C# 如何在Unity游戏引擎平台上的单元测试中实例化MonoBehavior对象
我在Github()上有以下开源项目。我目前正在尝试对使用MSTest框架编写的代码进行单元测试,但所有测试都返回相同的错误消息:“未处理的异常:System.Security.SecurityException:ECall方法必须打包到系统模块中。”这是在我尝试使用NUnit模板进行单元测试时发生的 我已经查过了 找到一些答案,但我没有,因为OP说他的解决方案在调试器区域内有效,但在调试器区域外无效。在我看来,当我看这篇文章时,OP的问题并没有得到解决 之后,我在项目中导入了UnityTestTools框架。因为它是基于NUnit框架的,所以我认为这很容易。事实证明不是。测试本身是相当基本的。我有一个基类,叫做BaseCharacterClass:MonoBehavior,它具有BaseCharacterStats类型的属性。在统计数据中,有一个CharacterHealth类型的对象,它负责玩家的健康 现在,我有以下两个堆栈跟踪,当我在测试中尝试以下内容时,我似乎没有得到这些跟踪 单元测试(NUNIT)C# 如何在Unity游戏引擎平台上的单元测试中实例化MonoBehavior对象,c#,.net,unit-testing,unity3d,C#,.net,Unit Testing,Unity3d,我在Github()上有以下开源项目。我目前正在尝试对使用MSTest框架编写的代码进行单元测试,但所有测试都返回相同的错误消息:“未处理的异常:System.Security.SecurityException:ECall方法必须打包到系统模块中。”这是在我尝试使用NUnit模板进行单元测试时发生的 我已经查过了 找到一些答案,但我没有,因为OP说他的解决方案在调试器区域内有效,但在调试器区域外无效。在我看来,当我看这篇文章时,OP的问题并没有得到解决 之后,我在项目中导入了UnityTest
[Test]
[Category("Mock Character")]
public void Mock_Character_With_No_Health()
{
var mock = new MoqBaseCharacter ();
Assert.NotNull (mock.BaseStats);
Assert.NotNull (mock.BaseStats.Health);
Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
}
//This is not the full file
//There "2" classes: 1 for holding tests and that Mock object
public MoqBaseCharacter()
{
this.BaseStats = new BaseCharacterStats ();
this.BaseStats.Health = new CharacterHealth (0);
}
[Test]
[Category("Mock Character")]
public void Mock_Character_With_No_Health()
{
var mock = NSubstitute.Substitute.For<MoqBaseCharacter> ();
Assert.NotNull (mock.BaseStats);
Assert.NotNull (mock.BaseStats.Health);
Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
}
[测试]
[类别(“模拟角色”)]
公共无效模拟字符,具有无运行状况()
{
var mock=NSubstitute.Substitute.For();
Assert.NotNull(mock.BaseStats);
Assert.NotNull(mock.BaseStats.Health);
Assert.LessOrEqual(0,mock.BaseStats.Health.CurrentHealth);
}
using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;
namespace Assets.Scripts.CharactersUtil
{
public class BaseCharacterClass : MonoBehaviour
{
//int[] basicUDLRMovementArray = new int[4];
public List<BaseCharacterClass> CurrentEnnemies;
public int StartingHealth = 500;
public BaseCharacterStats BaseStats { get; set; }
// Use this for initialization
private void Start()
{
BaseStats = new BaseCharacterStats {Health = new CharacterHealth(StartingHealth)}; //Testing purposes
BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
}
// Update is called once per frame
private void Update()
{
//ExecuteBasicMovement();
}
//During an attack with any kind of character
//TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
private void OnTriggerEnter([NotNull] Collider other)
{
if (other == null) throw new ArgumentNullException(other.tag);
Debug.Log("I'm about to receive some damage");
var characterStats = other.gameObject.GetComponent<BaseCharacterClass>().BaseStats;
var heathToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
characterStats.Health.TakeDamageFromCharacter((int)heathToAddOrRemove);
Debug.Log("I should have received damage from a bastard");
if (characterStats.Health.CurrentHealth == 500)
{
Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
}
}
/*
public void ExecuteBasicMovement()
{
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * BaseStats.Speed * Time.deltaTime;
}
//TODO: Make sure players moves correctly within the environment per cases
public void ExecuteMovementPerCase()
{
}
*/
public bool CanDoExtraDamage()
{
if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
BaseStats.CriticalStrikeCounter--;
BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
BaseStats.AjustCriticalStrikeChances();
return true;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using JetBrains.Annotations;
namespace Assets.Scripts.CharactersUtil
{
public class BaseCharacterStats
{
public float Power { get; set; }
public float Defense { get; set; }
public float Agility { get; set; }
public float Speed { get; set; }
public float MagicPower { get; set; }
public float MagicResist { get; set; }
public int ChanceForCriticalStrike;
public int Luck { get; set; }
public int CriticalStrikeCounter = 20;
public int TemporaryDefenseBonusValue;
private Random _randomValueGenerator;
public BaseCharacterStats()
{
_randomValueGenerator= new Random();
}
[NotNull]
public CharacterHealth Health
{
get { return _health; }
set { _health = value; }
}
private CharacterHealth _health;
public void AjustCriticalStrikeChances()
{
if (CriticalStrikeCounter <= 5)
{
CriticalStrikeCounter = 5;
}
}
public int DetermineDefenseBonusForTurn()
{
TemporaryDefenseBonusValue = _randomValueGenerator.Next(10,20);
return TemporaryDefenseBonusValue;
}
}
}
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
{
public class CharacterHealth {
public int StartingHealth { get; set; }
public int CurrentHealth { get; set; }
public Slider HealthSlider { get; set; }
public bool isDead;
public Color MaxHealthColor = Color.green;
public Color MinHealthColor = Color.red;
private int _counter;
private const int MaxHealth = 200;
public Image Fill;
private void Awake() {
//HealthSlider = GameObject.GetComponent<Slider>();
_counter = MaxHealth; // just for testing purposes
}
// Use this for initialization
public CharacterHealth(int sh)
{
StartingHealth = sh;
CurrentHealth = StartingHealth;
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = StartingHealth;
HealthSlider.value = CurrentHealth;
}
public void Start()
{
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = MaxHealth;
HealthSlider.value = MaxHealth;
}
