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using NUnit.Framework;
using System.Collections;
using Unity.Entities;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.Physics.Samples.Test
{
#if HAVOK_PHYSICS_EXISTS
[TestFixture]
class HavokPhysicsSamplesTest : UnityPhysicsSamplesTest
{
void SetSimulationType(SimulationType simulationType, Scene scene, LoadSceneMode mode)
{
var entityManager = World.Active.EntityManager;
var entities = entityManager.GetAllEntities();
foreach (var entity in entities)
{
if (entityManager.HasComponent<PhysicsStep>(entity))
{
PhysicsStep componentData = entityManager.GetComponentData<PhysicsStep>(entity);
componentData.SimulationType = simulationType;
entityManager.SetComponentData<PhysicsStep>(entity, componentData);
break;
}
}
}
[UnityTest]
[Timeout(60000)]
public override IEnumerator LoadScenes([ValueSource(nameof(UnityPhysicsSamplesTest.GetScenes))] string scenePath)
{
// Log scene name in case Unity crashes and test results aren't written out.
Debug.Log("Loading " + scenePath);
LogAssert.Expect(LogType.Log, "Loading " + scenePath);
SceneManager.sceneLoaded += (Scene scene, LoadSceneMode mode) => SetSimulationType(SimulationType.HavokPhysics, scene, mode);
SceneManager.LoadScene(scenePath);
yield return new WaitForSeconds(1);
UnityPhysicsSamplesTest.EntitiesCleanup();
yield return new WaitForFixedUpdate();
LogAssert.NoUnexpectedReceived();
}
}
#endif
}