CamerasBlendingTests.cs 10 KB

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  1. using System.Collections;
  2. using NUnit.Framework;
  3. using UnityEngine;
  4. using UnityEngine.TestTools;
  5. using Cinemachine;
  6. namespace Tests.Runtime
  7. {
  8. [TestFixture]
  9. public class CamerasBlendingTests : CinemachineFixtureBase
  10. {
  11. const float k_BlendingTime = 1;
  12. CinemachineBrain m_Brain;
  13. CinemachineVirtualCameraBase m_Source, m_Target;
  14. [SetUp]
  15. public override void SetUp()
  16. {
  17. // Camera
  18. var cameraHolder = CreateGameObject("MainCamera", typeof(Camera), typeof(CinemachineBrain));
  19. m_Brain = cameraHolder.GetComponent<CinemachineBrain>();
  20. // Blending
  21. m_Brain.m_DefaultBlend = new CinemachineBlendDefinition(
  22. CinemachineBlendDefinition.Style.Linear,
  23. k_BlendingTime);
  24. m_Source = CreateGameObject("A", typeof(CinemachineVirtualCamera)).GetComponent<CinemachineVirtualCamera>();
  25. m_Target = CreateGameObject("B", typeof(CinemachineVirtualCamera)).GetComponent<CinemachineVirtualCamera>();
  26. m_Source.Priority = 10;
  27. m_Target.Priority = 15;
  28. m_Source.enabled = true;
  29. m_Target.enabled = false;
  30. m_Source.transform.position = Vector3.zero;
  31. m_Target.transform.position = new Vector3(10, 0, 0);
  32. base.SetUp();
  33. m_Brain.m_UpdateMethod = CinemachineBrain.UpdateMethod.ManualUpdate;
  34. }
  35. [UnityTest, ConditionalIgnore("IgnoreHDRPInstability", "This test is unstable on HDRP")]
  36. public IEnumerator BlendFromSourceToTarget()
  37. {
  38. // Check that source vcam is active
  39. m_Brain.ManualUpdate();
  40. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  41. yield return null;
  42. // Active target and blend from source to target completely
  43. m_Target.enabled = true;
  44. var timeElapsed = 0f;
  45. m_Brain.ManualUpdate();
  46. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  47. while (timeElapsed < k_BlendingTime)
  48. {
  49. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Target));
  50. Assert.That(m_Brain.IsBlending, Is.True);
  51. m_Brain.ManualUpdate();
  52. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  53. yield return null;
  54. }
  55. Assert.That(m_Brain.IsBlending, Is.False);
  56. }
  57. [UnityTest, ConditionalIgnore("IgnoreHDRPInstability", "This test is unstable on HDRP")]
  58. public IEnumerator BlendBetweenSourceAndTarget()
  59. {
  60. // Check that source vcam is active
  61. m_Brain.ManualUpdate();
  62. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  63. yield return null;
  64. // Activate Target vcam and blend 50% between source and target
  65. m_Target.enabled = true;
  66. var timeElapsed = 0f;
  67. m_Brain.ManualUpdate();
  68. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  69. yield return null;
  70. CinemachineBlend activeBlend;
  71. while (timeElapsed < k_BlendingTime * 0.5f)
  72. {
  73. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Target));
  74. Assert.That(m_Brain.IsBlending, Is.True);
  75. m_Brain.ManualUpdate();
  76. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  77. activeBlend = m_Brain.ActiveBlend;
  78. Assert.That(activeBlend, Is.Not.Null);
  79. Assert.That(activeBlend.TimeInBlend, Is.EqualTo(timeElapsed));
  80. yield return null;
  81. }
  82. // Blend back to source from 50% between source and target
  83. m_Target.enabled = false;
  84. timeElapsed = 0f;
  85. m_Brain.ManualUpdate();
  86. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  87. yield return null;
  88. while (timeElapsed < k_BlendingTime * 0.3f)
  89. {
  90. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  91. Assert.That(m_Brain.IsBlending, Is.True);
  92. m_Brain.ManualUpdate();
  93. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  94. activeBlend = m_Brain.ActiveBlend;
  95. Assert.That(activeBlend, Is.Not.Null);
  96. Assert.That(activeBlend.TimeInBlend, Is.EqualTo(timeElapsed));
  97. yield return null;
  98. }
  99. activeBlend = m_Brain.ActiveBlend;
  100. Assert.That(activeBlend, Is.Not.Null);
  101. Assert.That(activeBlend.TimeInBlend, Is.EqualTo(timeElapsed));
  102. // wait for blend to finish
  103. var timeToFinish = activeBlend.Duration - activeBlend.TimeInBlend;
  104. timeElapsed = 0f;
  105. while (timeElapsed < timeToFinish)
  106. {
  107. Assert.That(m_Brain.IsBlending, Is.True);
  108. m_Brain.ManualUpdate();
  109. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  110. yield return null;
  111. }
  112. Assert.That(m_Brain.IsBlending, Is.False);
  113. }
  114. // [UnityTest, ConditionalIgnore("IgnoreHDRP2020", "Ignored on HDRP Unity 2020.")]
