- HitReactionController에 경직, 다운 회복 가능 구간, Hit 속도 배율 파라미터 처리를 추가 - DownBegin/Recover 상태 종료를 StateMachineBehaviour로 받아 구르기 허용 구간과 다운 해제를 분리 - 드로그 발구르기를 경직 이펙트로 전환하고 넉백/경직 이펙트에서 Hit 애니메이션 속도 배율을 설정 가능하게 정리 - PlayMode 테스트를 추가해 경직/넉백이 Hit 애니메이션 속도 배율을 실제로 반영하는지 자동 검증
192 lines
7.0 KiB
C#
192 lines
7.0 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using Colosseum.Player;
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namespace Colosseum.Tests
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{
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/// <summary>
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/// 피격 반응 애니메이션의 속도 배율 반영을 검증하는 PlayMode 테스트입니다.
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/// </summary>
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public class HitReactionAnimationSpeedTests
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{
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private const string AnimatorControllerResourcePath = "AC_Player_Default_PlayModeTest";
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private const string HitStateName = "Hit";
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private const string HitSpeedMultiplierParam = "HitSpeedMultiplier";
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private const float AnimationSampleWindow = 0.08f;
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private GameObject networkManagerObject;
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private NetworkManager networkManager;
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private GameObject playerObject;
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private HitReactionController hitReactionController;
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private Animator animator;
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[UnitySetUp]
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public IEnumerator SetUp()
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{
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CleanupTestObjects();
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networkManagerObject = new GameObject("TestNetworkManager");
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networkManager = networkManagerObject.AddComponent<NetworkManager>();
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UnityTransport transport = networkManagerObject.AddComponent<UnityTransport>();
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transport.SetConnectionData("127.0.0.1", AllocateTestPort());
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = transport,
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};
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Assert.IsTrue(networkManager.StartHost(), "테스트용 호스트 시작에 실패했습니다.");
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yield return null;
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RuntimeAnimatorController controller = Resources.Load<RuntimeAnimatorController>(AnimatorControllerResourcePath);
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Assert.NotNull(controller, $"테스트용 AnimatorController를 찾을 수 없습니다: Resources/{AnimatorControllerResourcePath}");
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playerObject = new GameObject("HitReactionTestPlayer");
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playerObject.SetActive(false);
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playerObject.transform.position = Vector3.zero;
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playerObject.AddComponent<NetworkObject>();
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hitReactionController = playerObject.AddComponent<HitReactionController>();
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GameObject visualObject = new GameObject("Visual");
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visualObject.transform.SetParent(playerObject.transform, false);
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animator = visualObject.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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animator.applyRootMotion = false;
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playerObject.SetActive(true);
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yield return null;
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NetworkObject networkObject = playerObject.GetComponent<NetworkObject>();
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networkObject.SpawnWithOwnership(networkManager.LocalClientId);
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yield return null;
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Assert.NotNull(hitReactionController, "HitReactionController를 생성하지 못했습니다.");
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Assert.NotNull(animator, "테스트용 Animator를 생성하지 못했습니다.");
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}
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[UnityTearDown]
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public IEnumerator TearDown()
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{
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if (networkManager != null && networkManager.IsListening)
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{
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networkManager.Shutdown();
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}
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yield return null;
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CleanupTestObjects();
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yield return null;
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}
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[UnityTest]
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public IEnumerator ApplyStagger_ReusesHitAnimationAndReflectsSpeedMultiplier()
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{
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float slowDelta = 0f;
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yield return MeasureHitPlaybackDelta(
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() => hitReactionController.ApplyStagger(0.4f, true, 0.5f),
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0.5f,
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value => slowDelta = value);
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float fastDelta = 0f;
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yield return MeasureHitPlaybackDelta(
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() => hitReactionController.ApplyStagger(0.4f, true, 2f),
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2f,
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value => fastDelta = value);
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Assert.Greater(slowDelta, 0.01f, "느린 경직 재생에서 normalizedTime이 전진하지 않았습니다.");
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Assert.Greater(fastDelta, slowDelta * 1.75f, $"빠른 경직 재생 전진량이 충분하지 않습니다. slow={slowDelta:F3}, fast={fastDelta:F3}");
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}
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[UnityTest]
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public IEnumerator ApplyKnockback_AlsoAppliesHitAnimationSpeedMultiplier()
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{
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float measuredDelta = 0f;
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yield return MeasureHitPlaybackDelta(
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() => hitReactionController.ApplyKnockback(Vector3.back * 3f, 0.25f, true, 1.6f),
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1.6f,
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value => measuredDelta = value);
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Assert.Greater(measuredDelta, 0.01f, "넉백에서 Hit 애니메이션이 재생되지 않았습니다.");
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}
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private IEnumerator MeasureHitPlaybackDelta(System.Action applyReaction, float expectedSpeedMultiplier, System.Action<float> setMeasuredDelta)
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{
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hitReactionController.ClearHitReactionState();
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animator.Rebind();
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animator.Update(0f);
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yield return null;
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applyReaction.Invoke();
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yield return WaitForHitState();
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float actualMultiplier = animator.GetFloat(HitSpeedMultiplierParam);
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Assert.AreEqual(expectedSpeedMultiplier, actualMultiplier, 0.01f, "Hit 속도 배율 파라미터가 기대값과 다릅니다.");
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float startNormalizedTime = animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
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yield return new WaitForSeconds(AnimationSampleWindow);
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float endNormalizedTime = animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
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setMeasuredDelta(endNormalizedTime - startNormalizedTime);
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yield return null;
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}
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private IEnumerator WaitForHitState()
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{
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int hitStateHash = Animator.StringToHash(HitStateName);
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for (int frame = 0; frame < 120; frame++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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if (!animator.IsInTransition(0) && stateInfo.shortNameHash == hitStateHash)
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{
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yield break;
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}
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yield return null;
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}
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Assert.Fail("Hit 상태 진입을 시간 내에 확인하지 못했습니다.");
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}
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private static ushort AllocateTestPort()
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{
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return (ushort)Random.Range(20000, 40000);
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}
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private void CleanupTestObjects()
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{
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if (playerObject != null)
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{
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Object.DestroyImmediate(playerObject);
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playerObject = null;
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}
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foreach (Camera camera in Object.FindObjectsByType<Camera>(FindObjectsSortMode.None))
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{
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if (camera != null && camera.gameObject.name == "PlayerCamera")
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{
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Object.DestroyImmediate(camera.gameObject);
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}
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}
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if (networkManagerObject != null)
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{
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Object.DestroyImmediate(networkManagerObject);
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networkManagerObject = null;
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networkManager = null;
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}
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}
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}
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}
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