public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
{
CurrentHealth -= (int)baseCharacter.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
}
public void TakeDamageFromCharacter(int characterStrength)
{
CurrentHealth -= characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
}
public void RestoreHealth(BaseCharacterClass bs)
{
CurrentHealth += (int)bs.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
}
public void RestoreHealth(int characterStrength)
{
CurrentHealth += characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
}
public void UpdateHealthBar() {
Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)CurrentHealth / MaxHealth);
}
}
}
public class BaseCharacterClass
{
public BaseCharacterStats BaseStats { get; set; }
public BaseCharacterClass(int startingHealth)
{
BaseStats = new BaseCharacterStats {Health = new CharacterHealth(startingHealth)}; //Testing purposes
BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
}
public bool CanDoExtraDamage()
{
if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
BaseStats.CriticalStrikeCounter--;
BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
BaseStats.AjustCriticalStrikeChances();
return true;
}
}
using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;
namespace Assets.Scripts.CharactersUtil
{
public class BaseCharacterClassWrapper : MonoBehaviour
{
//int[] basicUDLRMovementArray = new int[4];
public List<BaseCharacterClass> CurrentEnnemies;
public int StartingHealth = 500;
public BaseCharacterClass CharacterClass;
public CharacterHealthUI HealthUI;
// Use this for initialization
private void Start()
{
CharacterClass = new BaseCharacterClass(StartingHealth);
HealthUI = this.GetComponent<CharacterHealthUI>();
HealthUI.CharacterHealth = CharacterClass.BaseStats.Health;
}
// Update is called once per frame
private void Update()
{
//ExecuteBasicMovement();
}
//During an attack with any kind of character
//TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
private void OnTriggerEnter([NotNull] Collider other)
{
if (other == null) throw new ArgumentNullException(other.tag);
Debug.Log("I'm about to receive some damage");
var characterStats = other.gameObject.GetComponent<BaseCharacterClassWrapper>().CharacterClass.BaseStats;
var healthToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
characterStats.Health.TakeDamageFromCharacter((int)healthToAddOrRemove);
Debug.Log("I should have received damage from a bastard");
if (characterStats.Health.CurrentHealth == 500)
{
Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
}
}
/*
public void ExecuteBasicMovement()
{
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * BaseStats.Speed * Time.deltaTime;
}
//TODO: Make sure players moves correctly within the environment per cases
public void ExecuteMovementPerCase()
{
}
*/
public bool CanDoExtraDamage()
{
return CharacterClass.CanDoExtraDamage();
}
}
}
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
{
public class CharacterHealthUI : MonoBehavior {
public Image Fill;
public Color MaxHealthColor = Color.green;
public Color MinHealthColor = Color.red;
public Slider HealthSlider;
private void Start() {
if(!HealthSlider) {
HealthSlider = this.GetComponent<Slider>();
}
if(!Fill) {
Fill = this.GetComponent<Image>();
}
}
private CharacterHealth _charaHealth;
public CharacterHealth CharacterHealth {
get { return _charaHealth; }
set {
if(_charaHealth!=null)
_charaHealth.HealthChanged -= HealthChanged;
_charaHealth = value;
_charaHealth.HealthChanged += HealthChanged;
}
}
public HealthChanged(object sender, HealthChangedEventArgs hp) {
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = hp.MinHealth;
HealthSlider.maxValue = hp.MaxHealth;
HealthSlider.value = hp.CurrentHealth;
Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)hp.CurrentHealth / hp.MaxHealth);
}
}
}
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
{
public class HealthChangedEventArgs : EventArgs
{
public float MinHealth { get; set; }
public float MaxHealth { get; set; }
public float CurrentHealth { get; set;}
public HealthChangedEventArgs(float minHealth, float curHealth, float maxHealth) {
MinHealth = minHealth;
CurrentHealth = curHealth;
MaxHealth = maxHealth;
}
}
public class CharacterHealth {
public int StartingHealth { get; set; }
private int _currentHealth;
public int CurrentHealth
{
get { return _currentHealth; }
set {
_currentHealth = value;
if(HealthChanged!=null)
HealthChanged(this, new HealthChangedEventArgs(0f, _currentHealth, MaxHealth);
}
}
public bool isDead;
private int _counter;
private const int MaxHealth = 200;
public event EventHandler<HealthChangedEventArgs> HealthChanged;
// Use this for initialization
public CharacterHealth(int sh)
{
StartingHealth = sh;
CurrentHealth = StartingHealth;
}
public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
{
CurrentHealth -= (int)baseCharacter.BaseStats.Power;
if (CurrentHealth <= 0)
isDead = true;
}
public void TakeDamageFromCharacter(int characterStrength)
{
CurrentHealth -= characterStrength;
if (CurrentHealth <= 0)
isDead = true;
}
public void RestoreHealth(BaseCharacterClass bs)
{
CurrentHealth += (int)bs.BaseStats.Power;
}
public void RestoreHealth(int characterStrength)
{
CurrentHealth += characterStrength;
}
}
}
public static class TestableObjectFactory {
public static T Create<T>() {
return FormatterServices.GetUninitializedObject(typeof(T)).CastTo<T>();
}
}
var testableObject = TestableObjectFactory.Create<MyMonoBehaviour>();
testableObject.Test();