A behavior object carries a "Run in editor" switch next to Enabled. When it is on, the behavior ticks outside of Play and works on the saved model directly - Unity semantics: what it moves is a real change, autosaved and not undoable. Input stays with the editor, so On key never fires while typing. The editor run never bakes placed containers into the model, since that would silently drop their instanceEdits. syncToModel reports whether it wrote anything, and the dirty flag is only raised on change - otherwise a behavior moving something every frame would trigger ~60 saves a second.
125 lines
5.1 KiB
TypeScript
125 lines
5.1 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import { AddVariableCommand } from '../../src/core/commands/variableCommands';
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import { isHandleEnabled } from '../../src/core/graph';
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import { findAsset, findScene } from '../../src/core/model/Project';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
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import {
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fakeHandle,
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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runNode,
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startWorld,
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} from '../helpers';
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/** A 100×100 wall at x = 200 and a 100×100 mover at the origin, both with box colliders, in a running world. */
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function wallAndMover() {
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const f = makeSpriteScene();
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const moverId = place(f, f.spriteId, { x: 0, y: 0 });
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const wallId = place(f, f.spriteId, { x: 200, y: 0 });
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const wallCollider = new AddColliderCommand(f.sceneId, wallId);
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f.stack.execute(new AddColliderCommand(f.sceneId, moverId));
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f.stack.execute(wallCollider);
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const { world, collisions } = startWorld(f, { collisions: true });
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return {
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world,
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collisions,
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mover: world.findByObjectId(moverId)!,
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wall: world.findByObjectId(wallCollider.objectId)!,
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};
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}
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describe('the enabled switch', () => {
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it('is a common property of every placeable type, defaults to on and overrides per object', () => {
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expect(schemaFor('sprite')[0]).toMatchObject({ key: 'enabled', kind: 'boolean', default: true });
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expect(schemaFor('behavior').map((d) => d.key)).toEqual(['enabled', 'runInEditor']);
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expect(schemaFor('scene').some((d) => d.key === 'enabled')).toBe(false);
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const f = makeSpriteScene();
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const { project, stack, sceneId, spriteId, object } = f;
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const box = place(f, spriteId, { x: 0, y: 0 });
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expect(resolveSceneObjectProps(findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
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// Switching an instance off is an ordinary override – and survives a round trip.
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stack.execute(new SetOverrideCommand(sceneId, box, 'enabled', false));
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expect(object(box).overrides).toEqual({ enabled: false });
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expect(findScene(roundTrip(project), sceneId)!.objects[0]!.overrides).toEqual({ enabled: false });
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stack.undo();
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expect(object(box).overrides).toEqual({});
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});
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it('is inherited: a child of a switched-off parent is off as well', () => {
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const parent = fakeHandle({ enabled: false });
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const child = fakeHandle({ enabled: true }, parent);
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expect(isHandleEnabled(child)).toBe(false);
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expect(child.props.enabled).toBe(true); // its own switch is untouched
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parent.props.enabled = true;
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expect(isHandleEnabled(child)).toBe(true);
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expect(runNode('IsEnabled', { object: child })).toEqual({ result: true, own: true });
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});
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it('cannot be shadowed by a behavior variable', () => {
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const f = makeProject();
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const behavior = makeBehavior(f);
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expect(() => new AddVariableCommand(behavior.id, 'enabled', 'number').execute(f.project)).toThrow();
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});
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it('takes a collider out of the collision system while it is off', () => {
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const { world, collisions, wall, mover } = wallAndMover();
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// The wall blocks: moving 200 to the right stops at 100 units of distance (two 100-wide boxes).
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(100, 5);
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// Switched off, the wall is not there at all.
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mover.x = 0;
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wall.props.enabled = false;
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(200, 5);
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});
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it('stops a behavior while it is off and runs On start when it is switched on', () => {
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const f = makeSpriteScene();
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const behavior = makeBehavior(f, 'Counter', ['ticks']);
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// On start and On update both add one to `ticks`.
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const update = edit.addNode('OnUpdate');
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const one = edit.addNode('Number', { value: 1 });
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const add = edit.addNode('Add');
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const get = edit.addNode('GetVariable', { variable: 'ticks' });
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const set = edit.addNode('SetVariable', { variable: 'ticks' });
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edit.wire([
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[update, 'exec', set, 'exec'],
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[get, 'value', add, 'a'],
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[one, 'value', add, 'b'],
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[add, 'result', set, 'value'],
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[start, 'exec', set, 'exec'],
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]);
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const counter = place(f, behavior.id, { x: 0, y: 0 });
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f.stack.execute(new SetOverrideCommand(f.sceneId, counter, 'enabled', false));
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const { world } = startWorld(f, { behaviors: true });
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const entity = world.findByObjectId(counter)!;
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world.tick(0.1);
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world.tick(0.1);
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expect(entity.props.ticks).toBe(0); // off: no On start, no ticks
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entity.props.enabled = true; // what "Set enabled" does
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world.tick(0.1);
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expect(entity.props.ticks).toBe(2); // On start plus this frame's On update
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3);
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entity.props.enabled = false;
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3); // frozen again, state kept
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});
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});
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