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using System.Collections.Generic;
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using NUnit.Framework;
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using Sirenix.Utilities;
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using Test.Util;
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using UnityEditor;
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using UnityEngine;
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using VOID.ScriptableObjects.Abilities;
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namespace Test.EditMode.GameData.Generic
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{
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public class BasicAttackAbilityTest
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{
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private List<BasicAttackAbility> _abilities = new();
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[OneTimeSetUp]
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public void Setup()
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{
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AssetDatabase.FindAssets($"t:{nameof(BasicAttackAbility)}").ForEach(guid =>
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{
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var path = AssetDatabase.GUIDToAssetPath(guid);
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var ability = AssetDatabase.LoadAssetAtPath<BasicAttackAbility>(path);
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_abilities.Add(ability);
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});
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}
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[OneTimeTearDown]
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public void Cleanup()
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{
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_abilities.Clear();
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_abilities = null;
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}
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[Test]
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public void CastingAnimationList_IsEmpty()
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{
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_abilities.ForEach(ability =>
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{
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var assetPath = AssetDatabase.GetAssetPath(ability.GetInstanceID());
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var assetHyperLink = DebugLogUtil.Hyperlink(assetPath);
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if (ability.castingAnimationList)
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Debug.LogError($"ScriptableObject: {assetHyperLink} casting animation is selected. Basic Attack dont use that",
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ability);
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});
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}
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[Test]
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public void CastUsages_MustBeOne()
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{
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_abilities.ForEach(ability =>
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{
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var assetPath = AssetDatabase.GetAssetPath(ability.GetInstanceID());
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var assetHyperLink = DebugLogUtil.Hyperlink(assetPath);
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if (ability.castUsages != 1)
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Debug.LogError($"ScriptableObject: {assetHyperLink} cast usages for basic attack must be 1.", ability);
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});
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}
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}
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}
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