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Test project manual tests for animation (of which some are used for integration testing).
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testproject/Assets/Tests/Manual/NetworkAnimatorTests/AnimatedCubeController.cs

Lines changed: 3 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,3 @@
1-
using System;
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using System.Collections;
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using Unity.Netcode;
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using Unity.Netcode.Components;
@@ -12,19 +11,11 @@ public class AnimatedCubeController : NetworkBehaviour
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private Animator m_Animator;
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private bool m_Rotate;
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private NetworkAnimator m_NetworkAnimator;
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private bool m_IsServerAuthoritative = true;
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private bool m_IsServerAuthoritative => m_NetworkAnimator ? m_NetworkAnimator.IsServerAuthoritative() : true;
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private void DetermineNetworkAnimatorComponentType()
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{
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m_NetworkAnimator = GetComponent<NetworkAnimator>();
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if (m_NetworkAnimator != null)
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{
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m_IsServerAuthoritative = m_NetworkAnimator.GetType() != typeof(OwnerNetworkAnimator);
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}
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else
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{
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throw new Exception($"{nameof(AnimatedCubeController)} requires that it is paired with either a {nameof(NetworkAnimator)} or {nameof(OwnerNetworkAnimator)}. Neither of the two components were found!");
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}
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}
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public override void OnNetworkSpawn()
@@ -136,8 +127,8 @@ private IEnumerator TestAnimatorRoutine()
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counter = 0.0f;
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while (counter < 100)
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{
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m_Animator.SetFloat("TestFloat", UnityEngine.Random.Range(0.0f, 100.0f));
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m_Animator.SetInteger("TestInt", UnityEngine.Random.Range(0, 100));
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m_Animator.SetFloat("TestFloat", Random.Range(0.0f, 100.0f));
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m_Animator.SetInteger("TestInt", Random.Range(0, 100));
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counter++;
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yield return waitForSeconds;
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}

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