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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <gtest/gtest.h>
- #include <QPushButton>
- #include <QAction>
- #include <QtTest>
- #include <Tests/UI/UIFixture.h>
- #include <Tests/TestAssetCode/JackActor.h>
- #include <Tests/TestAssetCode/TestActorAssets.h>
- #include <EMotionFX/CommandSystem/Source/CommandManager.h>
- #include <EMotionFX/Source/Actor.h>
- #include <EMotionFX/Source/ActorManager.h>
- namespace EMotionFX
- {
- TEST_F(UIFixture, CanAddActor)
- {
- /*
- Test Case: C14459474
- Can Add Actor
- Imports an Actor to ensure that importing an actor is poosible.
- */
- RecordProperty("test_case_id", "C14459474");
- // Ensure that the number of actors loaded is 0
- ASSERT_EQ(GetActorManager().GetNumActors(), 0);
- // Load an Actor
- AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
- AZ::Data::Asset<Integration::ActorAsset> actorAsset =
- TestActorAssets::CreateActorAssetAndRegister<JackNoMeshesActor>(actorAssetId, "Jack");
- // Ensure the Actor is correct
- ASSERT_TRUE(GetActorManager().FindActorByName("Jack"));
- EXPECT_EQ(GetActorManager().GetNumActors(), 1);
- }
- } // namespace EMotionFX
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