* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.AI
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{
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[TestFixture]
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public sealed class SpriteTest : ContentIntegrationTest
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{
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/// <summary>
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/// Test RSIs and textures are valid
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/// </summary>
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[Test]
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public async Task TestSpritePaths()
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{
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var (client, server) = await StartConnectedServerClientPair();
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await client.WaitIdleAsync();
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await server.WaitIdleAsync();
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var resc = client.ResolveDependency<IResourceCache>();
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var entityManager = client.ResolveDependency<IEntityManager>();
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var mapManager = client.ResolveDependency<IMapManager>();
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var prototypeManager = client.ResolveDependency<IPrototypeManager>();
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await client.WaitIdleAsync();
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client.Assert(() =>
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{
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var mapId = mapManager.CreateMap();
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string filePath;
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var map = mapManager.GetMapEntity(mapId);
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foreach (var proto in prototypeManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (proto.Abstract || !proto.Components.ContainsKey("Sprite"))
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continue;
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var entity = entityManager.SpawnEntity(proto.ID, map.Transform.MapPosition);
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var spriteComponent = entity.GetComponent<ISpriteComponent>();
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foreach (var layer in spriteComponent.AllLayers)
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{
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if (layer.RsiState != null && layer.Rsi != null)
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{
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filePath = layer.Rsi.Path + "/" + layer.RsiState + ".png";
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Assert.That(resc.ContentFileExists(filePath), $"Unable to find {filePath}");
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}
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}
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}
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});
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await client.WaitIdleAsync();
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}
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}
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} |