
bool music = PrototypeClientPrefs.Music;
PrototypeClientPrefs.Music = !music;
Check(PrototypeClientPrefs.Music == !music, "Music pref not persisted");
PrototypeClientPrefs.Music = music;
PrototypeClientPrefs.Apply();
return "PASS settings prefab, fonts, nine-slices, toggle nodes and local music preference.";
}
public static async Task<string> Play()
{
Check(EditorApplication.isPlaying, "Enter Play Mode first");
await Until(() => Flow?.Game != null && !Flow.IsBusy);
Check(Flow.Handle("Settings"), "Settings entry not handled");
await Until(() => Flow.Page == "UI_PrototypeSettings");
bool music = PrototypeClientPrefs.Music;
Click("ToggleMusic");
await Task.Delay(120);
Check(PrototypeClientPrefs.Music == !music, "Music toggle did not flip");
Click("ToggleMusic");
await Task.Delay(80);
Check(PrototypeClientPrefs.Music == music, "Music toggle did not restore");
Click("CycleQuality");
await Task.Delay(80);
await Capture("page");
Click("Close");
await Until(() => Flow.Page == "Home");
return "PASS settings opens from home, toggles music/quality, closes with X, screenshot settings_page.png";
}
}