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Add scene for testing loading objects and simulator from lot
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347
Assets/Scenes/Tests/LotObjectSimulationTest.unity
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Assets/Scenes/Tests/LotObjectSimulationTest.unity
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7
Assets/Scenes/Tests/LotObjectSimulationTest.unity.meta
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Assets/Scenes/Tests/LotObjectSimulationTest.unity.meta
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@ -0,0 +1,73 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using OpenTS2.Common;
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using OpenTS2.Content;
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using OpenTS2.Content.DBPF;
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using OpenTS2.Files;
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using OpenTS2.Files.Formats.DBPF;
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using UnityEngine;
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namespace OpenTS2.Engine.Tests
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{
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/// <summary>
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/// Tests loading an object from a lot and then running the SimAntics simulator on it.
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/// </summary>
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public class LotObjectSimulationTest : MonoBehaviour
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{
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public string NeighborhoodPrefix = "N002";
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public int LotID = 22;
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// Which item to load from the lot save table.
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public int ItemIndex = 0;
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private string _nhood;
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private int _lotId;
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void Start()
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{
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Core.InitializeCore();
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ContentLoading.LoadGameContentSync();
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CatalogManager.Instance.Initialize();
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ObjectManager.Create();
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LoadLot(NeighborhoodPrefix, LotID);
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}
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private void LoadLot(string neighborhoodPrefix, int id)
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{
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_nhood = neighborhoodPrefix;
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_lotId = id;
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var contentManager = ContentManager.Instance;
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var lotsFolderPath = Path.Combine(Filesystem.UserDataDirectory, $"Neighborhoods/{NeighborhoodPrefix}/Lots");
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var lotFilename = $"{NeighborhoodPrefix}_Lot{LotID}.package";
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var lotFullPath = Path.Combine(lotsFolderPath, lotFilename);
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if (!File.Exists(lotFullPath))
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{
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return;
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}
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var lotPackage = contentManager.AddPackage(lotFullPath);
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// Get the lot's OBJT / object save type table.
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var saveTable =
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lotPackage.GetAssetByTGI<ObjectSaveTypeTableAsset>(new ResourceKey(instanceID: 0, GroupIDs.Local,
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TypeIDs.OBJ_SAVE_TYPE_TABLE));
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var objectToLoad = saveTable.Selectors[ItemIndex];
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Debug.Log($"Loading object {objectToLoad.catalogResourceName} with guid {objectToLoad.objectGuid:X}");
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var objectDefinition = ObjectManager.Instance.GetObjectByGUID(objectToLoad.objectGuid);
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Debug.Assert(objectDefinition != null, "Could not find objd.");
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// Now load the state of the object.
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var objectState =
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lotPackage.GetAssetByTGI<SimsObjectAsset>(
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new ResourceKey(instanceID: (uint)objectToLoad.saveType, GroupIDs.Local, TypeIDs.XOBJ));
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Debug.Log($"object state: {objectState}");
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}
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}
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}
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11
Assets/Scripts/OpenTS2/Engine/Tests/LotObjectSimulationTest.cs.meta
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Assets/Scripts/OpenTS2/Engine/Tests/LotObjectSimulationTest.cs.meta
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@ -43,6 +43,8 @@ We follow the layout of a normal Unity project except:
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* `Assets/Scripts/OpenTS2` - Contains the bulk of the C# code that deals with TS2 formats and files.
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* `Assets/Tests/OpenTS2/` - Unit tests following the same directory structure as the `Scripts` folder.
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* `Assets/Scenes/Test` - Tests but more at the integration level involving Unity scenes.
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* `Assets/Scripts/OpenTS2/Engine/Tests` - Controller scripts for the above tests.
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|
||||
## Testing
|
||||
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|
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Reference in a new issue