  115. [UnityTest, ConditionalIgnore("IgnoreHDRPInstability", "This test is unstable on HDRP")]
  116. public IEnumerator DoesInterruptedBlendingBetweenCamerasTakesDoubleTime()
  117. {
  118. // Check that source vcam is active
  119. m_Brain.ManualUpdate();
  120. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  121. yield return null;
  122. // Start blending
  123. m_Target.enabled = true;
  124. var timeElapsed = 0f;
  125. m_Brain.ManualUpdate();
  126. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  127. yield return null;
  128. CinemachineBlend activeBlend = null;
  129. // Blend 90% between source and target
  130. while (timeElapsed < k_BlendingTime * 0.9f)
  131. {
  132. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Target));
  133. Assert.That(m_Brain.IsBlending, Is.True);
  134. m_Brain.ManualUpdate();
  135. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  136. activeBlend = m_Brain.ActiveBlend;
  137. Assert.That(activeBlend, Is.Not.Null);
  138. Assert.That(activeBlend.TimeInBlend, Is.EqualTo(timeElapsed));
  139. yield return null;
  140. }
  141. m_Target.enabled = false;
  142. timeElapsed = 0f;
  143. m_Brain.ManualUpdate();
  144. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  145. yield return null;
  146. // Blend 10% backwards
  147. while (timeElapsed < k_BlendingTime * 0.1f)
  148. {
  149. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  150. Assert.That(m_Brain.IsBlending, Is.True);
  151. m_Brain.ManualUpdate();
  152. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  153. activeBlend = m_Brain.ActiveBlend;
  154. Assert.That(activeBlend, Is.Not.Null);
  155. Assert.That(activeBlend.TimeInBlend, Is.EqualTo(timeElapsed));
  156. yield return null;
  157. }
  158. m_Target.enabled = true;
  159. timeElapsed = 0f;
  160. m_Brain.ManualUpdate();
  161. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  162. yield return null;
  163. // finish blend
  164. while (timeElapsed < k_BlendingTime * 0.2f)
  165. {
  166. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Target));
  167. Assert.That(m_Brain.IsBlending, Is.True);
  168. m_Brain.ManualUpdate();
  169. timeElapsed += CinemachineCore.UniformDeltaTimeOverride;
  170. yield return null;
  171. }
  172. Assert.That(m_Brain.IsBlending, Is.False);
  173. }
  174. [UnityTest, ConditionalIgnore("IgnoreHDRPInstability", "This test is unstable on HDRP")]
  175. public IEnumerator SetActiveBlend()
  176. {
  177. // Check that source vcam is active
  178. m_Brain.ManualUpdate();
  179. Assert.That(ReferenceEquals(m_Brain.ActiveVirtualCamera, m_Source));
  180. yield return null;
  181. // Active target vcam and wait for 5 frames
  182. m_Target.enabled = true;
  183. for (int i = 0; i < 5; ++i)
  184. {
  185. m_Brain.ManualUpdate();
  186. yield return null;
  187. }
  188. var blend = m_Brain.ActiveBlend;
  189. Assert.That(blend, Is.Not.Null);
  190. // Save current blend progress
  191. var percentComplete = blend.TimeInBlend / blend.Duration;
  192. // Step blend back a frame
  193. blend.TimeInBlend -= CinemachineCore.UniformDeltaTimeOverride;
  194. m_Brain.ActiveBlend = blend;
  195. // Wait a frame and check that blend progress is the same
  196. m_Brain.ManualUpdate();
  197. yield return null;
  198. blend = m_Brain.ActiveBlend;
  199. Assert.That(percentComplete, Is.EqualTo(blend.TimeInBlend / blend.Duration));
  200. // Force the blend to complete
  201. blend.Duration = 0;
  202. m_Brain.ActiveBlend = blend;
  203. // Wait a frame and check that blend is finished
  204. m_Brain.ManualUpdate();
  205. yield return null;
  206. Assert.That(m_Brain.ActiveBlend, Is.Null);
  207. // Disable target, blend back to source, wait 5 frames
  208. m_Target.enabled = false;
  209. for (int i = 0; i < 5; ++i)
  210. {
  211. m_Brain.ManualUpdate();
  212. yield return null;
  213. }
  214. blend = m_Brain.ActiveBlend;
  215. Assert.That(blend, Is.Not.Null);
  216. Assert.That(percentComplete, Is.EqualTo(blend.TimeInBlend / blend.Duration));
  217. // Kill the blend
  218. m_Brain.ActiveBlend = null;
  219. // Wait a frame and check that blend is finished
  220. m_Brain.ManualUpdate();
  221. yield return null;
  222. Assert.That(m_Brain.ActiveBlend == null);
  223. }
  224. }
  225. }