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Implement CoroutineAction #36
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jarkonik
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,108 @@ | ||
using NUnit.Framework; | ||
|
||
namespace NPBehave | ||
{ | ||
public class CoroutineActionTest | ||
{ | ||
private int firstStepRunCount; | ||
private int secondStepRunCount; | ||
private int thirdStepRunCount; | ||
|
||
[SetUp] | ||
public void SetUp() | ||
{ | ||
this.firstStepRunCount = 0; | ||
this.secondStepRunCount = 0; | ||
this.thirdStepRunCount = 0; | ||
} | ||
|
||
private System.Collections.IEnumerator TestCoroutine() | ||
{ | ||
this.firstStepRunCount++; | ||
yield return new WaitForSeconds(0.05f); | ||
this.secondStepRunCount++; | ||
yield return null; | ||
this.thirdStepRunCount++; | ||
} | ||
|
||
[Test] | ||
public void AllStepsShouldRun_WhenDoesntYieldFailure() | ||
{ | ||
var timer = new Clock(); | ||
var blackboard = new Blackboard(timer); | ||
var action = new CoroutineAction(TestCoroutine); | ||
var tree = new TestRoot(blackboard, timer, action); | ||
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||
tree.Start(); // First step should run | ||
timer.Update(0.1f); // Tick - Second step should run | ||
timer.Update(0.1f); // Tick - Third step should run | ||
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||
Assert.AreEqual(1, firstStepRunCount); | ||
Assert.AreEqual(1, secondStepRunCount); | ||
Assert.AreEqual(1, thirdStepRunCount); | ||
} | ||
|
||
[Test] | ||
public void ShouldEndWithSuccess_WhenDoesntYieldFailure() | ||
{ | ||
var timer = new Clock(); | ||
var blackboard = new Blackboard(timer); | ||
var action = new CoroutineAction(TestCoroutine); | ||
var tree = new TestRoot(blackboard, timer, action); | ||
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tree.Start(); // First step should run | ||
timer.Update(0.1f); // Tick - Second step should run | ||
timer.Update(0.1f); // Tick - Third step should run | ||
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Assert.AreEqual(1, firstStepRunCount); | ||
Assert.AreEqual(1, secondStepRunCount); | ||
Assert.AreEqual(1, thirdStepRunCount); | ||
|
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Assert.AreEqual(Node.State.INACTIVE, action.CurrentState); // Action should have ended... | ||
Assert.IsTrue(action.DebugLastResult); // ... with success | ||
} | ||
|
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private System.Collections.IEnumerator TestFailCoroutine() | ||
{ | ||
this.firstStepRunCount++; | ||
yield return new WaitForSeconds(0.05f); | ||
this.secondStepRunCount++; | ||
yield return Action.Result.FAILED; | ||
this.thirdStepRunCount++; | ||
yield return null; | ||
} | ||
|
||
[Test] | ||
public void StepAfterFailureShouldNotRun_WhenYieldsFailure() | ||
{ | ||
var timer = new Clock(); | ||
var blackboard = new Blackboard(timer); | ||
var action = new CoroutineAction(TestFailCoroutine); | ||
var tree = new TestRoot(blackboard, timer, action); | ||
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||
tree.Start(); // First step should run | ||
timer.Update(0.1f); // Tick - Second step should run | ||
timer.Update(0.1f); // Tick - Third step should run | ||
|
||
Assert.AreEqual(1, firstStepRunCount); | ||
Assert.AreEqual(1, secondStepRunCount); | ||
Assert.AreEqual(0, thirdStepRunCount); // Third step should not run as coroutine is failing earlier | ||
} | ||
|
||
[Test] | ||
public void ShouldEndWithFailure_WhenYieldsFailure() | ||
{ | ||
var timer = new Clock(); | ||
var blackboard = new Blackboard(timer); | ||
var action = new CoroutineAction(TestFailCoroutine); | ||
var tree = new TestRoot(blackboard, timer, action); | ||
|
||
tree.Start(); // First step should run | ||
timer.Update(0.1f); // Tick - Second step should run | ||
timer.Update(0.1f); // Tick - Third step should run | ||
|
||
Assert.AreEqual(Node.State.INACTIVE, action.CurrentState); // Action should have ended... | ||
Assert.IsFalse(action.DebugLastResult); // ... with failure | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,68 @@ | ||
using System.Collections; | ||
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namespace NPBehave | ||
{ | ||
public struct WaitForSeconds | ||
{ | ||
public readonly float Seconds; | ||
public WaitForSeconds(float seconds) | ||
{ | ||
this.Seconds = seconds; | ||
} | ||
} | ||
|
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public class CoroutineAction : Task | ||
{ | ||
private System.Func<IEnumerator> action; | ||
private IEnumerator actionCoroutine; | ||
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public CoroutineAction(System.Func<IEnumerator> action) : base("Action") | ||
{ | ||
this.action = action; | ||
} | ||
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private void Progress() | ||
{ | ||
if (actionCoroutine.Current is Action.Result.FAILED) | ||
{ | ||
Stopped(false); | ||
} | ||
else if (actionCoroutine.Current is WaitForSeconds w) | ||
{ | ||
if (actionCoroutine.MoveNext()) | ||
{ | ||
Clock.AddTimer(w.Seconds, 0, Progress); | ||
} | ||
else | ||
{ | ||
Stopped(true); | ||
} | ||
} | ||
else if (actionCoroutine.Current == null) | ||
{ | ||
if (actionCoroutine.MoveNext()) | ||
{ | ||
Clock.AddTimer(0, 0, Progress); | ||
} | ||
else | ||
{ | ||
Stopped(true); | ||
} | ||
} | ||
else | ||
{ | ||
throw new System.Exception("unsupported coroutine return value"); | ||
} | ||
} | ||
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protected override void DoStart() | ||
{ | ||
this.actionCoroutine = action(); | ||
Progress(); | ||
} | ||
|
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protected override void DoStop() | ||
{ | ||
} | ||
} | ||
} |
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I have tried your implemetation in my game. When another node tried to stop the CoroutineAction node, it didn't stop immediately. It seems like you didn't take this case into consideration. So the
DoStop
method should be rewritten like this: